Levels of Product and Service Product Name: Itel Mobile Phone (Model: IT 6700). Introduction: Product planners need to think about products and services on three levels. Each level adds more customer value. The most basic level is core benefit. At the second level‚ product planners must turn the core benefit into actual product. Finally‚ product planners must build an augmented product around the core benefit and actual product by offering additional consumer services and benefits. Now I discuss
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PUBLIC ADMINISTRATION Structure 21.0 21.1 21.2 21.3 21.4 21.5 21.6 21.7 21.8 21.9 Learning Outcome Introduction Ethics: Meaning and Relevance Evolution of Ethical Concerns in Administration Context of Ethics and its Significance for Public Administration Issue of Ethics: Foci and Concerns Pertinence of a Code of Administrative Ethics Nature of Work Ethics Towards New Dimensions of Ethics Obstacles to Ethical Accountability 21.10 Future Perspective 21.11 Conclusion 21.12 Key Concepts 21.13 References
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Supply and Demand Simulation In the University of Phoenix simulator (2003)‚ learners are taken through the Supply and demand of two-bedroom flats in a town known as Atlantis. The simulator itself is used as a device to learn about the supply and demand shapes as well as stability. Other key learning points are the aspects that impact supply and demand‚ the impact that a cost roof has on the amount required and the amount provided. Throughout the simulator‚ learners figure out the lease rates
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Question 1: There are three product levels‚ they each add more customer value than the previous level and they constitute a customer value hierarchy. The decision of customers is usually based on the value that they expect to receive from buying and consuming it. The first level is the core benefit. It is the actual or fundamental benefit that the customer seeks when he buys the product. It is need to the most basic need that he/she wants to satisfy. For example‚ someone will go buy a red bull
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Products Liability Research Paper By Bobby Brown Sunbeam is an American made brand that has produced various household appliances since 1910. Their products have included the Mixmaster mixer‚ the Sunbeam waffle iron‚ Coffeemaster‚ and an automatic toaster. In 1928‚ the company’s head designer‚ Swedish immigrant Ivar Jeppsson‚ invented the Mixmaster mixer. Introduced to the public in 1930‚ it was the first mechanical mixer with two detachable beaters whose blades interlocked. Barbara Thompson
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1. To define the term of the whistleblowing 2. To Discuss elements to execute whistleblowing 3. To present the case study related to whistleblowing 3 – (I) Gene G. James • The attempt of an employee or former employee of an organization to disclose what he or she believes to be wrongdoing in or by the organization. ― (II) Charles B. Fleddermann • Act by an employee of informing the public or higher management of unethical or illegal behavior by an employer or supervisor. 4
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Beauty Care GBU‚ is to present an analysis of SK-II’s potential to become a truly global brand. There are 3 alternatives for SK-II’s global strategy: To build on the brand’s success in Japan‚ tap into China‚ or expand SK-II into Western Europe. If P&G chooses to focus on Japan‚ it is possible that they might achieve national brand recognition. However‚ to become a truly global brand‚ it is necessary that SK-II enters new markets. Yet‚ we must bear in mind that there are significant risks in P&G’s
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Product * A good‚ idea‚ method‚ information‚ object or service created as a result of a process and serves a need or satisfies a want. It has a combination of tangible and intangible attributes (benefits‚ features‚ functions‚ uses) that a seller offers a buyer for purchase. The Product Concept * This orientation holds that consumers will favor those products that offer the most quality‚ performance‚ or innovative features. * A philosophy that a good product creates its own market‚
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Table of Contents INTRODUCTION 3 ACCESSING CULTURAL DIFFERENCES IN THE NEGOTIATION TEAMS 3 Hofstedes Cultural Dimensions 3 The Hall Model 3 The Kluckholn and Strodtbeck Model 4 ANALYSIS OF THE NEGOTIATION ACTIVITY 5 1. Background Factors 5 2. Atmosphere 5 Conflict/co-operation 5 Power/Dependence 6 Expectations 6 3. Process 6 Pre - Negotiation 6 Negotiation 7 Post negotiation 7 4. Cultural Factors 7 Time 7 Individualism vs. Collectivism 7 Pattern of communication 7 Emphasis on personal relations 8
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Game Controllers: Enriching the Gaming Experience Harley Kimble Longherst University Abstract Video games and computer games use a game
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