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Developing
Online Market Research Methods and Tools
by:
Cheryl Harris, Ph.D. Paper
presented at: ESOMAR "Worldwide Internet Seminar," Lisbon, July,
1997; and
published in Marketing and Research Today, Vol. 25, #4, November
1997, p. 267.
copyright
Cheryl Harris 1997. All rights reserved.
Abstract
There
have been a large number of conflicting working models and assumptions
proposed for interactive media, suggesting that there are problems
in the way we conceptualize "interactivity" in general. Work
in interactive media, including research, design and strategic
planning, faces disruption from a lack of appropriate theoretical
development. Such theory-building can be facilitated by taking
a close look at lessons learned from real-life observations
of media users. This study will summarize recent consumer research
in interactive media, including the practical and theoretical
lessons from which we can learn in developing research methods
and tools relevant to new media, such as the WorldWide Web (WWW.)
Based on accumulated studies in online consumer research over
an 18-month period, the author will examine various methodological
solutions to the challenge of the online environment. The paper
will also suggest how the research community as a whole may
cooperate in setting an agenda for an ethics of online research
practice. Theorizing Interactivity: Models and Cases to Consider
in Developing Online Market Research Methods and Tools There
have been a large number of conflicting working models and assumptions
proposed for interactive media, suggesting that there are problems
in the way we conceptualize "interactivity" in general. Work
in interactive media, including research, design and strategic
planning, faces disruption from a lack of appropriate theoretical
development. Such theory-building can be facilitated by taking
a close look at lessons learned from real-life observations
of media users. This study will summarize recent consumer research
in interactive media, including the practical and theoretical
lessons from which we can learn in developing research methods
and tools relevant to new media, such as the WorldWide Web (WWW.)
DISCUSSION
In
October of 1996 The Council of American Survey Research Organizations
(CASRO) released the results of a survey in which they had asked
a wide range of executives and research professionals at Fortune
2000 companies across North America a series of questions about
their assessment of online research, particularly survey research,
for application in their organizations. Although many had concerns
about current methodological practices in online research, the
majority, an astonishing 64%, say that they expect to conduct
or commission online survey research in the near future. About
the same time, Forrester Research reported their startling projections
for the future of corporate investment in the WWW, anticipating
that US$10 billion will be spent on WWW development services
within the next 2-3 years, and placing the current average cost
for developing a website at US$267,000 (Forrester, September
1996.) These statistics suggest that there will indeed be a
bright future for online research, as the intense and escalating
investment in the WWW force companies to institute programs
of continuing evaluation and accountability around their online
activities. However, there is evidence that there is already
a crisis in new media, with conflicting pronouncements about
what does and does not work online, and daily complaints in
the trade press of disappointments with website performance.
The fabulously expensive, but abysmally unprofitable WWW site
is more common than not. And no wonder, with online gurus such
as Doubleclick contributing to an avalanche of descriptive data
of various types, such as: "Simple animation can increase response
rates by 25%...", "Using questions in a banner increases clickthrough
16%," and "Statements creating a psychological sense of urgency
actually seems to decrease average response rates." Webmasters
and designers blindly apply these pointers, while the crisis
in content and performance grows ever deeper. While gathering
such observations is helpful, it does not tell us anything to
help understand the motivations behind these behaviors. It is
relatively easy to track behavior in virtual environments, but
much more difficult to thoughtfully understand this new environment
and the motives and concerns of the people who engage in it.
To do so will require developing a research agenda that will
include careful theoretical and methodological development attuned
to the critical differences in interactive environments. When
interactive media design and strategic planning may benefit
from the kind of stringent and rigorous audience testing that
traditional advertising in other media routinely employs, then
we as an industry may have a shot at creating online environments
that meet our objectives for them. However, right now we are
possibly the only discipline actively engaged in "practice without
theory" underscoring the fact that despite the 3-5 year presence
of the Internet as a public relations, marketing and communications
tool, we have not progressed very far in adapting our methods
to it.
The
Harvard Review of Business in December of 1996 made the following
statement: "A profession, no less than a craft, is shaped by
its tools. The professions of advertising and marketing, our
theories, practices and even the basic sciences that it draws
on are determined by the tools at its disposal at any moment."
The applicability of this notion to new media is rather striking.
Naturally when the tools change, the discipline must adjust,
"sometimes quite profoundly and usually quite belatedly." The
introduction of television and television advertising some 50
years ago in the U.S. was just such a disruptive event, and
advertising theory and practice is still responding. One just
has to take a cursory look at the huge body of literature surrounding
the identification and measurement of television effects to
see many examples of conflicting models and paradigms for what
seems to be a simple question (but in fact is wildly complex)
- how does watching television affect the individual? So, it
is not too surprising that the development of appropriate theories
and models in interactive media should be in an elementary state.
Nevertheless, can we afford the incredibly high investments
in entering the realm of new media, either as marketers, content
developers, or technologists, which we are either contemplating
or already making, without an improved, more clarified set of
assumptions?
Beyond
the investment of capital in online media, there are other imperatives
driving the need to engage in research and theory-building,
such as the recent disclosure at a New York City workshop sponsored
by the Advertising Research Foundation (ARF) in which a marketing
director of a Fortune 100 firm claimed that her firm had definitely
seen a marked erosion in their brand equity after developing
an online presence. The reason seemed to be related to poor
WWW design and content at their site which undermined millions
of dollars and years of attention to developing brand equity
and imagery. Failure to understand the interactive environment
and the online population segment being addressed apparently
can damage the considerable branding investments made over time
and across numerous other media - reason enough to think carefully
about what one is doing online. Finally, it is not difficult
to see that incorrect market and audience analysis has contributed
to market failures in the past. We might say that we in interactive
media have been lucky so far in that the phenomenal growth,
journalistic interest, and even the "goldrush mentality" attached
to all things Internet has fueled the attraction of capital
and talent to the field. To succeed for the long term, we need
to move forward to next steps: We need a real commitment to
high quality (as opposed to ad-hoc) research that takes the
global online audience into account and seriously addresses
the problems with current online research efforts, including
the development of a framework of theories and models that are
adaptive to a new media environment. We must learn to integrate
what is useful from existing models of audience and advertising
theory, but also be willing to reject those that are not a good
fit with the unique demands of an evolving interactive environment.
We must take the time to gather knowledge, build informative
and effective models, and then test them well. Every discipline
must do this to rise above a merely reactive stance. We urgently
need an accepted ethics of online research and online marketing
behavior. Without this, unscrupulous marketing tactics and resultant
consumer fear will make performing online research impractical.
THEORETICAL
PROBLEMS IN ONLINE RESEARCH
A
starting point for the development of a research agenda for
a new discipline is to examine the terms that are in common
use. Although I have used the term "interactive" freely throughout
this paper and at least half a dozen times on the preceding
page, I find myself more and more troubled about what it really
means. Recently, I completed a survey of new media professionals
(such as webmasters, web art directors, content writers, and
consultants) and asked them to define the term "interactivity."
Concurrently, I sampled two separate online panels for a total
sample size of n=12,000 online users with the same query. The
results were quite remarkable, and emblematic of the variety
of problems just mentioned. Strangely, the new media professionals
were frequently confused about the notion of interactivity,
and lacked a strong consensus about how they deployed the concept
in their work. For example, one prominent webmaster wrote that
"I construe 'interactive' as giving people what they want, when
they want it. However, we still don't know what [giving them
what they want] really means..." Another said "we thought that
interactivity means providing a lot of levels, buttons to push,
and so on, but our logfiles show that these features aren't
getting used." Yet another said "when you find out, let me know."
In contrast, online users were intensely interested in this
question and had high expectations for their online experiences
(which many noted bitterly were not being met.) Online audience
members used words such as "involvement," "influence", "participation",
"control," "real communication", "responsive", "customization,"
"choice," "Real time" and "active exchange." The lack of convergence
among these two groups - developers and audiences - concerning
the primary feature of online media suggests that we have no
working definition as a field of its key concept. It is also
clear that without an ongoing feedback loop between these two
parties strategic development of web content and design will
continue to experience failure. The first task, then, should
probably be to return to the basic concepts which impact the
field - interactivity being critical among them - and begin
to theorize them. This requires the introduction of a critical
discourse around current and future practice that will be necessarily
interdisciplinary, involving the best thinking from the areas
of Computer-Mediated Communication (CMC), human and interpersonal
communication, Human-Computer Interaction (HCI), virtual reality
specialists, interface designers, cultural theorists, artists,
writers, advertising and marketing professionals and others
in the academy and industry with an interest in the evolution
of interactive media and virtual environments.
METHODOLOGICAL
ISSUES IN ONLINE RESEARCH
Earlier
I mentioned that integration of the models of traditional research
in new media is also important, but perhaps more critical is
to presence the rigor of traditional research methods in online
research models. Sampling and Online Panels The credibility
of online research has suffered from a number of serious problems
that are theoretical as well as methodological. Probably the
most significant problem is the lack of a master database for
the Internet population. In basic terms, there is no reasonably
accurate sampling frame, nor is there likely to be one anytime
soon. This is true for two reasons: the rapid growth of the
Internet population as well as its international scope makes
the development and maintenance of such a list a Herculean task,
even if it were not for the second reason, which is the notorious
intolerance online users have for anything regarded as unsolicited
communications. Invitations to participate in research, even
those originating from well-known and respected firms, are still
considered "spamming" and often have very negative consequences.
These consequences have included the withdrawal or threatened
withdrawal of the researcher's ISP (Internet service provider)
access, effectively putting the researcher out of business,
or other problems such as the offended party or parties bombing
the originating server with mail, virus-infected files, or fax
communications. So, online research cannot currently draw a
probability sample, and at the same time cannot easily conduct
survey or other research work utilizing unsolicited email as
a recruiting or surveying tool. Without the ability to draw
a probability sample, obviously the validity of online survey
research is suspect. This alone has led to the rapid and somewhat
panicked development of online panels, some quite massive, by
small and large research firms alike. Large syndicated research
firms such as Simmons Market Research Bureau (SMRB) and National
Family Opinion (NFO) have recently identified the subset of
their standing panel members who say they have online access
and are marketing these members as "online panels." Other firms,
like my own, are constructing panels based on an assumed profile
of the online Internet population. Both approaches to online
panel construction have their pitfalls, however. First, quite
apart from the lack of a master database, there are currently
no accepted statistics for the characteristics of the online
population. Within the past year a variety of studies have been
released which have both conflicted with each other and which
have been attacked on methodological grounds, the Nielsen Media
Research study of 1996 which was debunked by a team of Vanderbilt
University researchers being a primary example. Naturally, all
attempts to profile and segment the online audience suffers
from the same sampling constraints described above. Therefore
even a triangulated profile, drawing from the areas of convergence
among the key studies, as a guide to the construction of an
online panel will have sampling error attached to it which currently
cannot be estimated. Panels which are subsets of traditional
panels also have problems. Traditional panel companies are rightfully
concerned about panel maturation effects as well as self-selection
bias in their general panels. As it is reasonable to believe
that highly mobile members of online panels must be refreshed
more often and that the known demographics of online users (younger,
more educated, more affluent) do not map well onto the demography
of traditional research panelists, subset panels may not be
a very good representation of the online population either.
Moreover, online panel member identity must be validated at
least as carefully - and probably even moreso - than traditional
panelists. The well-known joke "....on the Internet nobody knows
you're a dog" has an element of truth to it. It is critical
to rigorously validate online panelist identity, possibly each
time there is a communication or research task to be performed.
It may be necessary to do so in a variety of ways, making online
panel maintenance a labor-intensive task. It is also important
to realize that online panels must be rather large to be effective,
both for purposes of segmentation and to achieve adequate response
rates. Online Surveys Although most completed online surveys
returns occur in just 48-72 hours, making turnaround incredibly
fast compared to other methods, early research suggests that
response rates for online surveys may be dramatically lower
than for any method other than mail. Online surveys are also
hampered by constraints on length and complexity. Response rates
for un-incentivized questionnaires drop off precipitously after
about 10-15 questions. In fact, response rate seems to be directly
and negatively correlated with questionnaire length. The advantages
of attention-grabbing mailing materials, paper selection, and
other methods designed to increase the response rates of mail
surveys, for example, do not extend to e-mail delivered surveys.
Web-based surveys have the distinction of being able to introduce
multimedia elements, but further complicate self-selection biases,
as the respondent must "go to" the website where the survey
resides. It is also worth noting that the elaborate information-condensing
grids of CATI phone and mail surveys do not translate well to
either an e-mail or web-based delivery environment, also decreasing
the amount of information which may be obtained in online surveys.
SUMMARY
OF ADVANTAGES AND DISADVANTAGES IN ONLINE SURVEY RESEARCH Advantages
· Large samples are possible in a short amount of time · Can
in most cases be performed more cheaply than surveys using other
methods (although low-incidence samples remain a problem) ·
Data may be analyzed continuously; can port directly into statistical
tools and databases · Anonymity effect can be helpful for some
topics; some evidence that interview bias is reduced or eliminated
in online surveys Disadvantages · Similar problems as with all
self-administered surveys · Length directly correlates with
response rates · Difficulties in incentivizing (response rates
cannot be estimated well in advance, therefore incentive costs
are unknown; also influence of incentives on performance are
unknown.) · Identity validation a problem · Panels seem to be
a necessity but little is known about realities of developing/maintaining
online panels · Probability sampling is not yet (and may never
be) achievable; all samples have high self-selection bias ·
Error cannot be calculated, therefore data quality is suspect.
METHODOLOGICAL
ISSUES IN ONLINE QUALITATIVE RESEARCH
For
the same reasons that researchers have always chosen qualitative
approaches, such as the need to conduct exploratory research,
or obtain detailed, unstructured feedback, the online research
toolbox needs a set of qualitative methodological principles.
The most pressing practical need is for the ongoing testing
of web design concepts and features with the target audience
which attempts to understand the unique nature of the online
experience and audience expectations of it. This is currently
one of the most active areas of our research practice and one
which we expect to grow, certainly if the projections of web
development costs and investment mentioned earlier in this paper
prove to be accurate. The range of topics which may be explored
online with qualitative methods is diverse, and should prove
to be an important arena of theory development as we seek to
understand more about the motivations and behaviors of online
audiences. Still, compared to online survey research there has
been far less attention paid to the progress of interactive
qualitative research methodologies. Much of what has been done
may be described as falling into two categories: 1) interactive
media research using "offline" methods, such as bringing together
a group of people into a computer laboratory and observing their
behavior with a post-test "debrief" interview (either collective
or individual.) This is common for web designers, CD-ROM developers,
and web advertisers. This approach lacks the synergism of being
executed in the same environment as the test stimulus (i.e.,
online or in front of a private, home or office-based workstation)
and also fails to appreciate the many problems historically
associated with experimental lab research. Geographically-restricted
tests will not replicate the global marketplace for interactive
products and online services. For some groups, such as children,
response patterns are most likely seriously affected by the
presence of peers and the unfamiliar setting;. 2) It has become
popular to attach "chat rooms" to websites which invite visitors
to discuss issues in a free-form discussion. Although occasionally
moderated by the website sponsor or a "special guest", these
have been erroneously dubbed "focus group research" by companies
eager to retrieve information that will be helpful in future
marketing from their visitors. These chat-room environments
do provide an important public-relations function as visitors
appreciate that their opinions are solicited, and they do provide
a sense of bonding, loyalty and community which is critical
for the ongoing health of the site. However, they are not informed
by models of rigorous research practice, lacking sampling specifications,
controls on participation and respondent security, and a trained
moderator capable of focusing the discussion in a productive
and objective manner. Online focus groups or depth interviews
(1:1 interviews) even more than survey research will require
careful attention to the challenges of virtual environments.
Questions which must be answered in order to conduct online
qualitative research successfully are both practical and theoretical
in nature: What happens when a computer intervenes in a human
communication exchange? Are the gains from the online "anonymity
effect", which makes the discussion of sensitive topics often
more productive, adequately offset by the loss of nonverbal
communication data, such as facial expression and voice tonality?
How does an online moderator best handle the anti-hierarchical
nature of online communication, in which people resist the introduction
of authorities and all communications are treated as equally
valid? Although online focus groups may cut across time zones
and occur in a virtual, global environment, they also seem to
be more effective when both shorter (an hour or less) and smaller
(a maximum of 6-8 participants) than traditional focus groups.
This means more groups must be done in order to obtain adequate
data. Early findings on incentivization also suggest that online
respondents must be well-compensated in order to contribute
fully, despite the fact that they are not burdened with having
to travel in order to participate. Apparently, keeping a "date
with the computer" as opposed to a "real person" is less of
a commitment and consequently focus group recruitment for online
groups must anticipate high rates of attrition. Already a number
of issues have emerged in the 18-24 month history of experimental
online focus groups which call for a reconceptualization of
traditional qualitative research practice, which also extends
to the guidelines for training the prospective online moderator.
Online moderators will need a detailed understanding of the
cultural and social constructs of the online environment as
well as extensive computing experience. They will also need
to be well-trained in traditional qualitative research theory
and practice and able to adapt creatively to new models for
interactive media as they develop. A tolerance for "multi-tasking"
is helpful as in some cases moderators must manage more than
one group simultaneously as well as interact with observing
clients who can message the moderator continuously during the
group on private channels in some online software applications.
Needless to say, these paragons are currently in short supply.
Research companies will need to actively recruit and train moderators
for this new function. It is unknown to what extent the lack
of a perceived physical presence may impact the quality of research.
This was of course an argument in the research industry when
it made the painful transition from door-to-door interviews
as a standard practice toward telephone and mail surveys. Virtual
reality overlays (or a yet to be discovered VR-based Internet
development platform), which will allow the online focus group
to occupy a "virtual space" in real time in which participants
may be visually represented and experience each other as physically
present, will probably contribute significantly to the long-term
viability of online qualitative research. Already some firms
are experimenting with the impact of "respondent avatars" in
which respondents are permitted to introduce their own visual
representation into the focus group environment. These avatars
range from cartoon characters, animals, and objects to photographic
images of the actual respondent. This raises interesting questions,
in that one of the key advantages of online communication at
present seems to be that communication inhibition is decreased
when one feels anonymous. Although this perception is incorrect
(just about everything one does online leaves a "digital vapor
trail" and can be tracked, so therefore one cannot be truly
anonymous), it contributes to the noticeable ease with which
online strangers meet and feel comfortable disclosing personal
information. The neutrality of most of the online research environments
being used, which avoid social cues such as real names or other
identifying information about the respondent, also help enhance
the quality of the disclosures. The introduction of images which
mark the respondent with social cues will have measureable and
significant effects and these effects will need to be considered.
At even a basic level, the types of social cues which avatars
introduce include social class (for example, the image resolution
of an avatar reveals the relative access to computing hardware
and software, as well as the respondent's proficiency levels
with these) and cultural background (choosing a Japanese anime
tells others one thing, as opposed to choosing an American television
star to stand in for the respondent.) All of these reasons makes
the analysis of qualitative data obtained online extremely challenging.
A
SUMMARY OF ADVANTAGES AND DISADVANTAGES OF ONLINE FOCUS GROUPS
Advantages · Anonymity (reduces communicative inhibition) ·
Sensitive topics seem to be productive · Multiple groups may
be done simultaneously (although this requires special software
and a skilled moderator). Larger overall sample sizes are possible.
· Lower costs (no moderator travel; national or international
groups can be done quickly) · Transcripts are automatically
generated; turnaround can be very accelerated · It is not necessary
to segregate groups by age or gender, although other segmentations
may be desirable · Multiple moderators may be used across different
time zones and may extend interviewing in an international study
through 24-hours · Moderator/interviewer bias eliminated or
substantially reduced Disadvantages · Sampling difficulties
suggest panels must be used; however, extensive use of a panel
for qualitative research may lead to rapid panel wearout · Identity
validation must be rigorous and ongoing · Theory development
is still at a primitive stage · Moderators must be trained interdisciplinarily
and have a variety of computing skills few professional moderators
are likely to possess now. · Substantial Over-recruitment is
necessary as attrition rates are quite high · Groups must be
both smaller and shorter than traditional groups
THE
ETHICS OF ONLINE RESEARCH
The
danger of online research being conflated with "spamming" activities
will continue to be an area with which researchers should be
actively concerned. In the 1970's and 1980's in North America,
research organizations were forced to collaborate on setting
standards of research practices as distinct from marketing,
because of the drastically increased use of the form of the
"telephone survey" by unscrupulous marketers as a guise for
an aggressive marketing pitch. As a result of this phenomenon,
consumer households began to refuse survey participation at
much higher rates, which wreaked havoc on sampling designs and
data quality. Legislation was introduced in the U.S. prohibiting
the practice of using survey administration as a blind for telephone
marketing ("telemarketing") and gradually confidence in telephone
survey research improved. This confidence is at least partially
due to surveyors learning the importance of reassuring respondents
of the research firm's commitment to research ethics, such as
protecting the confidentiality of respondent data. The CASRO
and Marketing Research Association (MRA) separate codes of research
conduct to which their members must adhere helped increase the
awareness of the research industry, their clients, and the public
as to the responsibilities of researchers. Unfortunately, no
such set of standards has yet been developed for the practice
of online research. Marketers are presenting visitors with questionnaires,
secretly "trapping" information about them (although newer WWW
browsers attempt to prevent this trapping), and selling information
to third parties. Companies which call their "chat rooms" and
informal site-based surveys "market research" and then sell
this data or make other questionable use of it do not help the
reputation of online research. Overall, there is a certain amount
of deserved as well as undeserved hysteria online and in the
press concerning the lack of privacy on the Internet, and its
potential hazards and risks, and as a result there is also resistance
to additional intrusions, even by legitimate researchers. It
is clear that the research industry must be proactive in organizing
around the protection of online information and must develop
a coherent ethics for the practice of online research. If we
fail to do so soon, we may find ourselves online pariahs and
unable to answer even the most basic questions for ourselves
and our clients.
ENDNOTES
1. Some organizations have conducted online research loosely
based on a qualitative paradigm for far longer than 18-24 months.
These include companies such as Minitel in France, Yankelovich/Cyber
Dialogue (via AOL) and Nickelodeon (the cable television channel
in the U.S.), via Compuserve. However, some of these tests resembled
chat-room experiences, at least in their early stages. Furthermore,
it is only in the past two years that an "online research industry"
and the marketplace to demand it has evolved.
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About
the Author Cheryl
Harris, Ph.D., is an experienced e-business executive and entrepreneur,
as well as a respected educator. A former professor at California
State University and Parsons School of Design, New York, a published
author and frequent international public speaker, she is well-known
as one of the leaders in user experience and usability research.
In 1996 she founded Northstar Interactive, an online research
and consulting firm, and led the firm to its successful acquisition
in February, 2000. Northstar developed web-based software and
usability tools and consulted on strategy + design issues for
such clients as Procter & Gamble, Motorola, Sprint, IBM, Netscape,
Sony, AT&T, Time Warner, Roadrunner, Ogilvy & Mather, Grey,
Modemmedia, Monsterboard, Mastercard, Citibank, eBay, Office.com,
Insweb, Ziff Davis, Conde Nast, NBC, HBO, Discovery, and CNBC.
She was also SVP, Interactive Strategy at Datek Online where
her redesign of the online brokerage's site resulted in a doubling
of customer accounts in less than four months. The new site
was recognized or received top awards from Money magazine, TheStreet.com,
Gomez Advisors, PC Computing, Red Herring, and several others.
She is on the boards of several institutions, including the
Lower Manhattan Cultural Council, the University of Massachussets
IT initiative, WNET reelnewyork, and is a juror for several
digital media festivals. Her publications include three books:
An Internet Education (International Thomson Press, 1996) Theorizing
Fandom (Hampton Press, 1998) as well as numerous articles. She
received her Ph.D. from the University of Massachusetts-Amherst
in 1992.
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