Victoria Magrath and Helen McCormick Department of Textiles and Paper, School of Materials, The University of Manchester, Manchester, UK Abstract Purpose Whilst some may argue that e-commerce design literature can be applied to the designing of mobile commerce channels, it is an assumption that may come at the expense of the retailer. The purpose of this paper is to identify which marketing design elements could be integrated within a retailers mobile strategy and suggest the importance of empirical testing. An academic or practitioner must primarily understand the abundance of marketing tools that can be integrated into a mobile strategy before they can begin to investigate the consumer effects. Design/methodology/approach A literature review of online and mobile design elements is undertaken, in order to develop and illustrate a holistic framework of stimuli for commercial and academic appreciation. Although literature regarding the variety of marketing design elements online is profuse, a holistic framework currently does not exist, an absence that this paper fulfils. Findings The paper collates and identifies 18 individual marketing design stimuli classified within four stimulus categories relating to their purpose and form. Originality/value Literature concerning e-commerce design and strategy is currently prevalent; however, due to the immaturity of mobile commerce, literature is deficient concerning the strategic design and implications of mobile applications. Although 68.2 billion was spent online in 2011, mobile commerce sales represented less than 5 per cent, highlighting an immediate requirement for research into how such sales could be improved. Keywords Mobile communications, Mobile commerce, Mobile design, Mobile applications, Fashion, Marketing, Visual elements, Stimulus-organism-response, Visual design, Online marketing, Consumer behaviour Paper type Conceptual paper 1. Introduction There are now twice as many mobile broadband subscriptions worldwide than fixed broadband (ITU World Telecommunication, 2011). That in theory suggests that twice as many people can potentially access the mobile internet, than utilise their home computer to access the World Wide Web. With such a rise in mobile internet acceptance, growing 45 per cent over the last four years (ITU World Telecommunication, 2011), retailers are in a position to choose from a variety of successful retail channels to access and market directly to their consumers. Of all of the retail marketing outlets, the internet is the most accessible and global. Within the 70 per cent of the global population that have access to the internet, 90 per cent are choosing to purchase (Mintel, 2010b). The internet allows consumers to purchase frequently, at any time and unobserved (Kukar-Kinney et al., 2009), characteristics that have enabled the online market to grow by 150 per cent since 2005 (Mintel, 2010a). However, it is the expanding growth of the mobile internet that is of greatest current concern, with global smartphone sales growth figures of 74 per cent in the second quarter of 2011 (Gartner, Inc., 2011), and mobile internet users now reaching 1.2 billion (ITU World Telecommunication, 2011). It is therefore vital that retail marketers manage and design a mobile marketing strategy that can successfully take advantage of the rapid expansion of the ubiquitous selling channel. The current issue and full text archive of this journal is available at www.emeraldinsight.com/1361-2026.htm Received 18 May 2012 Revised 11 September 2012 Accepted 25 November 2012 Journal of Fashion Marketing and Management Vol. 17 No. 1, 2013 pp. 115-134 rEmerald Group Publishing Limited 1361-2026 DOI 10.1108/13612021311305173 115 Marketing design elements However, although many academics have explored the online environment in terms of the effects of marketing, stimuli, design, information, and consumer motivations and emotions (e.g. Kim et al., 2011; Park and Lennon, 2009), none have yet published research concerning the effects of mobile application (app) marketing design. It is necessary for practitioners and academics alike to understand how mobile and online consumers may differ, in order to select and research the most appropriate marketing tools for either channel. Agreeably, Bauer et al. (2005) suggest that the implications of mobile commerce (m-commerce) have yet to be comprehended and research into m-commerce is essential as to gain an insight into how to utilise the technology most successfully. Due to the differences in mobile and laptop screen sizes, internet speed issues or even location usage, it cannot be assumed that the mobile consumer will encompass the same motivations, expectations and behaviours as the online consumer. This article identifies the marketing design elements or stimuli within the mobile app environment, offering a holistic framework that can be utilised by practitioners and academics for empirical research or consultation. Literature is gathered primarily from an online perspective for two reasons. First, m-commerce design literature is in its infancy and will therefore not provide enough information to develop a thorough framework of design elements. Second, a retailers online environment and design elements can be transferred to a mobile format, therefore making the majority of marketing design elements exploitable for mobile usage. Yet, which design elements should be utilised for mobile and for what reason? In order to answer such an issue, it is paramount to recognise each of the marketing design elements before empirical testing can commence (Eroglu et al., 2001). Alike to Ha et al. (2007) whom developed a taxonomy of online visual merchandising display methods for testing, this article develops a framework of online/mobile marketing design tools whose effects can be studied empirically. 2. Relevant literature 2.1 Online marketing Businesses implement online marketing strategies to achieve their marketing objectives (Chiang, 2012). Generic online marketing strategies could include search marketing, display advertising, e-mail marketing and affiliate marketing (The Economist Intelligence Unit, 2006). Additionally, it could also include marketing efforts within web sites such as visual merchandising (Ha and Lennon, 2010), sales promotion (Chiang, 2012) and social media (Mangold and Faulds, 2009). This article focuses solely on the marketing and visual design of a fashion retailers mobile app (often seen as synonymous with that of online visual merchandising) merchandise presentation, site design and graphics (Ha and Lennon, 2010). The online retailer is able to visually portray their brand, personality and identity via these visual design stimuli. By doing so, they are able to impact upon the consumers emotional response, behavioural reaction and hedonic experience (Kim and Lennon, 2010). Literature concerning online visual merchandising stimuli and their effects is becoming highly saturated. Academics have tested the effects of visual design stimuli online such as the brand name (Shukla, 2009; Ruparelia et al., 2010), layout (Harris and Goode, 2010), personalisation (Da Silva and Alwi, 2008), product information (Ha and Lennon, 2010) and product imagery (Ha and Lennon, 2010) as examples. However, m-commerce literature of the same theme is scarce and a comprehensive view of online retail design stimuli in a singular research article is also lacking. 116 JFMM 17,1 When the brick and mortar retailer began to move online, it was found that they could not merely transfer their traditional marketing methods, merchandising techniques and service to create a parallel online environment (Rafiq and Fulford, 2005). Offering a service improvement, extending their product ranges, providing better value and increasing promotional activities (Rafiq and Fulford, 2005) were all undertaken in a bid to target a new consumer market. In the same way therefore, it cannot be assumed that the online retailer can merely transfer its environment to a mobile format without first evaluating how and why. What services should they be providing? How should they appear? How can services be improved? What type of service does the mobile consumer require and for what purpose? These hypothetical examples demonstrate only a handful of queries a mobile developer might enquire. 2.2 M-commerce and the mobile app M-commerce allows consumers to browse and purchase via mobile devices (Yeh and Li, 2009). E-commerce takes place on a device that provides access to the internet, most commonly a personal computer (Yang, 2012); the consumer is able to purchase via a retailers electronic store. M-commerce alternatively takes places on a mobile device, allowing users access to the internet and information, equivalent to the experience of a laptop computer (Aldas-Manzano et al., 2009). When mobile technologies improved to provide mobile phones with broadband capabilities, the vision to take the internet with you for any time or place became a reality. The mobile app, otherwise known as the native app, offers a convenient, user- friendly way to browse and purchase from a brand (Grotnes, 2009) and can be accessed via smartphones and tablet computers. It is one of three mobile channel options for a retailer, alongside the mobile web site (Wong, 2012) (the online web site viewed on the mobile browser), and the web app (Goldman, 2010). The web app is the retailers web site, accessed via the mobile browser which will have been formatted for mobile usage (Goldman, 2010). Native and web apps can provide one click navigation and an enjoyable shopping experience in comparison to several clicks and textual entry via the unoptimised mobile web site (Wisniewski, 2011; Lu and Su, 2009). The native app (Wong, 2012) is downloaded fromthe mobile application store by the user, offering a condensed and mobile-optimised retail store, which depending on the retailer may be transactional or non-transactional. The application store is a database of available apps that allows the user to discover, download and install new apps onto their device (Wong, 2012). In March of 2012, there were 500,000 apps available for the iPhone alone, with downloads far outreaching 25 billion ( Jacobs, 2012). For some retailers, sales via mobile devices have seen a 320 per cent year-on-year increase (IMRG, 2011a). With 4.2 million consumers visiting retail mobile web sites and nearly a third of mobile shoppers engaging with retailers via their app (IMRG, 2011b), the growth of m-commerce acceptance is becoming very apparent. Recent figures have shown that 11 per cent of mobile users have used an app to buy clothing and accessories (PayPal, 2011). In the last quarter of 2011, UK mobile sales reached 5 per cent of online sales, rising from 0.4 per cent two years previous (Whiteaker, 2012). 3. Products and services m-marketing design framework The online environment offers retailers a perfect opportunity to utilise interactive and personalised marketing tools (Cyr et al., 2008). Businesses utilise marketing processes to create and maintain value, expectations and relationships with consumers via their products and services, in a way that benefits their organisation 117 Marketing design elements (Boone and Kurtz, 2011). Yet, what product and services marketing processes or elements are available to the organisation to influence their mobile consumer and which should be used for mobile? The visual design and layout of a web site often consists solely of visual imagery and textual content (Cyr and Trevor-Smith, 2004); visual and written information (Mikhailitchenko et al., 2009). In fact, our brains are wired to process visuals, text and audio: what we see, read or hear simultaneously (Cisco, 2008). Due to this, marketers are able to utilise visuals and text concurrently to design a more persuasive marketing message. However, if used individually, it is the purpose of the imagery or text that is of importance to its marketing objective. Through the acknowledgement of online literature regarding product and services marketing elements, it became apparent that four areas were of particular significance: multimedia product viewing, informative content, product promotions and consumer-led interactions. 3.1 Multimedia product viewing Product viewing has been classified as an e-marketing design tool within the work of McCormick and Livett (2012). Kim and Lennon (2010, p. 414) similarly refer to the displaying of apparel products online as product view presentation methods. It relates to the consumers ability to view the product offerings of the retailers online store via multimedia features. These can include photography and graphics, multimedia videos or the utilisation of image interactivity functions such as zoom, rotation and catwalk videos on individual product pages (Kim et al., 2007; McCormick and Livett, 2012). 3.2 Product promotion Sales promotion is listed as one of the six primary communication elements within the promotional mix (Chaffey and Smith, 2008). It centres upon the promotion of products and reduction of product prices in order to encourage purchase intentions and boost sales (Tong et al., 2012). The promotion acts as a persuasive incentive to purchase the product (Park and Lennon, 2009), therefore leading to the amendment of sales promotion to product promotion, for the context of fashion retail literature. However, whereas multimedia product viewing is principally visual, product promotions often consist of both visual and textual information in order to create a more persuasive and powerful message. 3.3 Consumer-led interactions In addition to visual elements that either display or promote the products, the retailer can furthermore offer influential visual aids that allow the consumer to interact with the app. Functional symbol keys and drop down menus, for example, are employed to aid the consumers experience and service, allowing the user to lead their own retailer interactions. Intuitive personalisation features, either visual or textual such as product recommendations (Lee et al., 2011; Ranganathan and Ganapathy, 2002) are also guided by the users interactions with the app and its products. The aids do not necessarily display or promote the products, but allow user control over the app and a personalised experience. Due to this, such visual elements are classified within the category of consumer-led interactions. Consumer-led interactions, are defined as the consumers personal interaction with the web site/mobile apps design stimuli and the retailer (Yoon et al., 2008). If the 118 JFMM 17,1 consumer has personal control over how they access the information or content and/or benefit from an interactive experience with the retailer and the site, then they are engaging in interactivity and consumer-controlled interactions (Lee et al., 2011). By incorporating interactivity, customer satisfaction is increased (Dholakia and Zhao, 2009) and it is suggested that the retailer is able to begin building and enhancing the individual buyer-seller relationship (Feinberg and Kadam, 2002). 3.4 Informative content A fourth category takes a textual form. Informative content consists of readable text, written for the purpose of informing the user. The Collins English Dictionary (2009) agreeably states this as the purpose of information. It may simultaneously utilise visuals to enhance the message, but its primary purpose is to inform the user about the products (McCormick and Livett, 2012), services (Huizingh, 2000) or other relevant information relating to that fashion brand. Whereas multimedia product viewing comprises of visual cues, informative content is predominantly textual, yet may also include some visual aids in conjunction. Content has been extensively explained by Grandon and Ranganathan (2001) as information and services offered on a web site. A profusion of other academics have stated web site content variables including product information (Kim and Lennon, 2010b), services information (Huizingh, 2000), company information, frequently asked questions (Lohse and Spiller, 1999) and fashion information (McCormick and Livett, 2012) all of which are informative and textual in nature (Cyr and Trevor-Smith, 2004). Therefore the category title was designed to reflect this. Table I demonstrates the connection between each marketing category including their purpose, differences and previous online effects. 3.5. Framework development The four areas of products and services m-marketing design each contain individual marketing elements relating to the category, illustrated within the research framework (Figure 1) and described in the body of the literature. The framework has been compiled regarding design elements apparent in online and mobile literature and from a general exploration of online and mobile retailer channels. It should be noted that although there is an abundance of marketing design elements, not all will be appropriate for mobile and have therefore been excluded to form a holistic framework entirely applicable to m-marketing. The descriptions of each design element are presented for category justification, academic appreciation and anecdotal evidence of their current usage. The academics are referenced regarding their discussion of the particular stimuli in their own work, to provide support to the framework development. 4. Multimedia product viewing Multimedia creates an interactive and sensory experience, transferring information to the consumer and providing satisfaction, enjoyment, information and entertainment (Gulliver and Ghinea, 2010). It can additionally improve the discovery process, inform or persuade consumers and encourage higher levels of web site involvement (Simmons, 2007). Three key multimedia elements have been identified: videos, graphics and image interactivity technology (IIT). 119 Marketing design elements 4.1 Video Video is an interactive web site feature important for the enhancement of the users shopping experience (Kim and Lennon, 2010). Videos produced for the purpose of selling and marketing the products shown (Scott, 2010) have been classified as a multimedia product viewing element by previous retail academics (Kim and Forsythe, 2007; Rowley, 1996). Stimulus category Principle form Purpose Examples from literature: intentions and effects Multimedia product viewing Visual Product display (Kim and Lennon, 2010a; Kim et al., 2007) Confidence (McCormick and Livett, 2012) Repatronage (Fiore and Jin, 2003) Perceived information (Kim and Lennon, 2010a) Purchase intentions (McCormick and Livett, 2012; Kim and Lennon, 2010b; Kim and Lennon, 2010a; Fiore and Jin, 2003) Informative content Textual Product/service/fashion information (Grandon and Ranganathan, 2001; McCormick and Livett, 2012) Decrease perceived risk (Park and Stoel, 2002) Intention to re-visit (Kim and Lennon, 2010b) Purchase intent (McCormick and Livett, 2012; Kim and Lennon, 2010b; Park and Stoel, 2002) Purchase decisions (Szymanski and Hise, 2000) Inspiration and entertainment (McCormick and Livett, 2012) Product promotions Visual/ textual Sales promotion (Park and Lennon, 2009) Purchase intentions (Park and Lennon, 2009) Impulse purchases (Dawson and Kim, 2010) Consumer retention (Chaffey et al., 2009) Consumer-led interactions Visual/ textual Consumer-retailer interaction (Yoon et al., 2008; Evans et al., 2001) Customer satisfaction (Dholakia and Zhao, 2009) Reduction of uncertainty (Weathers et al., 2007) Relationship building (Feinberg and Kadam, 2002) Table I. Products and services m-marketing design categories Product and services m- marketing design Multimedia product viewing (Cyr and Trevor- Smith, 2004) Informative content (Ranganathan and Ganapathy, 2002) Product promotions (Tong et al., 2012; Solomon et al., 2008) Video (Cyr and Trevor-Smith, 2004; McCormick and Livett, 2012) Graphics (Cyr and Trevor -Smith 2004) Product imagery (ha and lennon, 2010) Promotional imagery (Ha et al., 2007) Image interactivity technology (Kim et al.,2007; McCormick and Livett,2012) Virtual reality (Lu and Smith, 2007; Fiore and Jin, 2003) Practical product information (Rowley, 2009; McCormick and Livett, 2012) Practical services information (Lohse and Spiller, 1999; Rowley, 2009) Trend information (Rowley, 2009; McCormick and Livett, 2012) Style advice (Rowley, 2009; McCormick and Livett, 2012) Vouchers (Baker, 2003) Incentives (Kim and Kim, 2004) Rewards (Chaffey and Smith, 2008) Discounts (Park and Lennon, 2009) Competitions (Baker, 2003) Social media (Ho and Dempsey, 2010; Rowley, 2009) Social media (Rowley, 2009; McCormick and Livett, 2012) Consumer-led interactions (Lee et al.,2011; Yoon et al.,2008) Augmented reality (Lu and Smith, 2007) Personalisation (Vesanen, 2007; Kim et al.,2011) Customisation (Venkatesh et al.,2003; Wirtz et al.,2010) Merchandise categorisation (Haet al.,2007) Figure 1. Product and services m-marketing design framework 120 JFMM 17,1 Video content is expected to contain, and can also take the form of fashion week shows (Siddiqui et al., 2003) or entertaining product videos created for product promotion purposes. Catwalk videos are also classified as a multimedia product viewing element (McCormick and Livett, 2012) as they enhance visualisation (Kim et al., 2011) and product viewing in a video format. Video media can also now be integrated into mobile services to provide enhanced enjoyment (Lu and Su, 2009). Catwalk and merchandising videos are already being incorporated into fashion apps (e.g. Very and Warehouse[1]), allowing a thorough visualisation of how the garment will look (McCormick and Livett, 2012). Yet, time and software limitations and the diverse motivations of the mobile consumer may discourage the user from viewing such material. 4.2 Graphics Graphics: pictures, logos or images, can be used for marketing purposes or in conjunction with the retailers branding strategy, as pictures are often a visual representation of the brands values (Rowley, 2004). For example, imagery may be designed to illustrate the products for purchase only (product imagery) (Ha et al., 2007) or alternatively to promote the displayed products whilst incorporating and building the brand image (promotional imagery) (Ha et al., 2007). Product imagery (Ha et al., 2007, p. 479) refers to the images of individual products for the purpose of product viewing and purchasing. The imagery offers accurate product information to the consumer concerning the appearance of the garment and is therefore of high task relevancy (Ha and Lennon, 2010). In a mobile context, product images are laid out as small thumbnails due to size limitations. Academics have commented on the positive effects of using larger images for product viewing as they enhance the physical product inspection (Kim et al., 2006; Kim and Lennon, 2008; Santos, 2003). Retailers are therefore taking full advantage of smartphone screens sizes, allowing the user to view full screen products when the image is tapped (e.g. Oasis, Zara see footnote 1). Promotional imagery differs from product imagery due to its advertising purpose (Ha and Lennon, 2010) yet it is still necessary for product display. The images are also a sales promotion tool, often shot in a particular setting and designed to build consumer interest and purchase intent (Solomon et al., 2008). Promotional imagery is often placed within Campaign or Lookbook sections of mobile apps (e.g. Zara see footnote 1), utilised to demonstrate the newest campaign imagery to consumers in order to inspire purchase intentions and enjoyment (Fiore, 2002). 4.3 IIT Interactivity is an essential e-marketing design element (Yoo et al., 2010) that enables both a hedonic and utilitarian user experience via its provision of entertainment (Kim and Forsythe, 2010) whilst simultaneously saving time (Fiore et al., 2005) and effort (Broekhuizen and Huizingh, 2009) for the user. IIT is examined by Kim et al. (2007) as the term to describe the use of product viewing functions such as zoom, 3D virtual models and close-up pictures to enhance the consumers online shopping experience. Studies have found that web sites of higher interactivity can lead to increased desires to browse, enhanced attitudes, purchase, repatronage and entertainment (Li et al., 2001; Kim and Forsythe, 2008; Shim and Lee, 2011). Virtual reality has additionally been found as an area of IIT (Fiore and Jin, 121 Marketing design elements 2003), a feature that enables the user to try on products and coordinate items on 3D virtual models (Ha et al., 2007). The virtual technology enables an improvement of product presentation and encourages consumer acquisition (Shim and Lee, 2011). Mobile apps that incorporate interactivity design elements may enhance the experience for the user and lead to satisfaction, directly leading to mobile consumer trust and purchase intentions (Yeh and Li, 2009). The majority of transactional fashion apps have utilised partial IIT, such as an automatic 3601 view (e.g. River Island see footnote 1), multiple views (e.g. Oasis see footnote 1), enlargement/zoom options (e.g. Mulberry see footnote 1) and 3D virtual models (e.g. Mango see footnote 1). It would be expected that an app that incorporated full IIT functionality, would lead to trust and purchase intentions (Yeh and Li, 2009), therefore highlighting its importance to mobile shopping. 5. Informative content Informative content regards any copy found on the app, written for the purpose of informing the user. Five design elements have been identified from the literature, all of which are utilised online for the purpose of informing the consumer regarding products and services: practical product information, practical services information, trend information, style advice and social media content. 5.1 Practical product information The practical information or verbal content (Ha and Lennon, 2010, p. 144) generated alongside a product informs the consumer about the specific item; essential for their thorough product understanding (Rowley, 2009). Product-related information including colour, price, care instructions, sizing availability, texture and fabric (Kim and Lennon, 2010), provides the consumer with an elevated perception of trust and satisfaction with the site (Simmons et al., 2010). The information is therefore lucrative for product purchases. It is even more essential that within a mobile context the product information is enough to reduce the customers perception of purchasing risk (Kim and Forsythe, 2010). However, some retailers have yet to provide more than just a price and colour (e.g. Zara see footnote 1), and may therefore suffer as a consequence. 5.2 Practical services information Any textual information utilised to inform consumers of practical information concerning retail services, are categorised within practical services information. Rowley (2009, p. 358) refers to this category and the usage of careers and store location information on certain web sites as company and financial information; regarded by Lohse and Spiller (1999) as a form of service. Other services information could include FAQs, contact information, delivery costs, returns information and company policies. Practical services information is often condensed within apps and categorised to include the most appropriate and contextual information such as returns, delivery and care guides (e.g. All Saints; Debenhams see footnote 1). However, some retailers have added their entire services information in pdf format (e.g. French Connection see footnote 1). Higher quality information on online retail stores has been found to affect the consumers heightened sense of satisfaction (Ha and Lennon, 2010) and empirical testing might acknowledge which method is the most appropriate for delivering both quality and satisfaction. 122 JFMM 17,1 5.3 Trend information Trend information is now an expected trait of fashion retailer web sites (Siddiqui et al., 2003). Retailers create an ideal fashion image in the mind of their consumers through imagery and suggestive textual information to encourage and persuade consumers to continue buying into the newest seasons collections (Dawson and Kim, 2010). They inform the consumer of the latest fashion trends whilst promoting their interpretation and collection of trend-inspired products. It can evoke pleasure and inspiration (McCormick and Livett, 2012) and add value to the consumers experience (Siddiqui et al., 2003). Mobile retailers offer textual trend information to their users via their integrated blog content (e.g. Oasis, French Connection see footnote 1), and visual information via their promotional Lookbook imagery of the newest seasons apparel (e.g. Zara see footnote 1). The requirements of the mobile consumer may however be different to the online consumer, and perhaps such information is not as essential for the consumer on the move. 5.4 Style advice Style advice differs from trend information, going beyond informing into assistance and recommendations for consumers (Ranganathan and Ganapathy, 2002), helping them to find new product information and encouraging their purchasing decisions (Hsiao et al., 2010). The consumer is advised on how they can wear and style the latest fashion trends, producing a variety of hedonic experiences (McCormick and Livett, 2012) and creating a successful shopping experience (Jayawardhena and Wright, 2009). Style advice is often added as textual information within mobile app blogs. Yet some retailers are incorporating innovative features into their apps such as Wear with ideas (River Island see footnote 1) and What should I wear occasion inspiration (Mango see footnote 1). Is the mobile consumer looking for advice, however, or have they arrived at the app already knowing what they will buy? 5.5 Social media Social media content within retailer web sites refers to information that has been created by the retailer or its affiliates for the purpose of hedonic entertainment (Shin, 2010), added value (Kaplan and Haenlein, 2010) and promotion (Mangold and Faulds, 2009). The content (textual and visual) is spread via social media platforms and social areas integrated within the app or web site, delivering short pieces of information to the user. Although some aspects will encourage great consumer interaction online, its usage within mobile is currently more for the purpose of event, promotion and latest news information. With the popularity of social networking, brands have strategised to communicate with consumers directly over networks such as Facebook and Twitter (e.g. Topshop, ASOS see footnote 1). Due to such, many apps choose to spread additional social news via app newsletters and blogs (Kaplan and Haenlein, 2010), offering information and playfulness to the user (Keng and Ting, 2009). The H&M (see footnote 1) app has incorporated a social media wall, updated with their networking status updates. Oasis (see footnote 1) uses a newsletter feature that can be viewed within their app, and Topshop (see footnote 1) utilises an Inbox area where the user can scroll through small e-mail posts to read the latest news. Yet the mobile consumers motivation to read such information is currently unknown. 123 Marketing design elements 6. Product promotions Sales promotion has been singled out due to its relevance to e/m-store design and merchandising. Agreeably, sales promotion has been listed as one of four critical elements of mobile marketing by Megadadi and Nusair (2011). Six product promotion techniques have been identified as appropriate for mobile apps: vouchers, incentives, rewards, discounts, competitions and social media promotion. 6.1 Vouchers (coupons) Coupons are the most popular form of sales promotion (Solomon et al., 2008) as consumers using promotional codes gain an increased positive perception of product value (Park and Lennon, 2009). Price promotions are an important tactical tool to increase purchase intentions (Park and Lennon, 2009), yet it is not yet known whether voucher promotions will increase the intentions of the mobile consumer. The H&M (see footnote 1) app has incorporated an interactive method of voucher retrieval, allowing the user to collect vouchers that encourage consumers to not only to patronise online, but in-store (Fiore and Jin, 2003). Debenhams have incorporated a voucher redemption section within their purchasing page, creating a consistent purchasing experience to their web site (Muller, 2008) and brand image congruity (Hu et al., 2012). 6.2 Incentives Incentives are initiated as an encouragement tactic, to persuade the consumer to buy due to a convincing motivation. Incentives can include promotions such as Buy one get one free (Dawson and Kim, 2010) and shipping discounts (Dawson and Kim, 2010) which may be loyalty based (Meyer-Waarden, 2008). The consumer is incentivised to purchase beyond gaining a coupon discount. Mobile apps can utilise the promotional effects of incentives to persuade consumers to start shopping mobile, similar to how online vouchers initially persuaded consumers to begin online purchasing. By offering users the latest incentives via promotional pages within the app (e.g. River Island see footnote 1), the mobile consumer has more reasons to purchase via the new technology. Incentives are also arguably an acquisition technique (Chaffey et al., 2009), yet could incentives within a mobile app lead to consumer acquisition also? 6.3 Rewards Rewards refer to retailer loyalty rewards (Meyer-Waarden, 2008); the sharing of discount codes, price promotions and gifts to those consumers who purchase often (Park and Lennon, 2009). The rewards are circulated via e-mail or mobile marketing, where the consumer has chosen to join a retailers mailing list due to their fondness of the brand (Singh et al., 2008). This type of sales promotion acts as a consumer retention technique (Chaffey et al., 2009) and thanks the consumer for their continued loyalty (Meyer-Waarden, 2008). App rewards could include offering mobile-only voucher codes (e.g. H&M see footnote 1) or mobile exclusives (e.g. French Connection see footnote 1) to app users. The fact that the user has downloaded the app voluntarily confirms a certain amount of loyalty (Singh et al., 2008), and apps that offer these users an initial reward may gain increased loyalty or profits (McMullan and Gilmore, 2008). 6.4 Discounts Online discounts have been described as offering a percentage off the original price (Lowe, 2010) without the need of a voucher. Retailers place items into a sale, reducing 124 JFMM 17,1 their price by a specific amount in order to promote their sale as such, e.g. 50 per cent off (Lowe, 2010) and to increase impulse purchases (Dawson and Kim, 2010). Alternative types of sales can include clearance, seasonal and limited time only sales, all with the aim of increasing purchases and profit (Dawson and Kim, 2010). In a mobile and online setting, the most notorious forms of discounts are sales events. Discount pages can be accessed via home screen banners (e.g. River Island see footnote 1), via blog posts (e.g. H&M see footnote 1) and via app newsletters (e.g. Oasis see footnote 1), to create increased sale awareness. Discounts are a tactical way to boost retail sales, yet the mobile consumers desire for sale products is not yet known. 6.5 Competitions Consumers enter competitions to win brand prizes. As their contact details are the entry requirement, competitions are an immediate and persuasive method of obtaining personal consumer details for later direct marketing (Chaffey et al., 2009). They create publicity for the retailer whilst additionally exciting consumer interest (Solomon et al., 2008) and building brand-consumer relationships (Rowley, 2009). At the current time, competitions within fashion apps are scarce. On the launch of the Mulberry (see footnote 1) app, the retailer included a competition to win a Mulberry iPad case to those who had downloaded the app. These types of competitions reward the consumers loyalty to the brand (McMullan and Gilmore, 2008) and might encourage further app usage. 6.6 Social media promotion Consumers are able to share information regarding products and promotions with their virtual community (Jayawardhena and Wright, 2009) initiating self-enhancement for the consumer (Ho and Dempsey, 2010). They are offered an option to voluntarily deliver (Singh et al., 2008) and recommend products to friends via a list of social networks (Rowley, 2009), i.e. Facebook, Twitter (Pitta, 2011), as an encouraging tool to spread positive word of mouth (Ho and Dempsey, 2010). Fashion apps have incorporated the same ability to share, like or e-mail products to particular networks (e.g. H&M, River Island, French Connection see footnote 1), but whether this tool is adopted or even liked, is yet to be tested. 7. Consumer-led interactions The internet enables direct marketer-direct consumer interactions (Evans et al., 2001). Buyer-seller interactions and relationships comprise of faster and more relevant exchanges of information (Varadarajan and Yadav, 2002), greater user control (Dholakia and Zhao, 2009) and can additionally create experiences that utilise virtual and digital imagery (Klein, 2003). Therefore, the design category of consumer-led interactions is suggested in this literature to surround three elements: personalisation (relevancy), customisation (user control) and augmented reality (product experiences). 7.1 Personalisation Personalisation has been found as an attribute of web site design, affecting consumer satisfaction, loyalty (Kalyanaramanm and Sundar, 2006), increased patronage intentions (Srinivasan et al., 2002), perceived value (Chang and Wang, 2011) and brand relationships (Nguyen and Mutum, 2012). 125 Marketing design elements The retailer provides influential and personalised recommendations to the consumer regarding personal information they have entered. This form of personalised marketing allows the retailer to tailor their interactions for each individual consumer (Vesanen, 2007), offering them a targeted solution for their needs (Nguyen and Mutum, 2012). The ASOS (see footnote 1) app personalises what products to promotionally offer and recommend to the consumer based on their usage of the app. It is imagined in the future that apps will be able to know where the user shops and what they buy, to provide them with information and advice of relevance (Goldman, 2010). This may then increase the patronage intentions and satisfaction of the mobile consumer. 7.2 Customisation Customisation enables the consumer to tailor their settings (Lee and Benbasat, 2003) and modify the format and design of the online environment. Allowing consumers this opportunity reduces their uncertainty (Weathers et al., 2007) and increases enjoyment. Customisation features within apps such as altering the number of garments on a page, have been found to provide higher levels of consumer satisfaction and trust (Yeh and Li, 2009). Merchandise categorisation is another important customisation feature that affects the browsing convenience and efficiency for the consumer (Mild and Reutterer, 2003). The user is given the option to refine the merchandise by filtering out those that do not meet their preferences (Manganari et al., 2011). Many apps have integrated refine tools such as these to aid the users product search. However, whether the consumer perceives convenience and ease of use fromthe service would be an interesting insight. 7.3 Augmented reality Augmented reality involves overlaying digital data over a live camera feed so that digital imagery appears within the physical world (Lu and Smith, 2007), as seen within the computer-mediated environment (Li et al., 2001). Whereas virtual reality replaces the real-world scenes, augmented reality becomes a part of the real environment (Lu and Smith, 2007). It enables the enhancement of product viewing (Shim and Lee, 2011) yet is primarily led by consumer interaction with the technology. eBay (see footnote 1) incorporated augmented reality into their fashion mobile app as a tool to try on products such as sunglasses. The products were digitally placed over the cameras output so users could see themselves wearing the sunglasses on the mobile screen. Although the app was trying to recreate a real-ife experience, the consumers perception of such a feature would be interesting to discover. 8. Research implications and future research In the same way that Rowley (2004) published her perception of the elements of branding design, this paper pieces together a variety of marketing literature to deliver a holistic framework of mobile marketing design elements. Eroglu et al. (2001) additionally stated the importance of taxonomy development as the first step of theory building and analysis. With such a framework, academics and practitioners will be equipped to conduct mobile-related studies regarding individual design elements. Product viewing, informative content, product promotions and consumer-led interactions are assigned as four framework categories that contain a number of design elements apparent in the mobile and online retail environments. Academics may utilise the framework to empirically test the elements as stimuli in either a qualitative or 126 JFMM 17,1 quantitative format. A variety of online retailing papers have utilised the S-O-R paradigm (Mehrabian and Russell, 1974) to examine the consumers emotional and behavioural reactions towards online environmental cues. Such a framework could be utilised for mobile studies due to the technological similarities of mobile and online services and the robustness of the theoretical paradigm. Researchers may choose to empirically test one, some or all elements as stimuli or an entire stimulus category to examine the consumers behavioural and emotional reactions. Analysis might identify the consumer effects of each stimuli, connections between them or in fact connections between categories, whereby one category might produce the same or alternative outcomes as another. By conducting open and exploratory research, insights would be gathered as to whether certain stimuli lead to relationships, repatronage intentions or intent to repatronise the brands brick and mortar stores as examples. Research may also imply the importance or unimportance of particular stimuli, leading retailers to implement, enhance or dismiss the stimuli from their app. A fashion retailer that employs a mobile app for transactional purposes may hope to benefit from increased purchase intentions and trust, whereas an app built as a Lookbook may hope to benefit from browsing intentions and brand satisfaction. Empirical research would equip the retailer with information as to which stimuli could provoke such responses, leading to the designing of powerful and influential mobile channels. Additionally, although the framework has been developed and aided by literature, other academics may justify why they believe particular stimuli should reside in other categories, or indeed that further categories could be added depending on the academics individual approach. Such implementations would be welcomed and interesting to examine. Whether the mobile consumer is in fact different to that of the online consumer will come to light via empirical data and suggest that any prior assumptions of online and mobile consumer likeness are correct or are in fact false. 9. Conclusion This article identifies the product and services m-marketing design elements that retailers and marketers can utilise in order to promote and sell their products via mobile. The research framework contributes to both academic and managerial research in the mobile and online field and creates vast opportunities for further empirical research into the effects of the individual design stimuli. Mobile apps could soon become a retailers most important sales channels, justifying the requirement for immediate analysis of the consumers perceptions. Practitioners and academics are invited to utilise the holistic framework to form their own studies regarding m-commerce design. Empirical academic knowledge of the consumers behavioural and emotional responses towards mobile app design would facilitate designers with vital design information. Such knowledge would advise and guide fashion retailers as to which design elements might increase and encourage particular consumer emotions and behaviours, especially those that will benefit their business (Boone and Kurtz, 2011). Note 1. Warehouse, Oasis, Zara, River Island, Mango, H&M and Topshop are high-street retailers selling trend-led fashion items at low to medium price points. All Saints and French 127 Marketing design elements Connection are premium high-street stores selling trend-led garments at a higher price point (www.warehouse.co.uk; www.oasis-stores.com; www.zara.com; www.riverisland.com; www. mango.com; www.hm.com/gb/; www.topshop.com; www.allsaints.com; www.french connection.com). ASOS is a pure-play fashion retailer selling fashionable ASOS branded products as well as designer and high-street brands. Very is a pure-play department store and catalogue retailer selling fashion products from an assortment of brands. Debenhams is a department store similar to Very but maintains a physical high-street and online presence for a more mature target market (www.asos.com; www.very.co.uk; www.debenhams.com). Mulberry is an English luxury brand famous for its leather goods (www.mulberry.com). eBay is an online auction site, allowing consumers to buy and sell their own new or used products to others (www.ebay.co.uk). References Aldas-Manzano, J., Ruiz-Mafe, C. and Sanz-Blas, S. (2009), Exploring individual personality factors as drivers of M-shopping acceptance, Industrial Management & Data Systems, Vol. 109 No. 6, pp. 739-57. Baker, M.J. (2003), The Marketing Book, 5th ed., Butterworth-Heinemann, Oxford. Bauer, H., Barnes, S., Reinhardt, T. and Neumann, M. (2005), Driving consumer acceptance of mobile marketing: a theoretical framework and empirical study, Journal of Electronic Commerce and Research, Vol. 6 No. 3, pp. 181-92. Boone, L.E. and Kurtz, D.L. (2011), Contemporary Marketing, South-Western Cengage Learning, Stamford, CT. Broekhuizen, T. and Huizingh, E.K.R.E. (2009), Online purchase determinants: is their effect moderated by direct experiences?, Management Research News, Vol. 32 No. 3, pp. 440-57. Chaffey, D. and Smith, P.R. (2008), eMarketing eXcellence: Planning and Optimising your Digital Marketing, Butterworth-Heinemann, Oxford. Chaffey, D., Ellis-Chadwick, F., Mayer, R. and Johnston, K. (2009), Internet Marketing, 4th ed., Pearson Education Limited, Essex. Chang, H.-H. and Wang, H.-W. (2011), The moderating effect of customer perceived value on online shopping behaviour, Online Information Review, Vol. 35 No. 3, pp. 333-59. Chiang, W.-Y. (2012), To establish online shoppers markets and rules for dynamic CRM systems: an empirical case study in Taiwan, Internet Research, Vol. 22 No. 5, pp. 613-25. Cisco (2008), Multimodal learning through media: what the research says, Cisco Systems Inc, San Jose, CA, available at: www.cisco.com/web/strategy/docs/education/Multimodal- Learning-Through-Media.pdf (accessed 20 March 2012). (The) Collins English Dictionary (2009), The Collins English Dictionary: Complete & Unabridged, 10th ed., HarperCollins Publishers, Glasgow. Cyr, D. and Trevor-Smith, H. (2004), Localisation of web design: an empirical comparison of German, Japanese and US website characteristics, Journal of American Society for Information Science and Technology, Vol. 55 No. 13, pp. 1-10. Cyr, D., Kindra, G.S. and Dash, S. (2008), Web site design, trust, satisfaction and e-loyalty: the Indian experience, Online Information Review, Vol. 32 No. 6, pp. 773-90. Da Silva, R.V. and Alwi, S.F.S. (2008), Online brand attributes and online corporate brand images, European Journal of Marketing, Vol. 42 Nos 9/10, pp. 1039-58. Dawson, S. and Kim, M. (2010), Cues on apparel web sites that trigger impulse purchases, Journal of Fashion Marketing and Management, Vol. 14 No. 2, pp. 230-46. Dholakia, R.R. and Zhao, M. (2009), Retail web site interactivity: how does it influence customer satisfaction and behavioral intentions?, International Journal of Retail & Distribution Management, Vol. 37 No. 10, pp. 821-38. 128 JFMM 17,1 (The) Economist Intelligence Unit (2006), The future of marketing, from monologue to dialogue, available at: http://graphics.eiu.com/files/ad_pdfs/Google_Future_of_ Marketing_060907.pdf (accessed 20 July 2011). Eroglu, S.A., Machleit, K.A. and Davis, L.M. (2001), Atmospheric qualities of online retailing: a conceptual model and implications, Journal of Business Research, Vol. 54 No. 2, pp. 177-84. Evans, M., Wedande, G., Ralston, L. and Hul, S.v. (2001), Consumer interaction in the virtual era: some qualitative insights, Qualitative Market Research: An International Journal, Vol. 4 No. 3, pp. 150-9. Feinberg, R. and Kadam, R. (2002), E-CRM web service attributes as determinants of customer satisfaction with retail web sites, International Journal of Service Management, Vol. 13 No. 5, pp. 432-51. Fiore, A.M. (2002), Effects of experiential pleasure from a catalogue environment on approach responses toward fashion apparel, Journal of Fashion Marketing and Management, Vol. 6 No. 2, pp. 122-33. Fiore, A.M. and Jin, H. (2003), Influence of image interactivity on approach responses towards an online retailer, Internet Research, Vol. 13 No. 1, pp. 38-48. Fiore, A.M., Jin, H.-J. and Kim, J. (2005), For fun and profit: hedonic value from image interactivity and responses toward an online store, Psychology & Marketing, Vol. 22 No. 8, pp. 669-94. Gartner, Inc. (2011), Gartner says sales of mobile devices in second quarter of 2011 grew 16.5 percent year-on-year; smartphone sales grew 74 percent. Gartner research, available at: www.gartner.com/it/page.jsp?id 1764714(accessed 17 August 2011). Goldman, D. (2010), Transformers, Journal of Consumer Marketing, Vol. 27 No. 5, pp. 469-73. Grandon, E. and Ranganathan, C. (2001), The impact of content and design of web sites on online sales, Proceedings of the 7th Americas Conference on Information Systems, pp. 920-6. Grotnes, E. (2009), Standardization as open innovation: two cases from the mobile industry, Information Technology & People, Vol. 22 No. 4, pp. 367-81. Gulliver, S.R. and Ghinea, G. (2010), Cognitive style and personality: impact on multimedia perception, Online Information Review, Vol. 34 No. 1, pp. 39-58. Ha, Y. and Lennon, S.J. (2010), Online visual merchandising (VMD) cues and consumer pleasure and arousal: purchasing versus browsing situation, Psychology and Marketing, Vol. 27 No. 2, pp. 141-65. Ha, Y., Kwon, W.-S. and Lennon, S.J. (2007), Online visual merchandising (VMD) of apparel web sites, Journal of Fashion Marketing and Management, Vol. 11 No. 4, pp. 477-93. Harris, L.C. and Goode, M. (2010), Online servicescapes, trust, and purchase intentions, Journal of Services Marketing, Vol. 24 No. 3, pp. 230-43. Ho, J.Y.C. and Dempsey, M. (2010), Viral marketing: motivations to forward online content, Journal of Business Research, Vol. 63 Nos 9-10, pp. 1000-6. Hsiao, K., Lin, J.C., Wang, X., Lu, H. and Yu, H. (2010), Antecedents and consequences of trust in online product recommendations: an empirical study in social shopping, Online Information Review, Vol. 34 No. 6, pp. 935-53. Hu, J., Liu, X., Wang, S. and Yang, Z. (2012), The role of brand image congruity in Chinese consumers brand preference, Journal of Product and Brand Management, Vol. 21 No. 1, pp. 26-34. Huizingh, E. (2000), The content and design of web sites: an empirical study, Information and Management, Vol. 37 No. 3, pp. 123-34. 129 Marketing design elements IMRG (2011a), IMRG Capgemini e-retail sales index: February 2011, available at: www.imrg.org/ImrgWebsite/User/Pages/Press%20Releases- IMRG.aspx?pageID 86andparentPageID85andisHomePage falseandisDetailData trueanditemID 4636andspecificPageType 5andpageTemplate 7 (accessed 6 April 2011). IMRG (2011b), UK of Great Britain and Northern Ireland, e-business information, available at: www.imrg.org/ImrgWebsite/User/Pages/UKInternational.aspx?pageID149andisHome Page falseandisDetailData falseanditemID0andpageTemplate 14andisAll Records trueandspecificPageType 0andisArchiveData FalseandparentPageID 158 (accessed 3 March 2012). ITU World Telecommunication (2011), The world in 2011: ICT facts and figures, available at: www.itu.int/ITU-D/ict/facts/2011/index.html(accessed 12 March 2012). Jacobs, R. (2012), The case for HTML5 over mobile apps, available at: www.mobilemarketer. com/cms/opinion/columns/12630.html (accessed 19 April 2012). Jayawardhena, C. and Wright, L.T. (2009), An empirical investigation into e-shopping excitement: antecedents and effects, European Journal of Marketing, Vol. 4 No. 9, pp. 1171-87. Kalyanaramanm, S. and Sundar, S.S. (2006), The psychological appeal of personalized content in web portals: does customization affect attitudes and behavior?, Journal of Communication, Vol. 56 No. 1, pp. 110-32. Kaplan, A.M. and Haenlein, M. (2010), Users of the world, unite! The challenges and opportunities of social media, Business Horizons, Vol. 53 No. 1, pp. 59-68. Keng, C.J. and Ting, H.Y. (2009), The acceptance of blogs: using a customer experiential value perspective, Internet Research, Vol. 19 No. 5, pp. 479-95. Kim, E.Y. and Kim, Y.K. (2004), Predicting online purchase intentions for clothing products, European Journal of Marketing, Vol. 8 No. 7, pp. 883-97. Kim, H. and Lennon, S. (2010a), E-atmosphere, emotional, cognitive, and behavioral responses, Journal of Fashion Marketing and Management, Vol. 14 No. 3, pp. 412-38. Kim, J. and Forsythe, S. (2007), Hedonic usage of product virtualization technologies in online apparel shopping, International Journal of Retail & Distribution Management, Vol. 35 No. 6, pp. 502-14. Kim, J. and Forsythe, S. (2008), Sensory enabling technology acceptance model (SE-TAM): a multiple-group structural model comparison, Psychology & Marketing, Vol. 25 No. 9, pp. 901-22. Kim, J. and Forsythe, S. (2010), Factors affecting adoption of product virtualization technology for online consumer electronics shopping, International Journal of Retail & Distribution Management, Vol. 38 No. 3, pp. 190-204. Kim, J. and Lennon, S. (2010b), Information available on a web site: effects on consumers shopping outcomes, Journal of Fashion Marketing and Management, Vol. 14 No. 2, pp. 247-62. Kim, J., Fiore, A.M. and Lee, H. (2007), Influences of online store perception, shopping enjoyment and shopping involvement on consumer patronage behaviour towards an online retailer, Journal of Retailing and Consumer Services, Vol. 14 No. 2, pp. 95-107. Kim, M. and Lennon, S. (2008), The effects of visual and verbal information on attitudes and purchase intentions in internet shopping, Psychology and Marketing, Vol. 25 No. 2, pp. 149-81. Kim, M., Kim, J.-H. and Lennon, S.J. (2011), E-service attributes available on mens and womens apparel web sites, Managing Service Quality, Vol. 21 No. 1, pp. 25-45. Kim, M.J., Kim, J.-H. and Lennon, S.J. (2006), Online service available on apparel retail websites: an E-S-QUAL approach, Managing Service Quality, Vol. 16 No. 1, pp. 51-77. 130 JFMM 17,1 Klein, L.R. (2003), Creating virtual product experiences: the role of telepresence, Journal of Interactive Marketing, Vol. 17 No. 1, pp. 41-55. Kukar-Kinney, M., Ridgway, N.M. and Monroe, K.B. (2009), The relationship between consumers tendencies to buy compulsively and their motivations to shop and buy on the internet, Journal of Retailing, Vol. 85 No. 3, pp. 298-307. Lee, D., Park, J.Y., Kim, J., Kim, J. and Moon, J. (2011), Understanding music sharing behaviour on social network services, Online Information Review, Vol. 35 No. 5, pp. 716-33. Lee, Y.E. and Benbasat, I. (2003), Interface design for mobile commerce, Communications of the ACM, Vol. 46 No. 12, pp. 49-52. Li, H., Daugherty, T. and Biocca, F. (2001), Characteristics of virtual experience in electronic commerce: a protocol analysis, Journal of Interactive Marketing, Vol. 15 No. 3, pp. 13-30. Lohse, G.L. and Spiller, P. (1999), Internet retail store design: how the user interface influences traffic and sales, Journal of Computer-Mediated Communication, Vol. 5 No. 2. Lowe, B. (2010), Consumer perceptions of extra free product promotions and discounts: the moderating role of perceived performance risk, Journal of Product and Brand Management, Vol. 19 No. 7, pp. 496-503. Lu, H.-P. and Su, P.Y.-J. (2009), Factors affecting purchase intention on mobile shopping web sites, Internet Research, Vol. 19 No. 4, pp. 442-58. Lu, Y. and Smith, S. (2008), Augmented reality e-commerce: howthe technology benefits peoples lives, in Pavlidis, J. (Ed.), Human-Computer Interaction, InTech, Rijeka, Croatia. McCormick, H. and Livett, C. (2012), Analysing the influence of the presentation of fasion garments on young consumers online behaviour, Journal of Fashion Marketing and Management, Vol. 16 No. 1, pp. 21-41. McMullan, R. and Gilmore, A. (2008), Customer loyalty: an empirical study, European Journal of Marketing, Vol. 42 Nos 9/10, pp. 1084-94. Manganari, E.E., Siomkos, G.J., Rigopoulou, I.D. and Vrechopoulos, A.P. (2011), Virtual store layout effects on consumer behaviour: applying an environmental psychology approach in the online travel industry, Internet Research, Vol. 21 No. 3, pp. 326-46. Mangold, W.G. and Faulds, D.J. (2009), Social media: the new hybrid element of the promotion mix, Business Horizons, Vol. 52 No. 4, pp. 357-65. Mehrabian, A. and Russell, J.A. (1974), An Approach to Environmental Psychology, MIT Press, Cambridge, MA. Meyer-Waarden, L. (2008), The influence of loyalty programme membership on customer purchase behaviour, European Journal Of Marketing, Vol. 42 Nos 1-2, pp. 87-114. Mikhailitchenko, A., Javalgi, R.G., Mikhailitchenko, G. and Laroche, M. (2009), Cross-cultural advertising communication: visual imagery, brand familiarity, and brand recall, Journal of Business Research, Vol. 62 No. 10, pp. 931-8. Mild, A. and Reutterer, T. (2003), An improved collaborative filtering approach for predicting cross-category purchases based on binary market basket data, Journal of Retailing and Consumer Services, Vol. 10 No. 3, pp. 123-33. Mintel (2010a), E-commerce UK February 2010, available at: http://academic.mintel.com/ sinatra/oxygen_academic/search_results/showand/display/id 479843/display/ id 508749#hit1 (accessed 17 June 2011). Mintel (2010b), E-commerce UK February 2010, available at: http://academic.mintel.com/ sinatra/oxygen_academic/search_results/showand/display/id 479843 (accessed 15 February 2011). 131 Marketing design elements Muller, B. (2008), Consistency between brand image and website image: does it matter?, International Journal of Internet Marketing and Advertising, Vol. 4 No. 4, pp. 350-61. Nguyen, B. and Mutum, D.S. (2012), A review of customer relationship management: successes, advances, pitfalls and futures, Business Process Management Journal, Vol. 18 No. 3, pp. 400-19. Park, J. and Stoel, L. (2002), Apparel shopping on the internet: information availability on US apparel merchant web sites, Journal of Fashion Marketing and Management, Vol. 6 No. 2, pp. 158-76. Park, M. and Lennon, S.J. (2009), Brand name and promotion in online shopping contexts, Journal of Fashion Marketing and Management, Vol. 13 No. 2, pp. 149-60. PayPal (2011), The UK mobile retail opportunity: why consumer will spend 2.5 billion in 2016 by shopping on their mobiles, white paper, PayPal, San Jose, CA, available at: http:// thefinanser.co.uk/files/paypal-uk-mobile-retail-forecast.pdf (accessed 12 February 2012). Pitta, D.A. (2011), Location-based social networking and marketing, Journal of Consumer Marketing, Vol. 28 No. 2. Rafiq, M. and Fulford, H. (2005), Loyalty transfer from offline to online stores in the UK grocery industry, International Journal of Retail & Distribution Management, Vol. 33 No. 6, pp. 444-60. Ranganathan, C. and Ganapathy, S. (2002), Key dimensions of business-to-consumer web sites, Information and Management, Vol. 39 No. 6, pp. 457-65. Rowley, J. (1996), Retailing and shopping on the internet, Internet Research: Electronic Networking Applications and Policy, Vol. 6 No. 1, pp. 81-91. Rowley, J. (2004), Online branding, Online Information Review, Vol. 28 No. 2, pp. 131-8. Rowley, J. (2009), Online branding strategies of UK fashion retailers, Internet Research, Vol. 19 No. 3, pp. 348-69. Ruparelia, N., White, L. and Hughes, K. (2010), Drivers of brand trust in internet retailing, Journal of Product & Brand Management, Vol. 19 No. 4, pp. 250-60. Santos, J. (2003), E-service quality: a model of virtual service quality dimensions, Managing Service Quality, Vol. 13 No. 3, pp. 233-46. Scott, D.M. (2010), The New Rules of Marketing and PR: How to Use Social Media, Blogs, News Releases, Online Video, and Viral Marketing to Reach Buyers Directly, John Wiley & Sons, Hoboken, NJ. Shim, S.I. and Lee, Y. (2011), Consumers perceived risk reduction by 3D virtual model, International Journal of Retail & Distribution Management, Vol. 39 No. 12, pp. 945-59. Shin, D.H. (2010), Analysis of online social networks: a cross-national study, Online Information Review, Vol. 34 No. 3, pp. 473-95. Shukla, P. (2009), Impact of contextual factors, brand loyalty and brand switching on purchase decisions, Journal of Consumer Marketing, Vol. 26 No. 5, pp. 348-57. Siddiqui, N., OMalley, A., McColl, J.C. and Birtwistle, G. (2003), Retailer and consumer perceptions of online fashion retailers: web site design issues, Journal of Fashion Marketing and Management, Vol. 7 No. 4, pp. 345-55. Simmons, G. (2007), i-Branding: developing the internet as a branding tool, Market Intelligence and Planning, Vol. 25 No. 6, pp. 544-62. Simmons, G., Thomas, B. and Truong, Y. (2010), Managing i-branding to create brand equity, European Journal of Marketing, Vol. 44 No. 9, pp. 1260-85. Singh, T., Veron-Jackson, L. and Cullinane, J. (2008), Blogging: a new play in your marketing game plan, Business Horizons, Vol. 51 No. 4, pp. 281-92. 132 JFMM 17,1 Solomon, M.R., Marshall, G.W. and Stuart, E.W. (2008), Marketing: Real People, Real Choices, 5th ed., Pearson, Prentice Hall, Upper Saddle River, NJ. Srinivasan, S.S., Anderson, R. and Ponnavolu, K. (2002), Customer loyalty in e-commerce: an exploration of its antecedents and consequence, Journal of Retailing, Vol. 78 No. 1, pp. 41-50. Szymanski, D.M. and Hise, R.T. (2000), E-satisfaction: an initial examination, Journal of Retailing, Vol. 76 No. 3, pp. 309-22. Tong, D.Y.K., Lai, K.P. and Tong, X.F. (2012), Ladies purchase intention during retail shoes sales promotions, International Journal of Retail & Distribution Management, Vol. 40 No. 2, pp. 90-108. Varadarajan, P.R. and Yadav, M.S. (2002), Marketing strategy and the internet: an organizing framework, Journal of Academy of Marketing Science, Vol. 30 No. 4, pp. 296-312. Venkatesh, V., Ramesh, V. and Massey, A.P. (2003), Understanding usability in mobile commerce, Communications of the ACM, Vol. 46 No. 12, pp. 53-6. Vesanen, J. (2007), What is personalization? A conceptual framework, European Journal of Marketing, Vol. 41 Nos 5/6, pp. 409-18. Weathers, D., Sharma, S. and Wood, S.L. (2007), Effects of online communication practices on consumer perceptions of performance uncertainty for search and experience goods, Journal of Retailing, Vol. 83 No. 4, pp. 393-401. Whiteaker, J. (2012), More than 5% of all online sales made via mobiles, available at: www.retailgazette.co.uk/articles/21331-more-than-5-of-all-online-sales-made-via-mobiles (accessed 9 April 2012). Wirtz, B.W., Schilke, O. and Ullrich, S. (2010), Strategic development of business models: implications of the Web 2.0 for creating value on the internet, Long Range Planning, Vol. 43 Nos 2/3, pp. 272-90. Wisniewski, J. (2011), Mobile that works for your library, Online, Vol. 35 No. 1, pp. 54-7. Wong, S.H.R. (2012), Which platform do our users prefer: website or mobile app?, Reference Services Review, Vol. 40 No. 1, pp. 103-15. Yang, S. (2012), Mobile applications and 4G wireless networks: a framework for analysis, Campus-Wide Information Systems, Vol. 29 No. 5, pp. 344-57. Yeh, Y.-S. and Li, Y.-M. (2009), Building trust in m-commerce: contributions from quality and satisfaction, Online Information Review, Vol. 33 No. 6, pp. 1066-86. Yoo, W., Lee, Y. and Park, J. (2010), The role of interactivity in e-tailing: creating value and increasing satisfaction, Journal of Retailing and Consumer Services, Vol. 17 No. 2, pp. 89-96. Yoon, D., Choi, S.M. and Sohn, D. (2008), Building customer relationships in an electronic age: the role of interactivity of e-commerce web sites, Psychology and Marketing, Vol. 25 No. 7, pp. 602-18. Further reading Aaker, D.A. (1991), Managing Brand Equity: Capitalizing on the Value of a Brand Name, Free Press, New York, NY. Dholakia, R.R. and Zhao, M. (2010), Effects of online store attributes on customer satisfaction and repurchase intentions, International Journal of Retail & Distribution Management, Vol. 38 No. 7, pp. 482-296. Eroglu, S.A., Machleit, K.A. and Davis, L.M. (2003), Empirical testing of a model of online store atmospherics and shopper responses, Psychology & Marketing, Vol. 20 No. 2, pp. 139-50. Peppers, D. and Rogers, M. (1997), Enterprise One-to-One: Tools for Competing in the Interactive Age, Doubleday, New York, NY. 133 Marketing design elements About the authors Victoria Magrath is a PhD researcher at the University of Manchester, specialising in the design of the mobile commerce and online retail environments. Her research focus is the marketing and branding design implications of UK-branded fashion retailer apps for the smartphone or tablet computer. She intends to discover how the design of a retailers mobile strategy might affect their consumers and how they may utilise the most successful design elements to deliver beneficial outcomes such as brand equity and purchase intentions. Victoria Magrath is the corresponding author and can be contacted at: Victoria.magrath@manchester.ac.uk Helen McCormick is a Lecturer in Fashion E-tailing at the University of Manchester. Her research specialism is the fashion online shopping environment, with a particular focus on interactive E-marketing used by Fashion Online Retailers. Her interest is in exploring fashion retails development, with particular interest in technology development, interactivity, entertainment and experience. Her current research is investigating fashion retailers use of fashion apps on smartphones and tablets. To purchase reprints of this article please e-mail: reprints@emeraldinsight.com Or visit our web site for further details: www.emeraldinsight.com/reprints 134 JFMM 17,1