Question
How to Design an Attractive Wearable Redux Recall from Chapter 1, an electronics firm was contemplating what attributes would appeal to its customers if it
How to Design an Attractive Wearable Redux Recall from Chapter 1, an electronics firm was contemplating what attributes would appeal to its customers if it were to issue a new wearable. The features that the brand team focused on, and the dummy variable codes, were these: Design appearance: small smartphone (1) wristwatch (O) Apps activated by: touch (1) voice (0) Annual Fee: $0 (1) $20 (0) Co-branding with teams: yes (1) no (0) They ran a conjoint study on every 10th customer who came into one of their retailer partner's stores until they had a sample of 100. The 4 factors listed above result in 16 combinations (2 x 2 x 2 x 2 = 16). Each person rated the 16 possibilities from 1 (would not consider buying such a wearable) to 100 (would definitely purchase such a unit). The regression results follow: Wearable attractiveness= 0.6 design+ 0.2 activation+ 0.9 fee+ 0.1 co-branding.
What are the most important facts of the case?
What are the key issues of the case?
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