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Value Proposition: Mobile Phone Advertisement - Coursework Example

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The paper "Value Proposition: Mobile Phone Advertisement" is an outstanding example of marketing coursework. In the world of business, there has been affluence of collaborations between organizations in order to perk up their business images and improve customer confidence. This is true whenever two companies or institutions come together with the sole purpose of either benefiting the community…
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Extract of sample "Value Proposition: Mobile Phone Advertisement"

Value proposition: Mobile Phone advertisement. Introduction. In the world of business, there has been an affluence of collaborations between organizations in order to perk up their business images and improve customer confidence. This is true whenever two companies or institutions come together with a sole purpose of either benefiting the community or making a gain at the end and when the two companies make a come together to sponsor other community events. In all these, there is the sole purpose of own gains by these sponsoring organizations. There are also other factors that all amount to institutional gains at the end of the collaborative exercise. According to, Lewis, 1990, there are numerous aspects that make it possible for organizations to come together in a collaborative sense and mostly this happens when such companies or institutions want to increase their share of the market, to maximize asset utilization, make reductions in the cost of productions, make quick access into the otherwise would be hard markets, reduce and make cost sharing an obligation and also to minimize the times used in production of various products within these institutions. However these are not exhaustive factors that determine the collaborations between certain companies or organizations. According to parker there also other very important factors that highly influence the collaborations. Most of these factors arise when companies or institutions want to make reductions in their risk failures, increases product qualities, achieve economies of scale in production, make reduction of inventories and make technological gains (Parker, 1990p. 65). But before any value propositions are made, there are several factors that should undergo consideration before the last project is implemented. Among the factors are strategic alliances which ensure that there is commitment to price and relationship. There is also the consideration of the inventories to be put into the exercise whereby there is a discouragement of putting too much inventory into the project simply because too much inventory is a bad investment. This is because inventory ought to make some returns into the business and not just as a stock of the business. Inventory is sometimes synonymous with finished products for a company ready to make some revenues. There is also the consideration of the costs involved in the business and the benefits that would accrue from such investments or adventure simply because there is no single organization or institution that would like to make unprofitable ventures. Proposition overview. There is need to develop a platform to widen the advertisement arena for various companies. This can only be solved through a unique development of an arena in the mobile phone service industry. Since many customers of the mobile phone service industry love entertainment during boredom and most mobile phone service companies do not provide a source of entertainment for their customers this would be the best opportunity to raise advertisements. In this sense, there arises the need to come up with a remote game that that can be played once one subscribes; which is a one time activity. This game consists of company names and some different images such that upons subscription, the consumer can decide which company to choose and use as a character just like there are character choices in other games. But before the choice is fully approved, the consumer (player) should be able to answer a few questions regarding the company that he/she has chosen as the character in the game. In this way companies would advertise themselves in a modest way. The project is to be developed by the university and put into practical use by the mobile phone service company. Once in use, the university shall remain to be the consultant in cases there are emergent changes during further advancements in the project. Propositional background. Over the years, there has been an increase in the use of mobile phones either as communication oriented devices or also as entertainment gadgets. This is true since many of these gadgets have only been used in telecommunications, gaming and other digital entertainments. The response from these major functions of these electronic gadgets has been enormously embraced and full function achieved. However, there has been little or no service through these electronic media to put advertisements. Advertisements have only been previously up to the present times been inclined towards the printed and other electronic media like television stations, radio stations and the internet. This is to mean that the mobile phones have had little exposure to pure advertisement through the gadgets. In this regard, a mobile phone company has decided to increase its wider base of business advertisements since it also deals with the masses and has a lot of media access to its customers. The university has decided to come up with a value proposition to develop a service that would allow a mobile phone company to put up advertisements right into its menu. This proposition is aimed at increasing the arena for advertisements and thus boosts business potentials for these businesses. Through this set up, the university will be able to use this service to advertise its programs in the sense that there will always be university advertisements that would precede all the actions of this menu. Plan. It is through advertisement that businesses get recognition and the only way that this recognition is possible is through exposure of these businesses to the masses. Therefore since there are many businesses, individual exposures of all these businesses to the masses is something next to impossible. Thus in order to streamline the exposure of these businesses into the public, some new technology of advertisement has to be brought into existence and be able to provide the opportunity for this exposure. In this regard, the university responds with the development of this new technology which an interactive game both in two dimensional and three dimensional modes for all types of handsets. In as much as this new technology will help the mobile phone company to extend its base for advertisement and make extra revenue fro this service, the university will also get the benefit of recognition and free exposure to the masses. The university will therefore come up with a program that would be a suitable arena for other business advertisements. In this regard, the university plans on meeting all the requirements for this task and it finds out that all that is needed are good system developers and systems designers. System engineers who include software engineers are sought to come up with all the needs of the project by the university student body. The university decides to use the faculty of ICT in the implementation of this project. Since this faculty has students who have been taught on ICT matters, the university then decides to challenge its students to complete this task as a challenge competition. This, the university will do in order to “cut down the costs” (Bititei et al, 2004 p. 6) of implementing this plan and at the same time give the students a challenging environment to sharpen their skills by transforming them from theoretical ones to practical ones. In more than one way, this strategy will benefit the university and the student body an uplift their pride in the sense that direct involvement of the university members in the project will increase sentiments of ownership and hence make this project a success. However, it is clear that this is an intangible project, only building a system to widen the advertisements arena; this project will need little or no inventories at commencement and even after the completion of the project. At the same time there will be a direct involvement of external staff for example representatives of the mobile company in order to make the needs of the project complacent with the expected output. This will increase the chances of semantic effectiveness. Therefore the elements that will undergo involvement in this project include the university administration, the student body and the mobile company representatives. This implies that there will be numerous processes and thus many decision making actions in the course of project implementation. This can be simplified as follows in a network diagram. The above network diagram represents the project life cycle when subjected to the initial implementation phase. Once all the needs have been approved, the project is to be implemented. Within this project there will be a lot programming and at the same time high rendering of multidimensional engines for graphics in two dimensional and especially three dimensional one. The project will be divided into programming and graphic production. There are three groups in the implementation which include the programmers, two dimensional graphic manufacturers and three dimensional graphics produces as well as those responsible for rendering for these graphics. An illustration of this design For the supply management the mobile phone company and the university will indeed make some enormous gains in the sense that when it comes to the supply of the product, little will be required to make the distributions and that cost effective. This is true because distribution of technology is very easy in the sense that supply is a virtual process and therefore physical distribution almost non-existent. In the supply management chain diagram, there are all the elements of supply but the processes involved are minimal and cost effective. In a network chain diagrammatic representation, this can be illustrated as follows: Diagram 2: Network supply chain The arrow obviously indicates to the direction of need flow. This thus indicates that the mobile company directs its needs to the university and the university provides a solution by the back reply. This thus makes it possible for the mobile phone company to supply for the demands of other companies which demand advertisement services. In this way, they direct their demand needs to the mobile phone company which in turn directs these demands to mobile phone service consumers. In this way, the supple demands are catered for in a way that ends up in a mutual benefit way for the mobile phone company and the university. In consideration of the value attributes of this project, the business customers who include the university and the mobile phone company get their share of benefits in the sense that the mobile phone company gets the arena desired to widen the advertisement while the university gets its share of recognition and free access to its consumers. The other companies, although of minimal importance in this project also get their benefits of a wider and maybe more competitive advertisement world which might in turn lead to a decline in advertisement costs. On the other hand, the consumer customer also benefits from a new interactive game that comes for free and therefore feels satisfied to be kept busy during boredom. In conclusion, it can therefore be categorically stated that in collaboration between the university and the mobile phone service company, there has been accrual benefits for both stakeholders. The mobile phone service company has been able to provide an additional arena for advertisements. In this sense, the mobile phone company will be able to accumulate more revenue from this service and university will always get the first priority in the list of character choices. In this way, the university total intake will definitely improve since the development will bring in light into the capability of the university and thus increase demand for this university’s educations. References: Bititei et al. (2004). Creating and managing Value in collaborative networks. UoS: Glasgow, UK. Lewis, J.D. (1990). Partnerships for profit: Structuring and managing strategic Alliances, free press. Parke, H. (2000). Inter-firm collaborations and development of new products process. Industrial management and data systems. Vol 10:6 Read More
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