Curated for content, computing, data, information, and digital experience professionals

Category: Marketing & e-commerce (Page 34 of 80)

The Gilbane Report

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The Gilbane Report on Open Information & Document Systems (ISSN 1067-8719) was periodical launched in March, 1993 by Publishing Technology Management Inc. which was founded by Frank Gilbane, its president, in June, 1987.

The Gilbane Report was sold to CAP Ventures Inc in December 1994, who published it until May, 1999, when it was bought by Bluebill Advisors, Inc. a consulting and advisory firm founded by Frank Gilbane. Bluebill Advisors continued to publish the Gilbane Report until March, 2005. The Gilbane Report issues from 1993 – 2005 remain available in either HTML or PDF (or both), on the Gilbane Advisor website, which is owned by Bluebill Advisors Inc.

Below is a link to the first issue of the Gilbane Report. There is also a PDF version.

Content marketing

“Content marketing” emerged when social media marketing was losing a bit of gloss, and was a bit controversial since content is the raw material of all marketing. But the term has stuck, and is largely used to suggest the use of educational content as a marketing tool.

See:

What is Content, Context, and Educational Marketing?

E-commerce

Electronic commerce, commonly known as e-commerce, is where buying and selling of product or service is conducted over electronic systems such as the Internet and other computer networks. Electronic commerce draws on technologies such as mobile commerce, electronic funds transfer, supply chain management, Internet marketing, online transaction processing, electronic data interchange (EDI), inventory management systems, and automated data collection systems.

The term sounds a bit dated these days, though there certainly are still commercial transactions with physical money.

Digital experience

Digital experience (DX) emerged from work in the 1990s on “experience management” which included customers, employees, suppliers, and other stakeholders. Customer experience (CX) became the primary focus of experience management in the 2000s fueled by the growth of web commerce and other digital marketing channels. Technology suppliers and analysts serving marketing organizations began targeting CX in their products and services with features and their own marketing and branding efforts. In particular many “web content management (WCM) systems” became “customer experience management” (CXM), web experience management” or “web engagement management” systems (both using the WEM acronym). Most of these same products and services were also applicable and already in use for managing other stakeholder experiences, and became “digital experience” (DX) systems or platforms (DXPs), with CX being one component. 

A positive digital experience requires much more than a pretty and fast web page or mobile app. There are other marketing technologies,  internal back-end systems, supply chains, and operational workflows, digital or not, that need to be integrated with to ensure a smooth and informed experience. See Digital Experience is all about integration and agility.

Gilbane Conference 2014

The 2014 edition of the Gilbane Conference in Boston focused on Content Management, and Digital Experience: manage, measure, mobilize, monetize, and was designed for marketers, content managers, technologists, and executives responsible for building strategies and implementations for compelling multichannel digital experiences for customers, employees, and partners.

Chaired by: Frank Gilbane ∙ Organized by: Information Today Inc

Conference website: http://gilbaneconference.com/2014/
Program: http://gilbaneconference.com/2014/program.aspx
Speakers: http://gilbaneconference.com/2014/SpeakerList.aspx
Presentations: http://gilbaneconference.com/2014/Presentations.aspx

For posts about this conference see: https://gilbane.com/category/gilbane-conference/gilbane-conference-2014/

For additional information on our events see Gilbane Conferences.

 

Language localisation

Language localization (from Latin locus and the English term locale, “a place where something happens or is set”) is the second phase of a larger process of product translation and cultural adaptation (for specific countries, regions or groups) to account for differences in distinct markets, a process known as internationalization and localization.

User-generated content

User-generated content (UGC) covers a range of media content available in a range of modern communications technologies. The ‘user’ typically refers to a customer, sometimes an employee, or any public commentator. It entered mainstream usage during 2005, having arisen in ‘social media’ marketing (which morphed into ‘content marketing’ when social media marketing’s reputation suffered) , web publishing and new media content production. 

Customer experience

Customer experience (CX) emerged from work in the 1990s on “experience management” which was not limited to “customers” but included employees, suppliers, and other stakeholders. Customers became the primary focus in the 2000s and was fueled by the growth of digital marketing channels. Technology suppliers and analysts serving marketing organizations began targeting CX in their products and services with features and their own marketing and branding efforts. In particular many “web content management (WCM) systems” became “customer experience management” (CXM), web experience management” or “web engagement management” systems (both using the WEM acronym). Most of these same products and services were also applicable and in use for managing other stakeholder experiences, and became “digital experience” (DX) systems or platforms (DXPs), with CX being one component.

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