MT 330
Marketing in the Technology Enterprise
Home Page

 

syllabus_topbar.GIF (1353 bytes)

 

1b_row_2.GIF (2117 bytes) 2B_row_2.GIF (2060 bytes)

Course Introduction

Basic Course Information

Meeting Times and Places:

 

Tuesdays, 4:10-6:55 PM, Featheringill 200

Instructor:

John A. Bers

Office: 336 Featheringill Hall

Phone (summer): 370-0137

Office Hours (summer): Tues., 2-4 PM or by appointment

e-mail: john.a.bers@vanderbilt.edu  

Course Overview

The technology-based company presents a unique set of challenges for the marketing function, particularly the management of high levels of risk and uncertainty about both the technology itself and the markets it does or could address. Almost every aspect of the  traditional marketing mix must be reconsidered and adjusted to account for the risk and uncertainty accompanying products, services, and technologies at the earliest stages of the technology life-cycle. Marketing in the Technology Enterprise considers each of these stages in the marketing process,  bringing to bear insights from a variety of technology management-related fields and introduces the theory, tools, and specialized techniques used in the marketing of technology.

Two themes permeate the course. The first is that the extreme uncertainties surrounding such marketing issues as segmentation, demand forecasting, product design decisions, pricing, and positioning can be mitigated through a process of understanding the prospective user's business environment, determining precisely how the product will add value to the business, and developing a value proposition targeted to that customer group. The second theme is that traditional market analysis techniques (surveys, focus groups, etc.) are not sufficiently effective at reducing market uncertainty to an acceptable level when the potential market has yet to be established. This qualitatively different level of uncertainty can be more effectively addressed through more proactive involvement of the user at every stage of product  conceptualization and development, using prototypes and product "probes," working with early adopters, and building in extensive user feedback loops.

^ Back to top.


Image_map.GIF (1121 bytes)