Beruflich Dokumente
Kultur Dokumente
Research - Snapdeal
Online Shopping Behaviour Mens Apparel
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Acknowledgement
Generally, individuals set aims, but more often they are not, their conquest are
by the efforts of not one but many determined people.
In performing this assignment, we had to take the help and guideline of some
respected persons, who deserve our greatest gratitude. The completion of this
assignment gives us much Pleasure. We would like to show our gratitude to the
marketing faculty at MDI for giving us guidance for assignment throughout
numerous consultations. We would also like to expand our deepest gratitude to
all those who have directly and indirectly guided us in writing this assignment.
Many people, especially the Illumina team members, have made valuable
comment suggestions on this research assignment which gave us an inspiration
to improve our assignment.
In addition we thank Snapdeal for providing us this opportunity to carry out the
market research in area of E-commerce.
We thank all the people for their help directly and indirectly to complete our
assignment.
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About Snapdeal
Snapdeal is an online marketplace, New Delhi, India. Snapdeal set a niche for
itself in the sphere of e-commerce in India. In 2010, when Kunal Bahl and Rohit
Bansal wanted to start their own business, they chose an offline couponing
business and named it MoneySaver. 15000 coupons were sold in three months
and it was time to take the business to the next level.
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Research Objectives
Primary Objective:
How does the customer navigate to mens clothing on Snapdeal- Search bar,
navigation bar, banners, Google etc.? How does this behaviour differ on web,
app and M-site.
Secondary Objectives:
If they compare prices on other portals before buying from mens clothing
Process of comparing prices on other portals
If they buy non-branded product if the product is at a cheaper price
If during sale days min 50% is a good communication or upto 70%
Project Methodology
The objective for market research was set as conveyed by Snapdeal and
subsequently methodology was designed keeping in mind the above
mentioned objectives.
Following data sources were referred to, for the market research:
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Research Approach
Game Plot
The game was designed to extract information about the purchase behaviour of
the consumers while buying Mens clothing on E- commerce sites. The setup was
made in the Diwali Mela which was hosted at MDI. Following game was designed
to conduct the research:
The people were told to play a game where they had to select the
displayed badges on which the actual buying choices were depicted
There were five levels in the game and each level had various options for
participants to pick
There were playing cards behind each badge and the participants were
told to pick any of the playing card from the 13 playing cards behind the
each option(badge)
The scores on card of level 1 were multiplied by 1, on level 2 were
multiplied by 2 and similarly the scores were calculated
The scores of all 5 rounds were added and prizes were given based on the
final score they scored
A special prize for the highest scorer in half an hour slot was awarded a
special prize
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Options Available to Customers in the 5 Levels
Website
Mobile App Discovery of Product
App
Search bar
Navigation bar Discovery of Product
Banner
Google
Branded Apparels
Non Branded Apparels Evaluation of Alternatives
Compare products
Complete Shopping Purchase Decision/Buying
Value
Game Visuals
The pictures taken during the game depicting various aspects of the game are
shown below
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Schematic diagram of Game setup
Participants
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Information about men's apparel available on Ecommerce sites
Categories
Casual Shirts
Sweatshirts
Sweaters
Jackets
Jeans
Casual Trousers
Formal Shirts
Formal Trousers
Inner Wear
Track Wear
Ethnic Wear
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Price Range
Top Brands
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Segmentation
- Based on primary research data
Demographic Factors
M
65%
26-30
47%
Psychological Characteristics
Customer decision process carries five stages, starting with Problem recognition
and following Information search, Evaluation of alternatives Purchase decision
and finally Post Purchase behavior. Problem recognition starts with the
perception of need and moves towards information search where consumer
uses internal and external sources to analyze given information and use that
information in the next step of evaluation of alternatives. While evaluating
alternatives one assessing values of the products by giving weights. Once you
have successfully evaluated alternatives you will move towards purchase
decision where you may encounter three possibilities, from whom to buy, when
to buy and do not buy. Once you have actually made the purchase now it comes
to Post purchase behavior, whether you are satisfied or dissatisfied with your
purchase.
Problem Recognition
o Given to the Customer / Player
Discovery of Product
o Medium of Purchase
o Navigation flow
Evaluation of alternatives
o Type of Products Branded vs Non Branded
o Discount Range
Purchase Decision/Buying Value of the e-commerce website
o Complete shopping vs Comparison of prices
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Research Insights
Medium of Purchase
Overall
M Site,
20%
App,
42%
Desktop,
39%
Deskto Deskto
p p
39% 37%
Insight: Of the Overall customer/players, 2/3rd displayed affinity for Mobile purchasing
(Apps+ M-site). App buying dominated the three options yet Desktop was a close second.
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Insight: After getting on apps or sites customers depicted following trends in
use of navigation medium:
M-site - Search bar dominated as the navigation medium though rest options
were close too. Banner on websites and Google were 2nd most preferred
options.
App Shopping on App customers gave almost equal preference to Search bar
and Navigation bar
Product Preference
Non
Brande
d 24% 26% 20%
24%
Branded
76% App Desktop M Site
Branded Non Branded
Insight: Customer/Player displayed a preference for Branded apparels with 76% opting for
it. Buying behaviour was similar across purchasing platforms.
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Discount Preferences
Upto
70% - 34% 35%
35%
66% 65%
Desktop
M-Site
34% 40% App
31% 25%
28%
60%
66% 60%
69% 75%
72%
40%
Branded Non Branded
Branded Non Branded Branded Non Branded
Min 50% Upto 70%
Insights: 65% of the customers displayed preference for Minimum 50% discount across
the platforms reflecting that the word Minimum was more effective in inducing them to
purchase.
The discount preference trends depicted a slight deviation for non-branded apparels for
buyers on App where consumer reflected preference for Upto 70% discount.
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Compare Prices or Close the deal
Insight: Around 70%of customers compare prices before closing the deal and
Men are more probable than women to complete the sale without comparing
prices. 46% of women preferred comparing prices on Aggregator that reflects
no affinity to any specific competitor for pricing
The above trends reflect that majority of female are value seekers and dont
close the deal at one go without comparing.
Complete Shopping
55%
21%
25% 29%
45% 41%
46%
20% 36%
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Insight: The segment of people buying branded clothes aswell are price sensitive
and compare prices as reflected from the choice of 2/3rd customer/players.
While buying non-branded clothes aswell the price sensitivity is displayed and
majority of customer/players chose to compare on aggregator reflecting no
loyalty for any specific site.
Surprisingly 55% of people close the deal without comparing prices when they
shop through M-site which is greater than that through App and desktop. This
aberration may be due to small sample size.
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