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Copyright © 2012 by The McGraw-Hill Companies, Inc. All rights reserved. McGraw-Hill/Irwin CHAPTER THREE E-BUSINESS: ELECTRONIC BUSINESS VALUE.

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Presentation on theme: "Copyright © 2012 by The McGraw-Hill Companies, Inc. All rights reserved. McGraw-Hill/Irwin CHAPTER THREE E-BUSINESS: ELECTRONIC BUSINESS VALUE."— Presentation transcript:

1 Copyright © 2012 by The McGraw-Hill Companies, Inc. All rights reserved. McGraw-Hill/Irwin CHAPTER THREE E-BUSINESS: ELECTRONIC BUSINESS VALUE

2 3-2 CHAPTER OVERVIEW  SECTION 3.1 – WEB EBUSINESS Disruptive Technologies and Web 1.0 Advantages of Ebusiness Ebusiness Models Ebusiness Tools for Connecting and Communicating The Challenges of Ebusiness  SECTION 3.2 – WEB 2.0 – BUSINESS 2.0 Web 2.0: Advantages of Business 2.0 Networking Communities with Business 2.0 Business 2.0 Tools for Collaborating The Challenges of Business 2.0 Web 3.0: Defining the Next Generation of Online Business Opportunities

3 SECTION 3.1 WEB 1.0 EBUSINESS SECTION 3.1 WEB 1.0 EBUSINESS

4 3-4 LEARNING OUTCOMES 1.Compare disruptive and sustaining technologies and explain how the Internet and WWW caused business disruption 2.Describe Web 1.0 along with ebusiness and its associated advantages 3.Compare the four categories of ebusiness models 4.Describe the six ebusiness tools for connecting and communicating 5.Identify the four challenges associated with ebusiness

5 3-5 DISRUPTIVE TECHNOLOGIES AND WEB 1.0  Digital Darwinism – Implies that organizations which cannot adapt to the new demands placed on them for surviving in the information age are doomed to extinction  How can a company like Polaroid go bankrupt?

6 3-6 DISRUPTIVE VERSUS SUSTAINING TECHNOLOGY  What do steamboats, transistor radios, and Intel’s 8088 processor all have in common? Disruptive technology – A new way of doing things that initially does not meet the needs of existing customers Sustaining technology – Produces an improved product customers are eager to buy

7 3-7 DISRUPTIVE VERSUS SUSTAINING TECHNOLOGY

8 3-8 DISRUPTIVE VERSUS SUSTAINING TECHNOLOGY  Innovator’s Dilemma discusses how established companies can take advantage of disruptive technologies without hindering existing relationships with customers, partners, and stakeholders

9 3-9 DISRUPTIVE VERSUS SUSTAINING TECHNOLOGY

10 3-10 THE INTERNET AND WORLD WIDE WEB – THE ULTIMATE BUSINESS DISRUPTORS  One of the biggest forces changing business is the Internet – A massive network that connects computers all over the world and allows them to communicate with one another  Organizations must be able to transform as markets, economic environments, and technologies change  Focusing on the unexpected allows an organization to capitalize on the opportunity for new business growth from a disruptive technology

11 3-11 THE INTERNET AND WORLD WIDE WEB – THE ULTIMATE BUSINESS DISRUPTORS  The Internet began as an emergency military communications system operated by the Department of Defense  Gradually the Internet moved from a military pipeline to a communication tool for scientists to businesses

12 3-12 THE INTERNET AND WORLD WIDE WEB – THE ULTIMATE BUSINESS DISRUPTORS  World Wide Web (WWW) – Provides access to Internet information through documents including text, graphics, audio, and video files that use a special formatting language called HTML – hypertext markup language  Web browser – Allows users to access the WWW  Hypertext Transport Protocol – The Internet protocol Web browsers use to request and display Web pages using URL – universal resource locator

13 3-13 THE INTERNET AND WORLD WIDE WEB – THE ULTIMATE BUSINESS DISRUPTORS  Reasons for growth of the WWW Microcomputer revolution Advancements in networking Easy browser software Speed, convenience, and low cost of Web pages easy to create and flexible

14 3-14 WEB 1.0 – THE CATALYST FOR EBUSINESS  The Internet has had an impact on almost every industry including Travel Entertainment Electronics Financial services Retail Automobiles Education and training

15 3-15 WEB 1.0 – THE CATALYST FOR EBUSINESS  Web 1.0 – A term to refer to the WWW during its first few years of operation between 1991 and 2003  Ecommerce – Buying and selling of goods and services over the Internet  Ebusiness – Includes ecommerce along with all activities related to internal and external business operations

16 3-16 ADVANTAGES OF EBUSINESS

17 3-17 EXPANDING GLOBAL REACH  The Internet’s impact on information Easy to compile Increased richness Increased reach Improved content

18 3-18 OPENING NEW MARKETS  Mass customization – The ability of an organization to tailor its products or services to the customers’ specifications  Personalization – Occurs when a company knows enough about a customer’s likes and dislikes that it can fashion offers more likely to appeal to that person

19 3-19 OPENING NEW MARKETS  The Long Tail – Refers to the tail of a typically sales curve

20 3-20 OPENING NEW MARKETS  Intermeidary – Agents, software, or businesses that provide a trading infrastructure to bring buyers and sellers together Disintermediation Reintermediation Cybermediation

21 3-21 OPENING NEW MARKETS Business Value of Disintermediation

22 3-22 IMPROVING EFFECTIVENESS  Clickstream data tracks the exact pattern of a consumer’s navigation through a website  Clickstream data can reveal Number of pageviews Pattern of websites visited Length of stay on a website Date and time visited Number of customers with shopping carts Number of abandoned shopping carts

23 3-23 MARKETING/SALES  Generating revenue on the Internet Online ad (banner ad) - Box running across a web page that contains advertisements Pop-up ad - A small web page containing an advertisement Associate program (affiliate program) - Businesses generate commissions or royalties Viral marketing - A technique that induces websites or users to pass on a marketing message

24 3-24 IMPROVING EFFECTIVENESS  Website metrics include Visitor metrics Exposure metrics Visit metrics Hit metrics

25 3-25 EBUSINESS MODELS  Ebusiness model – A plan that details how a company creates, delivers, and generates revenues on the internet

26 3-26 EBUSINESS MODELS

27 3-27 BUSINESS-TO-CONSUMER (B2C) Common B2C Ebusiness Models

28 3-28 EBUSINESS FORMS AND REVENUE- GENERATING STRATEGIES  Common ebusiness forms Content providers Informediaries Online marketplaces Portals Service providers Transaction brokers

29 3-29 EBUSINESS FORMS AND REVENUE- GENERATING STRATEGIES  Ebusiness revenue models Advertising fees License fees Subscription fees Transaction fees Value-added service fees

30 3-30 EBUSINESS TOOLS FOR CONNECTING AND COMMUNICATING

31 3-31 EBUSINESS TOOLS FOR CONNECTING AND COMMUNICATING   Instant messaging  Podcasting  Videoconferencing  Web conferencing  Content management system Taxonomy Information architecture

32 3-32 THE CHALLENGES OF EBUSINESS

33 SECTION 3.2 WEB 2.0: BUSINESS 2.0 SECTION 3.2 WEB 2.0: BUSINESS 2.0

34 3-34 LEARNING OUTCOMES 6.Explain Web 2.0 and identify its four characteristics 7.Explain how Business 2.0 is helping communities network and collaborate 8.Describe the three Business 2.0 tools for collaborating 9.Explain the three challenges associated with Business Describe Web 3.0 and the next generation of online business

35 3-35 WEB 2.0: ADVANTAGES OF BUSINESS 2.0  Web 2.0 – The next generation of Internet use – a more mature, distinctive communications platform characterized by three qualities Collaboration Sharing Free

36 3-36 WEB 2.0: ADVANTAGES OF BUSINESS 2.0 Characteristics of Business 2.0

37 3-37 CONTENT SHARING THROUGH OPEN SOURCING  Open system – Nonproprietary hardware and software based on publicly known standards that allows third parties to create add-on products to plug into or interoperate with the system Source code Open source

38 3-38 USER-CONTRIBUTED CONTENT  User-contributed content – Created and updated by many users for many users Reputation system – Where buyers post feedback on sellers

39 3-39 COLLABORATION INSIDE THE ORGANIZATION  Collaboration system – Set of tools that supports the work of teams or groups by facilitating the sharing and flow of information  Collective intelligence – Collaborating and tapping into the core knowledge of all employees, partners, and customers  Knowledge management - Involves capturing, classifying, evaluating, retrieving, and sharing information assets in a way that provides context for effective decisions and actions

40 3-40 COLLABORATION INSIDE THE ORGANIZATION  Knowledge-based assets fall into two categories Explicit knowledge – Consists of anything that can be documented, achieved, and codified, often with the help of IT Tacit knowledge – Knowledge contained in people’s heads

41 3-41 COLLABORATION OUTSIDE THE ORGANIZATION  Crowdsourcing – the wisdom of the crowd Asynchronous communication Synchronous communication

42 3-42 NETWORKING COMMUNITIES WITH BUSINESS 2.0  Social media – Websites that rely on user participation and user-contributed content  Social network – An application that connects people by matching profile information  Social networking – The practice of expanding your business and/or social contacts by a personal network

43 3-43 SOCIAL TAGGING  Tags – Specific keywords or phrases incorporated into website content for means of classification or taxonomy Social tagging Folksonomy Website bookmark Social bookmarking

44 3-44 SOCIAL TAGGING Folksonomy for Cellular Phones

45 3-45 BUSINESS 2.0 TOOLS FOR COLLABORATING

46 3-46 BLOGS  Blog – Online journal that allows users to post their own comments, graphics, and video Microblogging Real simple syndication

47 3-47 WIKIS  Wiki – Collaborative Web page that allows users to add, remove, and change content, which can be easily organization and reorganized as required Network effect

48 3-48 MASHUPS  Mashup – Website or Web application that uses content from more than one source to create a completely new product or service Application programming interface Mashup editor

49 3-49 THE CHALLENGES OF BUSINESS 2.0

50 3-50 WEB 3.0  Web 3.0 – Based on “intelligent” Web applications using natural language processing, machine-based learning and reasoning, and intelligence applications  Semantic Web – A component of Web 2.0 that describes things in a way that computers can understand

51 3-51 EGOVERNMENT: THE GOVERNMENT MOVES ONLINE  Egovernment - Involves the use of strategies and technologies to transform government(s) by improving the delivery of services and enhancing the quality of interaction between the citizen-consumer within all branches of government

52 3-52 EGOVERNMENT: THE GOVERNMENT MOVES ONLINE

53 3-53 MBUSINESS: SUPPORTING ANYWHERE BUSINESS  Mobile business - The ability to purchase goods and services through a wireless Internet-enabled device

54 3-54 LEARNING OUTCOME REVIEW  Now that you have finished the chapter please review the learning outcomes in your text


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