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Summarized Ecom Notes

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Summarized Ecom Notes

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Aqsa tariq
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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INTRODUCTION TO E-COMMERCE

Definition and Basic Concepts

 E-Commerce: Digital transactions between organizations and individuals using internet (web,
mobile browsers, and apps)

 E-Business: Digital processes within a firm (internal operations) - does NOT include external
value exchanges

Historical Evolution

1. 1994: Modern e-commerce didn't exist

2. Late 1990s: Period of business vision and experimentation

3. 2002-2007: Retail e-commerce grew >25% annually

4. 2007: iPhone introduction - marked new era in e-commerce

5. Present: Social media and mobile platforms dominate

Technological Building Blocks

1. Internet

 Worldwide network of computer networks

 Built on common standards

2. World Wide Web

 Information system running on Internet infrastructure

 Uses HTML (HyperText Markup Language)

 Deep Web vs Surface Web (Deep Web 500-1000x larger)

3. Mobile Platform

 Enables Internet access via smartphones/tablets

 Emphasis on mobile apps

Eight Unique Features of E-commerce Technology

1. Ubiquity

 Available everywhere, anytime

 Reduces transaction costs

 Decreases cognitive energy required

2. Global Reach
 Extends market reach worldwide

 Lowers market entry costs

3. Universal Standards

 Common technical standards (XML, HTML)

 Enables integration and information aggregation

4. Information Richness

 Detailed content through text, graphics, audio, video

5. Interactivity

 Two-way communication between businesses and users

6. Information Density

 High amount and quality of information

 Enables price transparency

 Facilitates cost transparency

 Allows price discrimination

7. Personalization/Customization

 Based on browsing history

 Tailored product recommendations

 Individual-specific offerings

8. Social Technology

 Social networks integration

 User-Generated Content (UGC)

Types of E-commerce

1. Business-to-Consumer (B2C)

 Most common type

 Businesses selling to individual consumers

 Examples: Online retail, travel services, financial services

2. Business-to-Business (B2B)

 Largest form of e-commerce


 Two main models: a) Net marketplaces (e-distributors, e-procurement) b) Private
industrial networks

3. Consumer-to-Consumer (C2C)

 Platforms: eBay, Craigslist, Etsy, Amazon (third-party), Taobao

 Facebook Marketplace

 On-demand services (Uber, Airbnb)

4. Mobile E-commerce (M-commerce) Growth factors:

 Increased mobile device usage

 Larger smartphone screens

 Responsive design

 Enhanced mobile search

 Improved checkout/payment systems

5. Social E-commerce Features:

 Social network integration

 Social sign-on

 Network notifications

 Collaborative shopping tools

 Buy buttons

 Shopping tabs

 Marketplace groups

6. Local E-commerce

 Location-based services

 Focus on geographic proximity

 On-demand local services

Major Trends in E-commerce

Business Trends

 COVID-19 accelerated retail e-commerce

 Growth in mobile, social, local commerce

 Small business participation increase


 Platform economies (Amazon, Google, Facebook)

Technology Trends

 Mobile platform dominance

 Cloud computing growth

 Smart speakers (Google Home, Amazon Echo)

 Internet of Things (IoT) expansion

 Big data and analytics implementation

Societal Trends

 Social network impact concerns

 Big tech market dominance issues

Pakistan E-commerce Examples

 Tajir

 Bookme

 Sastaticket

 Dastagir

 Grocer App

 Dawaai.com

 Cheetay

 FoodPanda

 Daraz.pk
SOLOMo, IoT, and Big Data in E-Commerce
1. SOLOMo (SOCIAL-LOCAL-MOBILE) COMMERCE

Definition:

 Convergence of collaborative, location-based, and on-the-go technologies

 Integration of social media platforms, physical location, and mobile devices

Key Features:

 Push notifications to nearby potential customers

 Greater local precision in search results compared to PCs

 Often incorporates gamification aspects

 Integrated into search engine queries

Understanding SOLOMo:

 Arose from popularity of smartphones and tablets with geo-location

 GPS provides more accurate results than IP mapping for PCs

 Taps into large local search market

 Requires accurate local business information

 App-driven searches solve location accuracy issues

Consumer Perspective:

 Integrates social media, location, and mobile devices

 Features: • Location detection (e.g., Google Maps, Waze) • Interaction (e.g., WhatsApp, Viber) •
Information input (e.g., Facebook, Twitter, Foursquare) • Information retrieval (e.g., Click the
City, Zomato)

Business Perspective:

 Micro-targeting of prospective consumers

 Social media for message relay and market reach

 Local focus on relevant proximity

 Mobile as connection medium between brand and customers

Impact on E-Commerce:

 Bridges online and offline worlds

 Social drives traffic


 Local drives action

 Mobile drives opportunity

 Potential for significant E-Commerce improvement

Effects on Society:

1. People:

 Detects nearby businesses

 Impacts businesses through sharing

 Convenient deal-finding

2. Businesses:

 Increases business and transforms consumer behaviors

 Allows deal customization based on history or social media

 Enables personalized recommendations

Future of SoLoMo:

 Power shift to consumers

 Business innovation crucial

 Provides real, firsthand experiences

 Bridges online-offline gap

Examples:

1. Foursquare (45 million users worldwide)

2. AroundMe (25 million searches in 200+ countries)

3. Yelp (135 million monthly visitors as of 2014)

2. INTERNET OF THINGS (IoT)

Definition:

 Network of physical objects with embedded electronics, software, sensors, and network
connectivity

 Enables data collection and exchange between objects

Key Features:

 Often uses RFID for communication

 May include other sensor technologies, wireless tech, or QR codes


 Objects represent themselves digitally

Understanding IoT:

 Coined by Kevin Ashton in 1999 at Auto-ID Labs

 Beyond machine-to-machine (M2M) communications

 Covers various protocols, domains, and applications

 "Things" include diverse devices (e.g., heart monitors, biochip transponders)

Effects of IoT:

1. On People:

 Improves functionality of regular items

 Gives new abilities to items

 Beneficial in healthcare

2. On Businesses:

 Updates time-consuming methods

 Impacts startups positively

 Increases business quality technologically

Examples:

1. Mimo monitor (infant monitor)

2. GlowCaps (smart prescription bottle caps)

3. Proteus ingestible pill sensor

4. BiKN (wireless valuables detector)

5. Sight Machine (industrial maintenance unit)

3. BIG DATA

Definition:

 Massive data volumes from various sources (social media, transactions, research)

 Can be structured, semi-structured, or unstructured

Characteristics (5 V's + 1):

1. Volume: Size and amount of data

2. Value: Business benefits from insights

3. Variety: Diversity of data types


4. Velocity: Speed of data processing

5. Veracity: Data accuracy and truthfulness

6. Variability: Changing nature of data

Use in E-commerce:

1. Enhance customer satisfaction through personalization

2. Optimize marketing strategies with data-driven insights

3. Improve operations and supply chain management

4. Gain competitive advantage through analytics


BUSINESS MODELS AND E-COMMERCE FUNDAMENTALS

A. Core Definitions

1. Business Model

 Set of planned activities designed to result in profit in a marketplace

 Outlines how a company creates, delivers, and captures value

2. Business Plan

 Formal document describing a firm's business model

 Typically includes financial projections, market analysis, and operational details

3. E-commerce Business Model

 Specifically leverages unique qualities of Internet, Web, and mobile platforms

 Focuses on digital transactions and online presence

B. Eight Key Elements of Business Models

1. Value Proposition

 Core benefit offered to customers

 How product/service fulfills customer needs or solves problems

 E-commerce specific propositions: a) Personalization/customization: Tailored


experiences b) Convenience: 24/7 access, home delivery c) Price competitiveness: Often
lower overhead allows better pricing d) No shipping cost: Free shipping as a selling point
e) Quick delivery: Same-day or next-day options f) Unparalleled selection: Vast online
inventories g) Product/service quality: Reputation for excellence

2. Revenue Model

 Specifies how company will earn money

 Major types: a) Advertising revenue model (e.g., Facebook, Google)

 Income from displaying ads to users b) Subscription revenue model (e.g., Netflix,
Spotify)

 Regular payments for access to content/services

 Often includes freemium models c) Transaction fee revenue model (e.g., eBay,
PayPal)

 Commission on facilitated transactions d) Sales revenue model (e.g., Amazon,


traditional e-commerce)

 Direct sale of goods to consumers e) Affiliate revenue model (e.g., Amazon


Associates)
 Commissions for referring customers to other businesses

3. Market Opportunity

 Intended marketspace: Area of actual or potential commercial value

 Factors to consider: a) Total addressable market (TAM) b) Serviceable available market


(SAM) c) Serviceable obtainable market (SOM)

 Typically divided into smaller niches for targeted approach

4. Competitive Environment

 Analysis of other players in the marketspace

 Factors to consider: a) Direct competitors: Selling similar products/services b) Indirect


competitors: Offering alternatives or substitutes c) New market entrants: Potential
future competition d) Substitute products: Alternative solutions for customer needs e)
Power of consumers and suppliers

 Competitive landscape influenced by: a) Number and size of active competitors b)


Market share distribution c) Competitor profitability d) Pricing strategies and trends

5. Competitive Advantage

 Special advantages a firm has over competitors

 Key concepts: a) Asymmetries: Unequal access to resources or capabilities b) First-


mover advantage: Benefits of being first in a market c) Unfair competitive advantage:
Hard-to-duplicate factors (e.g., patents, natural resources) d) Leverage: Using existing
strengths to enter new markets

 Note: Perfect markets theoretically don't allow for competitive advantage

6. Market Strategy

 Plan to promote products/services and attract target audience

 Elements: a) Market entry strategy b) Customer acquisition methods c) Positioning and


branding d) Marketing mix (4Ps: Product, Price, Place, Promotion) e) Customer retention
strategies

7. Organizational Development

 Internal structures necessary to execute the business plan

 Considerations: a) Functional departments vs. product-based organization b) Hierarchy


and reporting structures c) Decision-making processes d) Evolution from generalists to
specialists as company grows e) Culture and values alignment

8. Management Team

 Leadership required to implement the business model


 Key characteristics: a) Market-specific knowledge and expertise b) Experience in
implementing business plans c) Credibility with investors and stakeholders d)
Complementary skills and backgrounds e) Ability to adapt to changing market conditions

II. FUNDING AND CAPITAL RAISING

A. Traditional Funding Sources

1. Seed Capital

 Personal funds used to start the business

 Often includes savings, credit cards, or loans from family/friends

2. Incubators

 Provide small amount of funding

 Offer services, mentorship, and resources to startups

 Often take equity in exchange for support

3. Commercial Banks

 Traditional business loans

 Typically require collateral and solid business plan

4. Angel Investors

 Wealthy individuals investing personal funds

 Often provide mentorship along with capital

 Usually invest in early stages for equity

5. Venture Capital Firms

 Professional investors managing funds from multiple sources

 Typically invest larger amounts in high-growth potential startups

 Often take board seats and actively involve in company decisions

6. Strategic Partners

 Established companies investing for mutual benefit

 Can provide industry expertise, distribution channels, etc.

B. Crowdfunding

1. Donation-based

 Individuals donate without expectation of return


 Often used for personal or community projects

2. Rewards-based

 Backers receive non-financial rewards based on contribution level

 Common for product pre-sales or creative projects

3. Equity-based

 Investors receive shares in the company

 Regulated by securities laws

4. Debt-based

 Lenders receive interest on their investment

 Also known as peer-to-peer lending

C. Elevator Pitch

1. Purpose: Short, persuasive speech to spark interest in a project, idea, or product

2. Key Components: a) Clear objective: What you're seeking (investment, partnership, etc.) b)
Defined audience: Tailored to specific listeners c) Engaging hook: Attention-grabbing opening d)
Value proposition: Clear statement of unique benefits e) Supporting evidence: Key facts, figures,
or achievements f) Concise delivery: Typically 2-3 minutes g) Call to action: Specific next steps h)
Q&A preparation: Anticipate and prepare for likely questions

E-commerce Business Models:


The book categorizes e-commerce business models based on:

1. E-commerce sectors (B2B and B2C)

2. E-commerce technology (e.g., m-commerce)

Note: Similar business models can appear in more than one sector, and some companies use multiple
business models (e.g., eBay, Amazon)

B2C (Business-to-Consumer) Models:

1. E-tailer

 Online version of traditional retailer (e.g., Walmart, Macy's)

 Revenue model: Sales

 Variations: a) Virtual merchant (e.g., online banks) b) Bricks-and-clicks c) Catalog


merchant (e.g., home shopping network) d) Manufacturer-direct
 Low barriers to entry

2. Community Provider

 Provides online environment for people with similar interests

 Examples: Facebook, LinkedIn, Twitter, Pinterest

 Revenue models: Typically hybrid, combining advertising, subscriptions, sales,


transaction fees

3. Content Provider

 Offers digital content on the Web (news, music, video, text, artwork)

 Revenue models: Subscription, pay-per-download (micropayment), advertising, affiliate


referral

 Variations: a) Syndication (distributes content owned by others) b) Web aggregators


(e.g., shopping.com, Travelocity, Priceline)

4. Portal

 Offers searching capability plus integrated package of content and services

 Revenue models: Advertising, referral fees, transaction fees, subscriptions

 Variations: a) Horizontal/general (for all internet users) b) Vertical/specialized (vortal) -


focused on specific industry or subject

5. Transaction Broker

 Processes online transactions for consumers

 Revenue model: Transaction fees

 Industries: Financial services, travel services, job placement

6. Market Creator

 Creates digital environments for buyers and sellers to transact

 Examples: Priceline, eBay, E*trade

 Revenue model: Transaction fees, fees for merchant access

7. Service Provider

 Offers online services (e.g., Google Maps, Gmail)

 Value proposition: Convenient, time-saving, low-cost alternatives to traditional services

 Revenue models: Sales of services, subscription fees, advertising, sale of marketing data

B2B (Business-to-Business) Models:


1. E-distributor

 Online version of retail/wholesale store for MRO goods and indirect goods

 Revenue model: Sales of goods

 Example: Grainger.com

2. E-procurement

 Creates and sells access to digital markets for indirect goods

 Revenue model: Service fees, supply-chain management, fulfillment services

 Example: Ariba

3. Exchanges

 Independently owned vertical digital marketplace

 Revenue model: Transaction, commission fees

 Creates competition between suppliers

4. Industry Consortia

 Industry-owned vertical digital marketplace

 More successful than exchanges

 Sponsored by powerful industry players

 Revenue model: Transaction, commission fees

 Example: Exostar (defense industry)

5. Private Industrial Networks

 Digital network for coordinating among firms in business together

 Often owned by a large network firm

 Example: Walmart's network for suppliers

 Cost absorbed by network owner, recovered through efficiencies

Key Differences:

 Exchanges: Many suppliers, few large buyers; generate revenue from commissions

 Consortia: Industry-owned, serves vertical marketplace

 Private Industrial Network: Coordinates communication among business partners, invitation-


only
Impact of E-commerce on Business:

1. Changes industry structure by affecting:

 Rivalry among existing competitors

 Barriers to entry

 Threat of new substitute products

 Strength of suppliers

 Bargaining power of buyers

2. Affects Industry Value Chains:

 Reduces cost of information and transactional costs

 Leads to greater operational efficiencies, lower costs, and added value for customers

3. Impacts Firm Value Chains:

 Increases operational efficiency

 Enables product differentiation

 Allows precise coordination of steps in the chain

4. Enables Firm Value Webs:

 Networked business ecosystem using Internet technology

 Coordinates value chains of business partners

 Uses Internet-based supply chain management systems

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