Dario Ambrosini - Supply Chain & Inventory Gamification: The Travel Case Study
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Transcript of Dario Ambrosini - Supply Chain & Inventory Gamification: The Travel Case Study
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Copyright © 2013. All rights reserved.
Supply Chain & Inventory Gamification:
The Travel Case Study
Dario [email protected]
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Our Technology in Action
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The B2B2C Supply Chain
Multi-source access to 100+ supplier
APIs
Configurable business rules for individualized implementations
100% client branded web sites
$1 billion in annual gross
travel bookings
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Problem with Transaction-Based B2B2C Model
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Multisource Value Prop is Clear
20 destinations – 3 sets of dates – 3 night hotel stay
OTA 1 W 1 W 2 W3 OTA 2 RW 1 $350
$400
$450
$500
$550
16% Average Savings
Cumulative Average Price
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Gamification provides a simple way to overcome resistance
But Hesitation Across the Supply Chain Comes in Many Forms
Lack of experience
Desire to see proof points
Over-analyzing data
Fear of change Inability to relinquish control
Stuck inold ways
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Suppliers –Network Volume Share
98%
2%
Before Share Disclosed
90%
10%
After Share Disclosed
Supplier: 450% increase in volumeNetwork: 5% increase in revenue
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• Keep it simple
• Use anonymous data
• Aggregate network data works best
Key Takeaways
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B2B Clients – Network Conversion Rates
1 2 3 4 5 6 7 8 9 10 11 12
RelativeConversion
Rate
Network Average = 100
Client = 100% increase over
6 months
Network average shared
with Client
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• Relative performance is better than simple rank
• Benchmarks influence behavior even when targets exceed them
• Indexed benchmarks constantly raise the performance bar
Key Takeaways
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End Users – Sense of Urgency
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End Users – Exclusive Opportunity
35% of all hotels displayed have a package savings amount…
which result in 95% of total bookings
Even limited savings increases conversion rates
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• Don’t forget consumer marketing best practices – many rely on gamification
• A/B test gamification techniques just like any other marketing tool
Key Takeaways
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Copyright © 2013. All rights reserved.
Thank You