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Mobile Retailing Blueprint




Mobile Retailing Blueprint
A Comprehensive Guide for Navigating the Mobile
Landscape

Version 2.0.0
2011/01/04
A Joint White Paper sponsored by the
National Retail Federation




Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
Mobile Retailing Blueprint

This blueprint is the culmination of research by retailers, vendors, and standards organizations,
working together for the benefit of the retail industry. It would not have been possible without
the assistance of the following people:

                                                                   Chairs
Richard Mader, Chairperson                                          ARTS
Jonatan Evald Buus                                                  Cellpoint Mobile
Frank Andryauskas                                                   Micro Strategy
Andrew Morris                                                       Morris Advisors
David Dorf                                                          Oracle Retail
Perry Kramer                                                        Retail Consultant
Cathy Medich                                                        Smart Card Alliance

                                                            Administration
Richard Halter                                                      ARTS
Bart McGlothin                                                      Cisco Systems Inc

                                                              Contributors
Andrew Paradise                                                     Aisle Buyer
James Schildknecht                                                  CellPoint Mobile
Kristian Gjerding                                                   CellPoint Mobile
Amit Chetal                                                         Cisco Systems Inc.
Michael Jett                                                        Copia Mobile
Scott Hines                                                         Copia Mobile
Francisca Vicente-Tamarin                                           El Corte Ingles
Miguel Ligero                                                       El Corte Ingles
Nuria Gema Fernandez Fernandez                                      El Corte Ingles
Leonid Rubakhin                                                     Epicor
Paul Gay                                                            Epson
Mike Julson                                                         Escalate Retail
Brian Walker                                                        Forrester
Sophie Vu                                                           Kony Solutions
Darrell Sandefur                                                    Kroger
Dirk Jaede                                                          Micro Strategy
Steven Kostrzewski                                                  Micro Strategy
George Throckmorton                                                 NACHA
Sebastien Taveau                                                    NFC Forum/Paypal
Graham Hill                                                         Royal Mail
Dennis Stokely                                                      Safeway
Tim Hood                                                            SAP
Bob Glaser                                                          Sears
Arish Ali                                                           Skava

Copyright  2010-2011 National Retail Federation.               Page ii
All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
Mobile Retailing Blueprint


Evan Schuman                                                        StorefrontBacktalk
Mickey Haynes                                                       The Home Depot
Jay Heavilon                                                        Think ARS
Neil Garnichaud                                                     Third Solutions
Roland Faubert                                                      Tibco
Rine le Comte                                                       To Increase
Asif Batada                                                         Verizon Business
Dennis Blankenship                                                  Verizon Business
David Tran                                                          Verizon Business
Mohammad Khan                                                       ViVOtech
Eric Dewey                                                          Yum! Brands
Thomas Powell                                                       Yum! Brands
Timothy Vogel                                                       Yum Brands

                                                               Participants
Dean A. Sleeper                                                     Accessvia
Gerald Griffin                                                      Ahold USA
Jeffrey Fackler                                                     Ahold USA
Clif Campbell                                                       AT&T
Tona Tsang                                                          Canadian Tire
Stephen Smalley                                                     Cellpoint Mobile
Sean Xu                                                             Cisco Systems Inc.
Will Anguish                                                        Darden Restaurants
Sanjeev Hans                                                        Darden Restaurants
John O’Dell                                                         Darden Restaurants
Chris Ross                                                          Darden Restaurants
Ray Carroll                                                         DCSG
Clayton (Bud) Russell                                               DCSG
Nuria Gema Fernandez Fernandez                                      El Corte
Juan Jose Monge Fernandez                                           El Corte Ingles
Abram Powelson                                                      Family Dollar
Tom Reichert                                                        Family Dollar
Patti Freeman Evans                                                 Forrester
Sucharita Mulpuru                                                   Forrester
Kevin Swanwick                                                      Global Bay
Joe Finizio                                                         Gorspa
Varsha Anand                                                        GS1 US
Al Garton                                                           GS1 US
Bernie Hogan                                                        GS1 US
Rich Richardson                                                     GS1 US
Nav Bains                                                           GSMA
Virginia Carmon                                                     IBM

Copyright  2010-2011 National Retail Federation.              Page iii
All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
Mobile Retailing Blueprint


Roland Domer                                                        IBM
Greg Fitzpatrick                                                    IBM
Johanna Koester                                                     IBM
Robin Schwartz                                                      IBM
Diana Dib                                                           IBS Soft Solutions
Didier Serra                                                        Inside Fr
Charles Walton                                                      Inside Fr
Ed Gawronski                                                        Kohls
Bjorn Hildahl                                                       Kony Solutions
Madhav Mehra                                                        Kony Solutions
Nada Aried                                                          Limited Brands
Steve Miles                                                         Massachusetts Institute of Technology
Robert Bauer                                                        MBC / RSPA
Jim McNicol                                                         Micro Strategy
Vic Miles                                                           Microsoft
Marty Ramos                                                         Microsoft
Chi Park                                                            Mobile Systems
Rajarshi Chatterjee                                                 Motorola
Gopal Kiruthika                                                     Motorola
Dana Warsona                                                        Motorola
Henry Miller                                                        NCR
Tommy Miller                                                        NCR
Dennis Paisley                                                      NCR
Peter Coster                                                        NFC Forum
Mike Gatti                                                          NRF
David Hogan                                                         NRF
Karen Shunk                                                         NRF
Murtaza Ghadyali                                                    Reflexis Systems
John Coloe                                                          Roam Data
Abhishek Ranjan                                                     Safeway
Krystal Kolodziejak                                                 sasktellabs
Bob Glaser                                                          Sears
Joan Broughton                                                      Shop.org
Bill Klearman                                                       Sonic Corp.
Mike Parsel                                                         Sprint
Jerry Rightmer                                                      Starmount Systems
Venkat Gopikanth                                                    Tata Consultancy
Barbara Sanders                                                     The Home Depot
Domenic Cutillo                                                     Toys-R-Us
Asif Batada                                                         Verizon Business
Joel De Guzman                                                      Verizion Business
Joe (Joseph) Kearney                                                Verizon Wireless


Copyright  2010-2011 National Retail Federation.              Page iv
All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
Mobile Retailing Blueprint


Sulak Soysa                                                         ViVOtech
Pete Kinkead                                                        West Marine
Hendrik Scheider                                                    Wincor - Nixdorf
Rajat Agarwal                                                       Wincor-Nixdorf
Juan Salazar                                                        Wuauu
Copyright © National Retail Federation 20102011. All rights reserved.

This document and translations of it may be copied and furnished to others, and derivative works
that comment on or otherwise explain it or assist in its implementation may be prepared, copied,
published, and distributed, in whole or in part, without restriction of any kind, provided that the
above copyright notice and this paragraph are included on all such copies and derivative works.
However, this document itself may not be modified in any way, such as by removing the
copyright notice or references to the NRF, ARTS, or its committees, except as needed for the
purpose of developing ARTS standards using procedures approved by the NRF, or as required to
translate the document into languages other than English.
The limited permissions granted above are perpetual and will not be revoked by the National
Retail Federation or its successors or assigns.




Copyright  2010-2011 National Retail Federation.               Page v
All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
Mobile Retailing Blueprint

This blueprint was developed with assistance from the following organizations:

                                                                        The Association for Retail Technology Standards
                                                                        (ARTS) of the National Retail Federation is a retailer-
                                                                        driven membership organization dedicated to creating
                                                                        an open environment in which both retailers and
                                                                        technology vendors work together to create
                                                                        international retail technology standards.

                                                                        GS1 is a leading global organization dedicated to the
                                                                        design and implementation of global standards and
                                                                        solutions to improve the efficiency and visibility of
                                                                        supply and demand chains globally and across
                                                                        sectors.



                                                                        NACHA supports the growth of the ACH Network by
                                                                        managing its development, administration, and
                                                                        governance. NACHA brings together payments system
                                                                        stakeholder organizations to encourage the efficient
                                                                        utilization of the ACH Network and develop new ways
                                                                        to use the Network to benefit its diverse set of
                                                                        participants.

                                                                        NRF's mission is to advance and protect the interests
                                                                        of the retail industry and to help retailers achieve
                                                                        excellence in all areas of their business. As the world's
                                                                        largest retail trade association and the voice of retail
                                                                        worldwide, the NRF’s global membership includes
                                                                        retailers of all sizes, formats, and channels of
                                                                        distribution as well as chain restaurants and industry
                                                                        partners from the United States and more than 45
                                                                        other countries.

                                                                        The NFC Forum was formed to advance the use of
                                                                        Near Field Communication technology by developing
                                                                        specifications, ensuring interoperability among devices
                                                                        and services, and educating the market about NFC
                                                                        technology.

                                                                        The Retail Advertising Marketing Association (RAMA),
                                                                        a division of the National Retail Federation, provides
                                                                        unique networking opportunities, industry research,
                                                                        and educational programming for retail advertising and
                                                                        marketing professionals. NRF members are able to
                                                                        take advantage of the added value of participating in
                                                                        RAMA as a benefit of membership with NRF.

                                                                        The Retail Solutions Providers Association is the only
                                                                        association dedicated to the retail technology industry.
                                                                        Members include resellers, distributors, hardware
                                                                        manufacturers, software developers, consultants, and
                                                                        service providers who bring retail technology solutions
                                                                        to the marketplace.

Copyright  2010-2011 National Retail Federation.              Page vi
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Mobile Retailing Blueprint


                                                                        Shop.org, a division of the National Retail Federation,
                                                                        is a member-driven trade association whose exclusive
                                                                        focus is to provide a forum for retail executives to share
                                                                        information, lessons learned, new perspectives,
                                                                        insights, and intelligence about on-line and
                                                                        multichannel retailing.

                                                                        The Smart Card Alliance is a not-for-profit, multi-
                                                                        industry association working to stimulate the
                                                                        understanding, adoption, use, and widespread
                                                                        application of smart card technology.




Copyright  2010-2011 National Retail Federation.              Page vii
All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
Mobile Retailing Blueprint


CONTENTS
1.       EXECUTIVE SUMMARY ................................................................................................................................1
     1.1     CONSUMER OPPORTUNITIES .............................................................................................................................1
     1.2     OPPORTUNITIES WITHIN THE RETAIL ESTABLISHMENT ...................................................................................4
     1.3     HOW THIS DOCUMENT CAN HELP ...................................................................................................................5
2.       INTRODUCTION ..............................................................................................................................................7
     2.1 WHAT IS MOBILE RETAILING? .........................................................................................................................7
     2.2 MOBILE DEVICES DEFINED ..............................................................................................................................8
     2.3 MOBILE APPLICATION TECHNOLOGY ............................................................................................................. 11
        2.3.1 Browser-Based Applications................................................................................................................ 11
        2.3.2 Message-Based Applications ............................................................................................................... 12
        2.3.3 Downloaded and Native Applications ................................................................................................. 13
        2.3.4 Thin-Client Architecture ...................................................................................................................... 14
     2.4 MOBILE RETAIL AND SOCIAL MEDIA ............................................................................................................. 14
     2.5 MOBILE RETAIL APPLICATIONS ..................................................................................................................... 16
        2.5.1 Mobile Marketing Applications ........................................................................................................... 17
        2.5.2 Mobile Commerce Applications ........................................................................................................... 18
        2.5.3 Mobile Operations Applications .......................................................................................................... 19
        2.5.4 Mobile Application Design .................................................................................................................. 19
        2.5.5 Day-in-the-Life Examples .................................................................................................................... 20
        2.5.6 Mobile Market Statistics ...................................................................................................................... 22
        2.5.7 Mobile Retailing Maturity Model ........................................................................................................ 26
        2.5.8 Keys to Mobile Success ........................................................................................................................ 28
3.       MOBILE MARKETING ................................................................................................................................. 30
     3.1 ADVERTISING AND MARKETING..................................................................................................................... 30
        3.1.1 Brand Marketing .................................................................................................................................. 30
        3.1.2 Digital Signage .................................................................................................................................... 30
        3.1.3 Augmented Reality ............................................................................................................................... 31
        3.1.4 Example Applications .......................................................................................................................... 31
        3.1.5 Technology and Standards Employed .................................................................................................. 32
        3.1.6 Benefits and ROI .................................................................................................................................. 33
        3.1.7 Implementation Considerations ........................................................................................................... 33
     3.2 CUSTOMER SERVICE ...................................................................................................................................... 34
        3.2.1 Store Locations and Hours .................................................................................................................. 34
        3.2.2 Example Applications .......................................................................................................................... 36
        3.2.3 Wish Lists, Shopping Lists, Gift Registries .......................................................................................... 38
     3.3 SHOPPING TOOLS ........................................................................................................................................... 43
        3.3.1 Case Studies ......................................................................................................................................... 44
        3.3.2 Technology and Standards Employed .................................................................................................. 45
        3.3.3 Benefits and ROI .................................................................................................................................. 45
        3.3.4 Implementation Considerations ........................................................................................................... 45
     3.4 PRODUCT INFORMATION ................................................................................................................................ 46
        3.4.1 Review Product Information Transaction Process .............................................................................. 47
        3.4.2 Product Information from Friends....................................................................................................... 49
        3.4.3 Share Product Information Transaction Process ................................................................................ 49
        3.4.4 Product Comparisons .......................................................................................................................... 50
        3.4.5 Compare Product Information Transaction Process ........................................................................... 50
        3.4.6 Case Studies ......................................................................................................................................... 51
        3.4.7 Technology and Standards Employed .................................................................................................. 52
        3.4.8 Benefits and ROI .................................................................................................................................. 52
        3.4.9 Implementation Considerations ........................................................................................................... 52

Copyright  2010-2011 National Retail Federation.             Page viii
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Mobile Retailing Blueprint

     3.5 LOYALTY PROGRAMS .................................................................................................................................... 53
        3.5.1 Loyalty Program Transaction Process ................................................................................................ 54
        3.5.2 Case Studies ......................................................................................................................................... 57
        3.5.3 Technology and Standards Employed .................................................................................................. 58
        3.5.4 Benefits and ROI .................................................................................................................................. 59
        3.5.5 Implementation Considerations ........................................................................................................... 60
     3.6 PROMOTIONS AND COUPONS .......................................................................................................................... 61
        3.6.1 Approaches to Mobile Offers ............................................................................................................... 62
        3.6.2 Case Studies ......................................................................................................................................... 63
        3.6.3 Technology and Standards Employed .................................................................................................. 64
        3.6.4 Benefits and ROI .................................................................................................................................. 64
        3.6.5 Implementation Considerations ........................................................................................................... 64
4.       MOBILE COMMERCE .................................................................................................................................. 66
     4.1 MOBILE COMMERCE CATEGORIES ................................................................................................................. 66
     4.2 BROWSER-BASED M-COMMERCE ................................................................................................................... 66
     4.3 APPLICATION-BASED M-COMMERCE .............................................................................................................. 68
        4.3.1   Advantages........................................................................................................................................... 68
        4.3.2   Disadvantages...................................................................................................................................... 69
        4.3.3   Future Considerations ......................................................................................................................... 71
     4.4 CASE STUDIES ................................................................................................................................................ 71
        4.4.1   Mobile Ticketing .................................................................................................................................. 71
        4.4.2   Other m-commerce Applications ......................................................................................................... 73
        4.4.3   Technology and Standards Employed .................................................................................................. 79
        4.4.4   Benefits and ROI .................................................................................................................................. 80
     4.5 IMPLEMENTATION CONSIDERATIONS ............................................................................................................. 80
     4.6 OTHER KEY CONSIDERATIONS ....................................................................................................................... 82
        4.6.1   Easy Payment Solutions ....................................................................................................................... 82
        4.6.2   Integrated Order Management and Customer Care ............................................................................ 82
     4.7 THE VIRTUAL STORE ..................................................................................................................................... 82
     4.8 PARENTAL APPROVAL.................................................................................................................................... 84
     4.9 MOBILE PAYMENT OVERVIEW ....................................................................................................................... 84
        4.9.1   Advantages of Mobile Payment ........................................................................................................... 84
        4.9.2   Types of Mobile Payment ..................................................................................................................... 85
     4.10     MOBILE REMOTE PAYMENT ...................................................................................................................... 85
        4.10.1     Enabling Remote Payment .............................................................................................................. 86
        4.10.2     Message-Based Remote Payment .................................................................................................... 87
        4.10.3     Browser-Based Remote Payment .................................................................................................... 89
        4.10.4     App-Based Remote Payment ........................................................................................................... 89
        4.10.5     Funding and Settlement Accounts ................................................................................................... 89
        4.10.6     Third-Party Providers of Alternative Payments.............................................................................. 93
        4.10.7     Wireless Carrier Billing .................................................................................................................. 94
     4.11     MOBILE PROXIMITY PAYMENT.................................................................................................................. 97
        4.11.1     Mobile Contactless Payment ........................................................................................................... 97
        4.11.2     EMV and Mobile Payments........................................................................................................... 102
        4.11.3     Bar Code Payments....................................................................................................................... 104
        4.11.4     Numeric Code Payments ............................................................................................................... 107
     4.12     IMPLEMENTATION CONSIDERATIONS ...................................................................................................... 109
        4.12.1     Mobile Proximity Payment Considerations .................................................................................. 109
        4.12.2     Store Requirements ....................................................................................................................... 110
        4.12.3     Roadblocks to NFC Mobile Payments .......................................................................................... 111
        4.12.4     Security ......................................................................................................................................... 113
     4.13     MOBILE PAYMENTS ECOSYSTEM............................................................................................................. 114
        4.13.1     Payment Account Issuer ................................................................................................................ 116
        4.13.2     Trusted Service Manager .............................................................................................................. 116
        4.13.3     Mobile Network Operator ............................................................................................................. 116
Copyright  2010-2011 National Retail Federation.              Page ix
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Mobile Retailing Blueprint

        4.13.4    Retailers ........................................................................................................................................ 116
     4.14     ALTERNATIVE AND MOBILE PAYMENT PROVIDERS AND APPROACHES ................................................... 117
5.       MOBILE OPERATIONS .............................................................................................................................. 119
     5.1 MOBILE POINT OF SALE ............................................................................................................................... 119
        5.1.1 Mobile POS Examples ....................................................................................................................... 120
        5.1.2 Technology and Standards Employed ................................................................................................ 122
        5.1.3 Benefits and ROI ................................................................................................................................ 123
        5.1.4 Implementation Considerations for Mobile Point of Sale.................................................................. 123
     5.2 DIGITAL RECEIPTS ....................................................................................................................................... 123
        5.2.1 Digital Receipt Examples................................................................................................................... 124
        5.2.2 Technology and Standards Employed ................................................................................................ 124
        5.2.3 Benefits and ROI ................................................................................................................................ 124
        5.2.4 Implementation Considerations for Digital Receipts ......................................................................... 125
     5.3 WORKFORCE MANAGEMENT........................................................................................................................ 125
        5.3.1 Workforce Management Examples .................................................................................................... 126
        5.3.2 Technology and Standards Employed ................................................................................................ 127
        5.3.3 Benefits and ROI ................................................................................................................................ 128
        5.3.4 Implementation Considerations for Workforce Management ............................................................ 129
     5.4 INTERNAL COMMUNICATION........................................................................................................................ 129
        5.4.1 Internal Communication Examples.................................................................................................... 129
        5.4.2 Technology and Standards Employed ................................................................................................ 129
        5.4.3 Benefits and ROI ................................................................................................................................ 130
        5.4.4 Implementation Considerations for Internal Communications .......................................................... 131
     5.5 MOBILE APPROVALS .................................................................................................................................... 131
        5.5.1 Technology and Standards Employed ................................................................................................ 132
        5.5.2 Benefits and ROI ................................................................................................................................ 132
        5.5.3 Implementation Considerations for Mobile Approvals ...................................................................... 133
6.       MOBILE IMPLEMENTATION STRATEGY ........................................................................................... 134
     6.1 MOBILE KEY PERFORMANCE INDICATORS ................................................................................................... 135
        6.1.1 KPIs for Customer-Facing Mobile Services ...................................................................................... 135
        6.1.2 KPIs for Staff-Facing Mobile Services .............................................................................................. 136
     6.2 SUMMARY OF IMPLEMENTATION CONSIDERATIONS ..................................................................................... 136
     6.3 DEVELOPMENT CONSIDERATIONS ................................................................................................................ 138
        6.3.1 Browser-Based Applications.............................................................................................................. 139
        6.3.2 Downloaded Applications .................................................................................................................. 140
        6.3.3 Mobile Payment ................................................................................................................................. 142
        6.3.4 Other Application Types .................................................................................................................... 143
     6.4 THE PATH TO MOBILE .................................................................................................................................. 143
        6.4.1 Mobile Governance............................................................................................................................ 144
        6.4.2 Achieving Control of the Mobile Channel ......................................................................................... 145
        6.4.3 Privacy, Authentication, and Security................................................................................................ 146
     6.5 MOBILE AS A BUSINESS DRIVER FOR SOA AND THE CLOUD ........................................................................ 148
        6.5.1 Creating Services for Reuse ............................................................................................................... 149
        6.5.2 Moving Retail Services into the Cloud ............................................................................................... 150
        6.5.3 Delivering and Accessing Mobile Services in the Cloud ................................................................... 151
     6.6 WI-FI AND WIRELESS LAN FOR NETWORK RELIABILITY ............................................................................ 152
        6.6.1 Wireless LAN Benefits for Retail Environments ................................................................................ 153
        6.6.2 Implementation Recommendations .................................................................................................... 154
        6.6.3 Design Considerations for a Reliable Wireless LAN Deployment ..................................................... 155
7.       MOBILE STANDARDS ................................................................................................................................ 157
     7.1 TECHNOLOGY DETAILS ................................................................................................................................ 159
        7.1.1 Wi-Fi and ZigBee ............................................................................................................................... 160

Copyright  2010-2011 National Retail Federation.               Page x
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Mobile Retailing Blueprint

        7.1.2  Near Field Communication ............................................................................................................... 161
     7.2 CONTACTLESS SMART CARD STANDARDS ................................................................................................... 161
     7.3 ASSOCIATION OF RETAIL TECHNOLOGY STANDARDS .................................................................................. 162
        7.3.1  Service Oriented Architecture (SOA) Blueprint ................................................................................. 162
        7.3.2  Cloud Computing Blueprint ............................................................................................................... 163
        7.3.3  ARTS Data Model .............................................................................................................................. 163
        7.3.4  ARTS UnifiedPOS .............................................................................................................................. 164
        7.3.5  ARTS XML ......................................................................................................................................... 164
     7.4 GS1 .............................................................................................................................................................. 165
8.       TERMS AND ACRONYMS ......................................................................................................................... 166




Copyright  2010-2011 National Retail Federation.              Page xi
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Mobile Retailing Blueprint


 Figures
Figure 1: Evolution of Customer-Retailer Touch Points ................................................................ 2
Figure 2: Number of NTT DOCOMO iD Subscribers and Payment Terminals ............................ 4
Figure 3: The Retail Store of the Future ......................................................................................... 8
Figure 4: U.S. Device Type and Operating System Mixes ............................................................. 9
Figure 5: Key Device Hardware Trends ...................................................................................... 11
Figure 6: Two Sears Web Sites: Non-Mobile (left) and Optimized for Mobile (right) .............. 12
Figure 7: Three Retailers’ Apps: Sears (left) Target (center) and Gap (right) ............................ 13
Figure 8: Thin Client Architecture ............................................................................................... 14
Figure 9: Mobile Retailing Classifications .................................................................................. 16
Figure 10: Mobile Retailing Ecosystem ...................................................................................... 17
Figure 11: Mobile Marketing Applications ................................................................................. 18
Figure 12: Mobile Commerce Applications ................................................................................ 19
Figure 13: Mobile Operations Applications ................................................................................ 19
Figure 14: U.S. Smartphone Operating System Share, Q3, 2010 ................................................ 22
Figure 15: Predicted Smartphone Market Share by Region ........................................................ 23
Figure 16: Mobile Technologies on Your Radar Screen ............................................................. 24
Figure 17: Gartner April 2009 Projections of Mobile Payment Technologies ............................ 26
Figure 18: Retail Mobile Maturity Model (Summarized) ........................................................... 27
Figure 19: 2-D Bar Code on a Billboard ....................................................................................... 31
Figure 20: Process Flow for a Device without Geolocation or GPS Capabilities ........................ 35
Figure 21: Process Flow for a Device with Geolocation or GPS Capabilities ............................. 36
Figure 22: Wish Lists, Shopping Lists, Gift Registries ................................................................ 39
Figure 23: List Creation Transaction Process ............................................................................... 39
Figure 24: List Consumption Transaction Process ....................................................................... 40
Figure 25: Likelihood of U.S. Consumers to Use Mobile Phones for Shopping.......................... 47
Figure 26: Review Product Information on e-commerce Site Transaction Process ..................... 47
Figure 27: Review Product Information with Retailer’s Application Transaction Process.......... 48
Figure 28: Retrieve Item Information from a Picture Transaction Process .................................. 48
Figure 29: Read Friend's Ratings Transaction Process ................................................................. 49
Figure 30: Post to My Friend's Site Transaction Process ............................................................. 50
Figure 31: Product Comparison Transaction Process .................................................................. 50
Figure 32: Example Loyalty Program Process Flow .................................................................... 55
Figure 33: Motorola Mobile Loyalty System ............................................................................... 56
Figure 34: Options for Enabling Phones with an NFC Chip ........................................................ 62
Figure 35: Best-Practice Mobile Web High-Level Architecture .................................................. 67
Figure 36: Typical Mobile Web High-Level Architecture ........................................................... 68
Figure 37: Mobile Applications High-Level Architecture............................................................ 71
Figure 38: Purchasing a DSB Ticket By Using an iPhone Application ....................................... 72
Figure 39: Simplified Architecture for DSB Ticketing Application ............................................ 73
Figure 40: Mobile Payment Access Technologies and Funding Options .................................... 85
Figure 41: Mobile Remote Payment (Stored Value) Payment Flow ............................................ 87
Figure 42: ACH Debit Purchase Transaction Process ................................................................. 92
Figure 43: ACH Credit Payment Transaction Process ................................................................ 93
Figure 44: Using Alternative Payment at Buy.com ..................................................................... 94

Copyright  2010-2011 National Retail Federation.              Page xii
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Mobile Retailing Blueprint

Figure 45: Example of PSMS Ticketing Flow ............................................................................. 96
Figure 46: Mobile Phone with Wallet Software ........................................................................... 99
Figure 47: Example of NFC-Enabled Mobile Phone Provisioned with
             Wallet and Secure Element .................................................................................... 100
Figure 48: NFC Phone Wallet Used in BART/Jack in the Box Pilot Program .......................... 101
Figure 49: Mobile Proximity Payment at Starbucks .................................................................. 106
Figure 50: Mobile Proximity Payment at Target ....................................................................... 106
Figure 51: NFC Compatible Contactless Sticker ........................................................................ 111
Figure 52: NFC MicroSD Card................................................................................................... 112
Figure 53: Mobile Contactless Transactions: Provisioning and Purchase .................................. 115
Figure 54: mPOS Checkout at Apple......................................................................................... 120
Figure 55: Using an iPhone to Check Out at Magic Beans ....................................................... 121
Figure 56: Magnetic Stripe Reader for an iPhone ..................................................................... 122
Figure 57: Workforce Management Model ............................................................................... 126
Figure 58: Simplified Mobile Approval Flow ............................................................................ 133
Figure 59: iPhone and Sony Ericsson K790i Display Areas ...................................................... 140
Figure 60: Overview of Mobile Applications Built on a Centralized Mobile Platform ............. 146
Figure 61: SOA and the Cloud as Key Building Blocks for Mobile Services ........................... 149
Figure 62: Moving Services into the Cloud ............................................................................... 151
Figure 63: Accessing Services with a Mobile Device ............................................................... 152
Figure 64: Contactless Payments Hardware and Software with Associated Standards.............. 157
Figure 65: Provisioning............................................................................................................... 158
Figure 66: Wi-Fi and ZigBee Access Points............................................................................... 160
Figure 67: ARTS Standards ........................................................................................................ 162
Figure 68: SOA Platform and Services on a Cloud Infrastructure ............................................. 163




Copyright  2010-2011 National Retail Federation.             Page xiii
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Mobile Retailing Blueprint



1. EXECUTIVE SUMMARY
The question of whether consumers will adopt smartphones and other mobile devices is
becoming less relevant. The more relevant question is “What is the best way for retailers
to capitalize on consumers’ rapidly evolving use of their mobile devices?” Mobile phones
are changing the way retailers, suppliers, and consumers both communicate and do
business. Our phones are always with us—and always on, connecting retailers to current
and potential customers, regardless of location or time of day. A survey conducted by
BIGresearch found that consumers plan to spend $688.87 per person during the 2010
holiday season, and 25 percent of adult smartphone owners plan to research or make
purchases using a mobile device. That figure jumps to 45 percent when the subject
population is young adults between the ages of 18 and 24.1
Adoption rates for mobile devices are accelerating so fast that forecasts from just a few
years ago are completely outdated. In 2005, mobile payments totaled $155 million and
were forecast to hit $10 billion by 2010.2 Actual mobile payments for 2010 are on track
to be closer to $100 billion and double, to $200 billion, in 2011. In addition, mobile
payments for digital and physical goods are forecast to reach almost $630 billion by
2014.3 There is no doubt that mobile technology for retail is no longer a trend, but a
necessary way of doing business.

1.1        Consumer Opportunities
Over the past year, early adopters of mobile technology such as Target4 and The Home
Depot5 have redefined how they want to interact with customers in their stores, on the
Web, on mobile devices, and on social networks. These retailers (and other innovative
retailers) recognize that mobile can be integrated into their business models to enhance
the overall relationship between their brands and their customers. Other retailers have
chosen to add mobile to current store, Web, or catalog channels without full integration.
These retailers may take that approach simply because it is more straightforward than full
integration, or it may be part of a broader strategy, to wait and see whether full
integration yields a stronger competitive advantage.
To understand the current use of mobile technology and where it is headed, it is important
to understand where we have been. Many retailers began the relationship with their
customers through their retail stores or a catalog. Communication took place on TV and
radio and through print advertising, in-store signage, and interaction with store associates.
Marketing brought the customer into the store, and associates conducted the transaction
and satisfied the customer. The relationship was a fairly low-technology, one-to-one
relationship. As retailers grew and technology evolved, this channel grew to encompass
multiple channels.
1
  http://nrf.com/modules.php?name=News&op=viewlive&sp_id=1016
2
  http://juniperresearch.com/viewpressrelease.php?pr=14
3
  Juniper Research, "Mobile Payments Markets: Strategies & Forecasts 2010-2014.”
4
  http://www.mobilecommercedaily.com/target-is-2010-mobile-retailer-of-the-year
5
  http://risnews.edgl.com/retail-news/Home-Depot-s-$64-Million-Mobile-Investment-Rolls-Out-to-1,970-
   Stores56966
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Mobile Retailing Blueprint

Slightly more than 10 years ago, e commerce over the Internet started to enter the
                                        e-commerce
mainstream; as the technology was adopted more widely, the level of sophistication of
consumer shopping behavior and expectations grew. Ten years ago, it might have been
acceptable for an associate to tell a customer that the store did not match the prices on the
store’s Web site because “it is a separate business.” Five years ago, it might have been
acceptable for an associate to honor the prices on the store’s Web site for a customer but
not the prices on a competitor’s Web site. Today, customers may not even set foot in a
retailer’s store if they are able to find what they need to purchase using a mobile device.
                      ey
Even if the customer enters the store, the customer can easily use a mobile device to scan
the bar code of an item of interest, find and purchase it at a lower price elsewhere, and
leave the item sitting on the store shelf.
The optimum goal for retailers is to achieve a singular brand experience for customers,
regardless of the technology used to interact with that brand. This means that legacy
channel-based systems, business processes, and organizational silos must continue to
        based
evolve (Figure 1).




                      Figure 1: Evolution of Customer
                              :              Customer-Retailer Touch Points

While customers will not require a retailer to offer multiple integrated channels to win
their business, leading retailers must focus on ways to strengthen the relationship
between their brand and their customers and not necessarily focus on each channel
individually. Consumers continue to use mobile devices not only to research products and
pay for purchases, but also to interact with retailers in ways that increasingly connect to
social media sites and third-party pricing and promotion applications. Consumers with a
                             party                                       Cons
mobile device can use apps (like the ones from Amazon or eBay, which are integrated
with apps such as Red Laser) to find a better price while standing in the middle of a retail

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Mobile Retailing Blueprint

store.6 Whole Foods Markets’ customers puzzled by an ingredient can use their phones
to find and display recipes using that ingredient and even restrict their choices to cater to
special food allergies or nutritional requirements, such as gluten or lactose intolerance.
Shoppers headed for Target can search a friend’s gift registry for the perfect gift, locate
the nearest store that has that item in stock (right down to the department and aisle
location of the item within that store), and check the gift off the registry list—all on a
mobile phone.
Phones can store and display loyalty, reward, and club membership cards (which most
retailers then scan directly from the screen) and match a health condition with the correct
over-the-counter medication. Some retailers have even enlisted the help of their
consumers to retrieve competitors’ pricing using third-party apps that award the customer
for taking a snapshot of a product display or scanning the bar code of an item on sale at a
competitor’s location.
Using phones or other mobile devices for payment is advantageous for both consumers
and retailers. Payment by phone can be combined with additional services to increase
sales, speed up transaction times, and strengthen customer loyalties. Sales can close
more quickly when shoppers looking at a product can access product information and
reviews (for example, using their phones to read a bar code) and then pay for the product
on the spot. Consumers using mobile phones as a payment method enjoy the convenience
and security of not having to carry cash or a payment card. In Europe and Asia,
consumers can reserve seats on a train, purchase their tickets, and use those tickets to
board the train while carrying nothing but a phone. When consumers pay by phone,
payment information that adheres to ARTS standards can be integrated into the retailer’s
back-office systems, coordinating all-important inventory, customer relationship,
enterprise resource planning, and financial data.
The mobile phone market has moved beyond smartphones to tablets such as the iPad,
providing consumers with more computing power in their purses and pockets than ever
before. Near Field Communication (NFC) technology, which enables short-range
wireless interaction between devices (such as for payments), is rolling out to the U.S.
market. The next version of the Android operating system (version 2.3) supports NFC,7
and Apple is rumored to be close behind. Mobile payments technology has been
commercially available in Japan since at least 2005, with mobile Suica-card enabled
devices and NTT DOCOMO’s iD mobile credit payment service. (The company issued a
press release in September 2010 announcing the achievement of 15 million subscribers
since the program’s launch.) In addition, 37.5 million subscribers are using handsets
equipped with the contactless payment technology, which represents over 60% of the
company’s subscriber base (Figure 2).8




6
  A recent Wall Street Journal article, “Phone Wielding Shoppers Strike Fear Into Retailers” is a great point
   of reference on the subject.
   http://online.wsj.com/article/SB10001424052748704694004576019691769574496.html
7
  http://android-developers.blogspot.com/2010/12/android-23-platform-and-updated-sdk.html
8
  http://www.nttdocomo.com/pr/2010/001484.html
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Mobile Retailing Blueprint




     Figure 2: Number of NTT DOCOMO iD Subscribers and Payment Terminals

As more devices around the world are equipped with a mobile wallet, the number of
consumers carrying payment and loyalty cards electronically will also increase.
Consumers benefit—their cards are not only secure, they are easily cancelled and
replaced if lost: one call, text message, or remote application does it all. Retailers
benefit—mobile wallets can help solve the critical problem of wallet share and represent
opportunities to offer customers new incentives to purchase, new ways to purchase, and
new ways to pay.
To achieve universal consumer acceptance, mobile processing must be standardized
around the world. What works in the United States must also work in Asia, the Pacific
Rim, Europe, the Middle East, and Africa. There is only one way to ensure that
processing is the same everywhere, and that is by creating and adopting global standards.
Fortunately, numerous organizations, such as GS1, the NFC Forum, ARTS, and the
recently formed Isis project, are already working to develop and promote the necessary
standards. This document will also continue to evolve to support the needs of retailers.

1.2        Opportunities Within the Retail Establishment
As technology evolves and consumer sophistication increases, retailers have an
opportunity to leverage mobile technology to streamline operations and generate
incremental revenue. Functions such as distribution, operations, merchandising,
marketing, human resources, and customer service already benefit from the integration of
mobile devices with existing systems.


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Mobile Retailing Blueprint

For example, making the point of sale (POS) mobile allows customers to avoid lines and
retain receipts electronically, while retailers save on labor and materials costs, and sales
associates can locate and assist customers anywhere in the store. Sales associates can
also use mobile devices to clock in and out or sign up for automatic alerts from their
company’s scheduling system when open shifts are available. Integration with workforce
management capabilities, including appropriate labor forecasting, labor scheduling, and
labor management and budgeting systems can optimize both daily internal operations and
corporate-driven tasks at a store.
The retail supply chain will also benefit from the use of mobile technology, particularly
when the manufacturers of specialized mobile devices incorporate new features into
mobile phones, such as better bar-code and RFID readers. Both data and voice can then
be transmitted effectively to receive and pick merchandise and track merchandise
movement from warehouses to stores and within stores.
As with any new technology, retailers face integration challenges. Over the years, many
retailers have accumulated multiple systems as point solutions and hired large onshore
and offshore workforces to support them. Business processes and development lifecycles
have been introduced to preserve this web of systems, while the demands of the web
expand more and more quickly. Retailers now have an opportunity to alter their
fundamental business models, to include mobile technology, even more significantly than
they did to accommodate the introduction of the Web 10 years ago.
As retailers address the challenges of integration, software companies like MicroStrategy
are partnering with their retail customers to enable seamless integration of mobile devices
with their best-in-class business intelligence platforms. MicroStrategy’s platform has
enabled mobile business intelligence for years using Blackberry handheld devices, and
the platform has supported the iPhone and iPad since early 2010. The company has
chosen to invest heavily in research and development to integrate emerging mobile
device technology. Using their software, retailers experience multisource capabilities
expressed in business terms, a consistent analytic foundation that can be shared and
reused across common functional areas, and security that protects customer information.
Retailers can use the platform to conduct a variety of transaction types. This approach to
integration on a single platform means minimal risk and fast return on investment (ROI)
for retailers.

1.3        How This Document Can Help
This updated version of the Mobile Retailing Blueprint is a product of the NRF Mobile
Retail Initiative. The mission of the Initiative is to be a catalyst for mobile-inspired
innovation that enhances the retail shopping experience and improves internal business
processes. This retailer-led initiative will guide and direct the industry in the
dissemination of mobile-related best practices and the development of standards and
documentation for the purpose of maximizing benefits and minimizing implementation
expense, ongoing maintenance, and fees.
Creating this document involved retailers, vendors, analysts, and standards organizations.
The Blueprint relates the shared experiences of retailers and vendors who have
experimented with mobile applications, leverages their experience, and tailors it to retail.
Copyright 2010- 2011 National Retail Federation. Page 5
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Mobile Retailing Blueprint

The Blueprint was created by members of GS1; NACHA; the NFC Forum;, the NRF and
its ARTS, Shop.org, and RAMA divisions; RSPA; and the Smart Card Alliance to help
retailers understand the current mobile retailing landscape, recognize the types of
applications on the horizon, and determine how best to embrace this new technology.
Based on the technology’s rapidly increasing pace of change, we anticipate that future
updates to this material will be published online to capture the most current information
within the industry.
Retailers should use this document as a reference, to understand what is possible using
mobile devices. The Blueprint can help readers answer the following questions:
     •  How can our company create a total-enterprise mobile plan that improves our
        business?
    • What capabilities do mobile devices currently offer, and how can we create a
        policy for privacy and security?
    • What types of mobile applications help consumers shop, and how do we
        differentiate the needs of teenagers from the needs of our guests who are young at
        heart?
    • How are mobile payment technologies evolving?
    • What types of mobile applications help associates be more efficient?
    • What technologies and standards apply in the mobile field?
    • What implementation options should be considered?
The reader will come away with a better understanding of how mobile devices can and
are affecting retailing and more ideas about how this trend can help the reader’s particular
business.
The different sections in this document contain the following information:
     •    Section 2, “Introduction,” introduces the topic of mobile retailing in more depth.
     •     Section 3, “Mobile Marketing,” and Section 4, “Mobile Commerce,” describe
          some of the customer-facing applications to which mobile retailing lends itself
          and explore options for implementing different applications. Section 4 also
          describes the different mobile payment methods, their advantages and
          disadvantages, and the implications of adopting one method rather than another.
     •    Section 5, “Mobile Operations,” applies the concepts of mobile retailing to
          internal retail operations and illustrates how adopting a mobile approach can
          improve efficiency and drive incremental revenue.
     •    Section 6, “Mobile Implementation Strategy,” focuses on implementation,
          detailing some of the technical and business process challenges that
          implementation can entail.
     •    Section 7, “Mobile Standards,” describes the technology standards that underlie a
          successful implementation effort.
     •    Section 8 defines the terms and acronyms used both in this document and in
          discussions of mobile retail in general.

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Mobile Retailing Blueprint



2. INTRODUCTION

2.1 What is Mobile Retailing?
Mobile devices are ubiquitous, outnumbering credit cards and bank accounts around the
world. People depend on their mobile devices, and they carry them everywhere,
including into stores. The capabilities of these devices, combined with the ease with
which applications that support retail functions can be downloaded to them, create an
opportunity to leverage mobile devices for shopping, improved analytic data, and more
effective communications.
The e-commerce revolution of the late 1990s did more than just open up an additional
channel through which retailers could sell products. It created new opportunities for
analyzing shopper behavior. It facilitated new ways to share product information and
help customers make purchase decisions, taking advantage of the Internet connection to
communicate personally with the customer.
As mobile devices became more sophisticated, they became capable of e-commerce
functionality. In addition, mobile customers can be identified automatically, through
integration with mobile network operators (MNOs) such as Verizon, AT&T, and
Vodaphone. Many e-commerce features, such as detailed product information, product
comparisons, and customer reviews, are commonly available to a customer in a store who
has a mobile device, with an additional benefit: immediate customer gratification. When
the store offers the best deal, the customer can take the merchandise home right now,
with no shipping or handling costs. Mobile payment functionality, targeted promotions,
interactive displays, and digital receipts are quickly becoming new standards for retailers.
Mobile retailing has become an important and valuable means for retailers to reach
consumers. Retailers who ignore mobile retailing risk being ignored in return by current
and future generations of shoppers. Retailers must also begin to understand how social
networking and competitors’ applications affect their business, not just how to streamline
the interaction between their own internal lines of business.
Retail stores are not going to disappear anytime soon, but they are ripe for change.
Figure 3 illustrates what the retail store of the future could look like, leveraging mobile
devices such as media shopping cards, consumer phones, associate dashboards, and
scales. Mobile devices will play a large part in future commerce.




Copyright 2010- 2011 National Retail Federation.            Page 7
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Mobile Retailing Blueprint


     Access Points               Consumer                     Employee/Mgr
                          Media   Phones                       Dashboards
    Streaming Video       Shopping                                                                              Location Based
                          Carts                                                                    RFI          Services
                                                                                                   D
  RFID Shelf
  Labels
                                                                                                          Self assisted
                                                                                                          ordering
                                                                                                                           In-store
                                                                                                                           back office




  Shelf Edge
                                                                                                                      RFID Gondola
  Displays XBOX 360
                                                                                                                      Labels
                 $399




  Bottom of Basket
  Detection
                                                                                                                    Holographics
                                                                                                                      In-store
                                                                                                                       kiosks

                                                                                                              Electronic
                                                                                                             Menu Boards
                   Bluetooth       Interactive   Self Serve
                Wireless POS                     Cashless                    Biometric
                                   Customer                                  Contactless Readers
               Peripheral Scales   Displays      Payments



                                   Figure 3: The Retail Store of the Future

The degree to which physical stores retain their dominance in the long run may be up for
debate. Consider, for a moment, the general purpose of a retailer. A retail organization
exists to identify products that meet consumers’ perceived needs. A great deal of time is
spent designing and sourcing those products, transporting them, and performing all kinds
of analysis to determine optimum pricing and appropriate promotions for various
customer segments, in order to drive sales. Now, imagine that your customer has the
ability to purchase goods directly from the source, using a mobile device or computer,
thus bypassing the need to enter a store. When all of the operating costs of maintaining a
store are considered and compared to what a next-generation supplier might have to
spend on shipping goods directly to the consumer, that supplier may still be able to
charge lower prices than the retailer ever could.
There will always be certain product categories that consumers will prefer to touch before
making the decision to purchase. In addition, shopping is entertainment for many people,
and the social experience of stores and shopping malls is very much part of a world-wide
consumer culture. There will also always be product categories that are only sold in their
own branded stores, because the exclusivity of those brands demands nothing less.

2.2 Mobile Devices Defined
This Blueprint uses the term “mobile device” to refer to any mobile device that can
connect to the Internet, including smartphones, portable music and video players,
handheld gaming devices, laptop and ultra-mobile personal computers, e-book readers,
and tablets. Consumers are more readily upgrading their smartphones, which have

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Mobile Retailing Blueprint

advanced to the point of being handheld computers whose capabilities exceed those of
the computers carried on board the first space missions. Figure 4 shows the distribution
of smartphones, feature phones (less flexible smartphones), and other connected devices.
It further distinguishes smartphones by their different operating systems.




Source: http://www.millennialmedia.com/research/mobilemix/thankyou/

                     Figure 4: U.S. Device Type and Operating System Mixes
Note that Millennial Media defines a connected device to be a handheld device that can
access the mobile Web but is not a mobile phone, including the iPod Touch, Sony PSP,
Nintendo DS, and the iPad. Since the first version of this Blueprint, adoption rates for
tablet devices have increased dramatically. The iPad is the market leader, but Samsung,
RIM, Dell, HP, and others have all introduced their own tablets. Originally dismissed by
critics as a larger iPhone, the iPad has become a consumer favorite and is also used by
executives at many companies. Software companies such as MicroStrategy9 and
retailers10 alike are recognizing the value of arming their employees with anywhere,
anytime access to information that creates a competitive advantage.
The typical mobile device includes most of the features described in Table 1 and
illustrated in Figure 11Figure 5. Various combinations of these features can be leveraged
to provide a richer experience for shoppers.




9
    http://www.businessweek.com/technology/content/nov2010/tc2010111_549315.htm
10
     http://risnews.edgl.com/retail-news/Home-Depot-s-$64-Million-Mobile-Investment-Rolls-Out-to-1,970-
     Stores56966
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Mobile Retailing Blueprint

                                       Table 1: Mobile Device Features

        Feature                                                        Significance

Bluetooth wireless             Connects mobile phones to other devices (such as a headset or POS)
connectivity                   without a cable. Bluetooth allows customers and employees to be “hands-
                               free.” It is a type of Near Field Communication.

Still or video camera          Can take pictures of products, receipts, and bar codes for item search,
                               comparison or employee task management, and pictures or video for loss
                               prevention.

Compass                        Can direct a person to a store and recognize the direction in which a person
                               is facing. Can also be used for augmented reality applications for marketing
                               and operations.

Two-way e-mail                 Can deliver receipts and coupons to customers. Also useful for task
messaging                      management and field manager collaboration.

Interactive display            Includes the ability to run a browser or native applications. Some phones
                               include multitouch screens or screen addressable keys that provide
                               enhanced functionality.

Internet access                Enables most applications to be useful. The mobile device can be connected
                               to the Internet either through a high speed cellular network (3G, 4G) or Wi-Fi.

Location recognition           Can determine location using GPS satellites, cell tower triangulation, or Wi-Fi
                               reference. Useful for targeted marketing, store location lookup, and in-store
                               product location.

Multimedia Messaging           Can send and receive rich content, such as pictures or audio. An alternative
Service (MMS)                  to communicating through native apps or a mobile Web browser.

Near Field                     Enables the exchange of data between devices over about a 10-cm range.
Communication (NFC)            Useful for contactless payment and other contactless communication.

Short Message                  Can send text. Most mobile phones can use SMS to send and receive text
Service (SMS)                  messages.

Audio bar codes                Allows data, such as text information describing Web site URLs, to be carried
                               and transmitted on sound waves in the audible range (music and spoken
                               word). NTT DOCOMO has been researching and developing "Audio
                               Barcode."*
* http://www.nttdocomo.com/technologies/future/audio/index.html




Copyright 2010- 2011 National Retail Federation.           Page 10
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Mobile Retailing Blueprint




Source: Michael King, The Mobile Scenario: A New Age of Mobile Services, Gartner Inc., October 29, 2010.

                                 Figure 5: Key Device Hardware Trends

2.3 Mobile Application Technology
Mobile applications are categorized according to one of four implementation methods:
     •    Browser-based
     •    Message-based
     •    Downloaded to a device
     •    Preinstalled on the device (referred to as native applications)
2.3.1 Browser-Based Applications
Browser-based applications run in the browser on a mobile device. A retailer may often
want to provide information that is available on the retailer’s Web site to mobile
consumers or associates. Smartphones equipped with a browser can access these
applications; however, their small screen sizes and keyboards provide a less satisfactory
experience than when the application is accessed on a computer. In this case, people are
better served with a mobile-specific user interface that is optimized for the capabilities of
the typical smartphone.
For example, compare the Sears Web site that is displayed on a computer (found at
www.sears.com), shown on the left in Figure 6, with the mobile version, shown on the
right (found at m.sears.com).
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Mobile Retailing Blueprint




     Figure 6: Two Sears Web Sites: Non-Mobile (left) and Optimized for Mobile
                                     (right)

Mobile browsers are currently including support for two important technologies, HTML5
and WebKit. These technologies allow retailers to create mobile shopping sites that take
full advantage of smartphone capabilities without being tied to a specific mobile
operating system (OS). Mobile Web site developers will thus be able to provide a rich,
“application-like” user experience on mobile Web sites. These technologies are currently
available in the Apple iPhone OS, Google Android OS, and Palm WebOS devices, as
well as in new RIM BlackBerry devices and other smartphones.
2.3.2 Message-Based Applications
The second type of application, the message-based application, uses Short Message
Service (SMS) or Multimedia Messaging Service (MMS) to exchange messages with the
user. While not nearly as easy to use as the other types of applications, message-based
applications work on the largest number of mobile phones. It is often more cumbersome
to have to start the browser on the phone and then access a URL than to send a simple
text message. Mobile applications such as Shopkick use SMS to alert users of nearby
deals. Almost all mobile phones throughout the world support SMS for short messages.
Services like TextBuyIt, used by Amazon, can interact with consumers, who can find and

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Mobile Retailing Blueprint

order products over the mobile phone while standing in the middle of a competitor’s
store.
2.3.3 Downloaded and Native Applications
Mobile applications can also be either downloaded applications or native applications.
That is, a ready-to-run (compiled) application (typically referred to as an app) built for a
specific mobile device is either downloaded to the device or preloaded and present when
the device is purchased. These applications generally afford the user a better experience,
because they take full advantage of the particular mobile device’s unique capabilities.
But since these applications are device-specific, a separate application is required for
every different type of device, thus increasing development costs exponentially. In
addition, When applications are upgraded or new applications are developed, a
mechanisms is required to deliver them to the devices on which they run.
Figure 7 illustrates three different apps.




     Figure 7: Three Retailers’ Apps: Sears (left) Target (center) and Gap (right)

Almost every mobile OS vendor, such as Apple, RIM/Blackberry, Microsoft’s Windows
Mobile and Google/Android, has created application stores, where users can find and
download applications for a specific purpose written specifically for their phones.
Companies are also developing “write once, run anywhere” functionality for mobile
device application development. These companies allow the developer to create
customer-facing and associate-facing apps once and deploy them on mobile devices from
different vendors. The evolution of mobile device technology and the continuing OS wars
mean that cross-platform integration is necessary to ensure that all of a retailer’s
customers are treated equally.
Handsets with NFC chips also provide a secure and simple application solution. A
variety of applications can be downloaded to the secure element in the phone and
accessed easily. These phones interact with contactless terminals, other NFC devices, or

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Mobile Retailing Blueprint

radio frequency (RF) tags, sending and receiving data by tapping. NFC phones have
been available in Asia and Europe through various vendors and are being launched in the
U.S.
2.3.4 Thin-Client Architecture
Clearly, one major challenge of mobile retail is how to support a multitude of mobile
platforms, screen sizes, input capabilities, and customers. One implementation option that
addresses these issues is a client-server architecture that relies on the phone as the client.
In this so-called “thin client architecture,” a server stores customer and business
intelligence about the workflow required for a particular service (e.g., the first screen
shows a catalog, the second screen product detail, the third screen payment options). The
client (the phone) needs only display-related capabilities and input handlers (Figure 8).




                                     Figure 8: Thin Client Architecture

2.4 Mobile Retail and Social Media
Social media marketing has become a standard in today’s retail marketing mix, providing
retailers with a broad range of offerings that can be used to connect to and interact with
customers. Social media tools such as Facebook enable retailers to engage customers and
build communities of interest around their brands while delivering targeted and
personalized offers.
Retailers understand that customers need a reason to interact with their products and
brands. Social networks are the fastest growing engagement point between brands and
customers and will grow more quickly than any other form of interactive marketing.
Retailers are starting to see the benefits of building groups with like demographic
characteristics on social networking sites, such as Facebook, and on mobile social

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Mobile Retailing Blueprint

networks, such as Twitter, so that they can communicate more effectively with particular
customers, as opposed to using mass media to transport key messages and new
promotions to the whole market.
Both a mobile strategy and a social media strategy will be at the forefront of a successful
retailer’s market strategy. Successful retailers will learn how to integrate mobile
strategies and social media strategies into a cohesive business strategy. A collection of
social media data points, such as Facebook, Twitter, Groupon, Shopkick, and blogs, will
be critical to customer and prospect interaction.
Mobile is a natural fit for social media, since mobile devices are at the center of how
people communicate. The number of active users of Facebook mobile surpassed 200
million in November 2010, triple the number of users just one year previous.11 Retailers
must therefore understand how to fit mobile into the social media component of their
marketing strategy. More than 56 percent of customers follow a retailer’s online social
media imprint, providing many retailers with a customer following that they can begin to
engage with mobile promotions and incentives.
Mobile can be used to help enlist customers into a retailer’s social network. Customers
can opt into a retailer’s rewards program directly, through the on-line social media
environment, through their mobile phones in a retailer’s mobile Web environment, or by
texting a unique keyword to a particular short code. The objective is to present relevant
messages that encourage customers to sign up for a retailer’s rewards club or program.
For example, a prominently placed window (mobile prompt) embedded on a retailer’s
Facebook fan page could include a request to join the retailer’s Rewards Club. Customers
would not have to move to a new mobile page but could enter core information, along
with their mobile number, directly into the window. Customers would then send the
information and potentially receive in return an immediate incentive, such as a mobile
coupon or a link to multiple offers on the retailer’s mobile Web page. A similar approach
could use a retailer’s Twitter feed; because not all customers have unlimited data plans,
however, retailers might as an alternative embed a static link or banner prompting
customers to opt into the program by sending a unique alias to a dedicated short code.
Both approaches should reward the customer with an immediate incentive.
Retailers should also integrate their social media mobile strategy with their customer
relationship management (CRM) database, to profile customers more accurately based on
their interests and behaviors, and to help manage future two-way communication.
Because customers interact in a number of socially focused channels, such integration
can help retailers understand better which online communities and social networks
customers are frequenting and through which they are choosing to engage with the
mobile offering. This approach to a social media mobile strategy will enable retailers to
extend their current CRM efforts, adding the ability to leverage their community building
activities using the social Web and automate the conversation process. A retailer can
then craft appropriate messages through the different communication channels as part of
a connected conversation.


11
     http://blog.facebook.com/blog.php?post=446167297130
Copyright 2010- 2011 National Retail Federation.           Page 15
All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is
preserved.
Mobile Retailing Blueprint

Both social media and mobile communications have unique attributes. Retailers must be
aware of these attributes to give customers consistent and coordinated information.
Retailers need a single view of each customer to maximize the results of a campaign.
Figure 1 illustrates the separate channel approach; however, retailers who treat social
media and mobile as separate and independent channels, as opposed to connected
components of a brand strategy, will fail to achieve respectable response rates and
weaken their customer relationships, rather than building customer communities.
By recognizing these best practices, retailers will be better positioned to improve the
customer experience, providing a new touch point for customer acquisition and
strengthening loyalty building programs through mobile devices.12

2.5 Mobile Retail Applications
As illustrated by Figure 9, mobile retail applications can be grouped into three categories:
       •   Mobile marketing (described in Section 3 and Figure 11)
       •   Mobile commerce (described in Section 4 and Figure 12)
       •   Mobile operations (described in Section 5 and Figure 13)



                                                    Mobile
                                                   Marketing



                                       Mobile                    Mobile
                                      Commerce                  Operations



                                Figure 9: Mobile Retailing Classifications
Each category encompasses applications supporting multiple areas of the applications
ecosystem. Although retailers can choose to implement applications dedicated to
fulfilling only the functions in a particular category, it is more common for applications
to support functions in several categories.
The key to driving application adoption is to ensure that applications are designed for
specific needs, rather than attempting a “one-size fits all” approach. A low risk approach
is to focus first on solving the business needs of a specific customer (or other user) group


12
     The NRF Mobile Retailing Initiative hopes to publish additional information about social networking in the
     next version of the Mobile Blueprint for Retail as well as during numerous webinars and presentations in
     2011.
Copyright 2010- 2011 National Retail Federation.           Page 16
All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is
preserved.
Mobile Retailing Blueprint

with basic functionality, then add more functionality over time as part of an iterative
collaborative development cycle.
Each function in the ecosystem has unique requirements that must be accommodated in
an overall integrated architecture. Payment functions require secure interfaces to an
authorization system, regardless of whether payments are contactless or remote.
Marketing functions must securely interface with a customer or loyalty system for
targeted marketing opportunities. Operations functions must securely interface with the
variety of applications used to operate a store. The supporting applications in all three
categories can reside either on a phone or in a data center accessible over the Internet. As
retailers expand their use of mobile devices, it can be valuable to look for ways to
integrate systems within a platform rather than purchase an additional point solution that
stands on its own and will require incrementally more maintenance over time.
Figure 10 is an overview of the mobile ecosystem.




                                  Figure 10: Mobile Retailing Ecosystem

2.5.1 Mobile Marketing Applications
Mobile marketing applications focus on advertising, marketing, and increasing brand
awareness and loyalty. They also provide product information and shopping tools that
can enhance the retail experience.
Mobile marketing applications can support the areas of the applications ecosystem shown
in Figure 11.


Copyright 2010- 2011 National Retail Federation.           Page 17
All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is
preserved.
Mobile Retailing Blueprint




                               Figure 11: Mobile Marketing Applications

Mobile marketing is discussed in Section3.
2.5.2 Mobile Commerce Applications
Mobile commerce applications include mobile payment applications and traditional e-
commerce applications that are accessed from a mobile device. Mobile payment
applications encompass all payments made using the mobile device, including remote
payments and contactless payments.
Mobile commerce applications support the areas of the applications ecosystem shown in
Figure 12.




Copyright 2010- 2011 National Retail Federation.           Page 18
All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is
preserved.
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Mobile Blueprint

  • 1. Mobile Retailing Blueprint Mobile Retailing Blueprint A Comprehensive Guide for Navigating the Mobile Landscape Version 2.0.0 2011/01/04 A Joint White Paper sponsored by the National Retail Federation Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 2. Mobile Retailing Blueprint This blueprint is the culmination of research by retailers, vendors, and standards organizations, working together for the benefit of the retail industry. It would not have been possible without the assistance of the following people: Chairs Richard Mader, Chairperson ARTS Jonatan Evald Buus Cellpoint Mobile Frank Andryauskas Micro Strategy Andrew Morris Morris Advisors David Dorf Oracle Retail Perry Kramer Retail Consultant Cathy Medich Smart Card Alliance Administration Richard Halter ARTS Bart McGlothin Cisco Systems Inc Contributors Andrew Paradise Aisle Buyer James Schildknecht CellPoint Mobile Kristian Gjerding CellPoint Mobile Amit Chetal Cisco Systems Inc. Michael Jett Copia Mobile Scott Hines Copia Mobile Francisca Vicente-Tamarin El Corte Ingles Miguel Ligero El Corte Ingles Nuria Gema Fernandez Fernandez El Corte Ingles Leonid Rubakhin Epicor Paul Gay Epson Mike Julson Escalate Retail Brian Walker Forrester Sophie Vu Kony Solutions Darrell Sandefur Kroger Dirk Jaede Micro Strategy Steven Kostrzewski Micro Strategy George Throckmorton NACHA Sebastien Taveau NFC Forum/Paypal Graham Hill Royal Mail Dennis Stokely Safeway Tim Hood SAP Bob Glaser Sears Arish Ali Skava Copyright  2010-2011 National Retail Federation. Page ii All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 3. Mobile Retailing Blueprint Evan Schuman StorefrontBacktalk Mickey Haynes The Home Depot Jay Heavilon Think ARS Neil Garnichaud Third Solutions Roland Faubert Tibco Rine le Comte To Increase Asif Batada Verizon Business Dennis Blankenship Verizon Business David Tran Verizon Business Mohammad Khan ViVOtech Eric Dewey Yum! Brands Thomas Powell Yum! Brands Timothy Vogel Yum Brands Participants Dean A. Sleeper Accessvia Gerald Griffin Ahold USA Jeffrey Fackler Ahold USA Clif Campbell AT&T Tona Tsang Canadian Tire Stephen Smalley Cellpoint Mobile Sean Xu Cisco Systems Inc. Will Anguish Darden Restaurants Sanjeev Hans Darden Restaurants John O’Dell Darden Restaurants Chris Ross Darden Restaurants Ray Carroll DCSG Clayton (Bud) Russell DCSG Nuria Gema Fernandez Fernandez El Corte Juan Jose Monge Fernandez El Corte Ingles Abram Powelson Family Dollar Tom Reichert Family Dollar Patti Freeman Evans Forrester Sucharita Mulpuru Forrester Kevin Swanwick Global Bay Joe Finizio Gorspa Varsha Anand GS1 US Al Garton GS1 US Bernie Hogan GS1 US Rich Richardson GS1 US Nav Bains GSMA Virginia Carmon IBM Copyright  2010-2011 National Retail Federation. Page iii All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 4. Mobile Retailing Blueprint Roland Domer IBM Greg Fitzpatrick IBM Johanna Koester IBM Robin Schwartz IBM Diana Dib IBS Soft Solutions Didier Serra Inside Fr Charles Walton Inside Fr Ed Gawronski Kohls Bjorn Hildahl Kony Solutions Madhav Mehra Kony Solutions Nada Aried Limited Brands Steve Miles Massachusetts Institute of Technology Robert Bauer MBC / RSPA Jim McNicol Micro Strategy Vic Miles Microsoft Marty Ramos Microsoft Chi Park Mobile Systems Rajarshi Chatterjee Motorola Gopal Kiruthika Motorola Dana Warsona Motorola Henry Miller NCR Tommy Miller NCR Dennis Paisley NCR Peter Coster NFC Forum Mike Gatti NRF David Hogan NRF Karen Shunk NRF Murtaza Ghadyali Reflexis Systems John Coloe Roam Data Abhishek Ranjan Safeway Krystal Kolodziejak sasktellabs Bob Glaser Sears Joan Broughton Shop.org Bill Klearman Sonic Corp. Mike Parsel Sprint Jerry Rightmer Starmount Systems Venkat Gopikanth Tata Consultancy Barbara Sanders The Home Depot Domenic Cutillo Toys-R-Us Asif Batada Verizon Business Joel De Guzman Verizion Business Joe (Joseph) Kearney Verizon Wireless Copyright  2010-2011 National Retail Federation. Page iv All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 5. Mobile Retailing Blueprint Sulak Soysa ViVOtech Pete Kinkead West Marine Hendrik Scheider Wincor - Nixdorf Rajat Agarwal Wincor-Nixdorf Juan Salazar Wuauu Copyright © National Retail Federation 20102011. All rights reserved. This document and translations of it may be copied and furnished to others, and derivative works that comment on or otherwise explain it or assist in its implementation may be prepared, copied, published, and distributed, in whole or in part, without restriction of any kind, provided that the above copyright notice and this paragraph are included on all such copies and derivative works. However, this document itself may not be modified in any way, such as by removing the copyright notice or references to the NRF, ARTS, or its committees, except as needed for the purpose of developing ARTS standards using procedures approved by the NRF, or as required to translate the document into languages other than English. The limited permissions granted above are perpetual and will not be revoked by the National Retail Federation or its successors or assigns. Copyright  2010-2011 National Retail Federation. Page v All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 6. Mobile Retailing Blueprint This blueprint was developed with assistance from the following organizations: The Association for Retail Technology Standards (ARTS) of the National Retail Federation is a retailer- driven membership organization dedicated to creating an open environment in which both retailers and technology vendors work together to create international retail technology standards. GS1 is a leading global organization dedicated to the design and implementation of global standards and solutions to improve the efficiency and visibility of supply and demand chains globally and across sectors. NACHA supports the growth of the ACH Network by managing its development, administration, and governance. NACHA brings together payments system stakeholder organizations to encourage the efficient utilization of the ACH Network and develop new ways to use the Network to benefit its diverse set of participants. NRF's mission is to advance and protect the interests of the retail industry and to help retailers achieve excellence in all areas of their business. As the world's largest retail trade association and the voice of retail worldwide, the NRF’s global membership includes retailers of all sizes, formats, and channels of distribution as well as chain restaurants and industry partners from the United States and more than 45 other countries. The NFC Forum was formed to advance the use of Near Field Communication technology by developing specifications, ensuring interoperability among devices and services, and educating the market about NFC technology. The Retail Advertising Marketing Association (RAMA), a division of the National Retail Federation, provides unique networking opportunities, industry research, and educational programming for retail advertising and marketing professionals. NRF members are able to take advantage of the added value of participating in RAMA as a benefit of membership with NRF. The Retail Solutions Providers Association is the only association dedicated to the retail technology industry. Members include resellers, distributors, hardware manufacturers, software developers, consultants, and service providers who bring retail technology solutions to the marketplace. Copyright  2010-2011 National Retail Federation. Page vi All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 7. Mobile Retailing Blueprint Shop.org, a division of the National Retail Federation, is a member-driven trade association whose exclusive focus is to provide a forum for retail executives to share information, lessons learned, new perspectives, insights, and intelligence about on-line and multichannel retailing. The Smart Card Alliance is a not-for-profit, multi- industry association working to stimulate the understanding, adoption, use, and widespread application of smart card technology. Copyright  2010-2011 National Retail Federation. Page vii All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 8. Mobile Retailing Blueprint CONTENTS 1. EXECUTIVE SUMMARY ................................................................................................................................1 1.1 CONSUMER OPPORTUNITIES .............................................................................................................................1 1.2 OPPORTUNITIES WITHIN THE RETAIL ESTABLISHMENT ...................................................................................4 1.3 HOW THIS DOCUMENT CAN HELP ...................................................................................................................5 2. INTRODUCTION ..............................................................................................................................................7 2.1 WHAT IS MOBILE RETAILING? .........................................................................................................................7 2.2 MOBILE DEVICES DEFINED ..............................................................................................................................8 2.3 MOBILE APPLICATION TECHNOLOGY ............................................................................................................. 11 2.3.1 Browser-Based Applications................................................................................................................ 11 2.3.2 Message-Based Applications ............................................................................................................... 12 2.3.3 Downloaded and Native Applications ................................................................................................. 13 2.3.4 Thin-Client Architecture ...................................................................................................................... 14 2.4 MOBILE RETAIL AND SOCIAL MEDIA ............................................................................................................. 14 2.5 MOBILE RETAIL APPLICATIONS ..................................................................................................................... 16 2.5.1 Mobile Marketing Applications ........................................................................................................... 17 2.5.2 Mobile Commerce Applications ........................................................................................................... 18 2.5.3 Mobile Operations Applications .......................................................................................................... 19 2.5.4 Mobile Application Design .................................................................................................................. 19 2.5.5 Day-in-the-Life Examples .................................................................................................................... 20 2.5.6 Mobile Market Statistics ...................................................................................................................... 22 2.5.7 Mobile Retailing Maturity Model ........................................................................................................ 26 2.5.8 Keys to Mobile Success ........................................................................................................................ 28 3. MOBILE MARKETING ................................................................................................................................. 30 3.1 ADVERTISING AND MARKETING..................................................................................................................... 30 3.1.1 Brand Marketing .................................................................................................................................. 30 3.1.2 Digital Signage .................................................................................................................................... 30 3.1.3 Augmented Reality ............................................................................................................................... 31 3.1.4 Example Applications .......................................................................................................................... 31 3.1.5 Technology and Standards Employed .................................................................................................. 32 3.1.6 Benefits and ROI .................................................................................................................................. 33 3.1.7 Implementation Considerations ........................................................................................................... 33 3.2 CUSTOMER SERVICE ...................................................................................................................................... 34 3.2.1 Store Locations and Hours .................................................................................................................. 34 3.2.2 Example Applications .......................................................................................................................... 36 3.2.3 Wish Lists, Shopping Lists, Gift Registries .......................................................................................... 38 3.3 SHOPPING TOOLS ........................................................................................................................................... 43 3.3.1 Case Studies ......................................................................................................................................... 44 3.3.2 Technology and Standards Employed .................................................................................................. 45 3.3.3 Benefits and ROI .................................................................................................................................. 45 3.3.4 Implementation Considerations ........................................................................................................... 45 3.4 PRODUCT INFORMATION ................................................................................................................................ 46 3.4.1 Review Product Information Transaction Process .............................................................................. 47 3.4.2 Product Information from Friends....................................................................................................... 49 3.4.3 Share Product Information Transaction Process ................................................................................ 49 3.4.4 Product Comparisons .......................................................................................................................... 50 3.4.5 Compare Product Information Transaction Process ........................................................................... 50 3.4.6 Case Studies ......................................................................................................................................... 51 3.4.7 Technology and Standards Employed .................................................................................................. 52 3.4.8 Benefits and ROI .................................................................................................................................. 52 3.4.9 Implementation Considerations ........................................................................................................... 52 Copyright  2010-2011 National Retail Federation. 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  • 9. Mobile Retailing Blueprint 3.5 LOYALTY PROGRAMS .................................................................................................................................... 53 3.5.1 Loyalty Program Transaction Process ................................................................................................ 54 3.5.2 Case Studies ......................................................................................................................................... 57 3.5.3 Technology and Standards Employed .................................................................................................. 58 3.5.4 Benefits and ROI .................................................................................................................................. 59 3.5.5 Implementation Considerations ........................................................................................................... 60 3.6 PROMOTIONS AND COUPONS .......................................................................................................................... 61 3.6.1 Approaches to Mobile Offers ............................................................................................................... 62 3.6.2 Case Studies ......................................................................................................................................... 63 3.6.3 Technology and Standards Employed .................................................................................................. 64 3.6.4 Benefits and ROI .................................................................................................................................. 64 3.6.5 Implementation Considerations ........................................................................................................... 64 4. MOBILE COMMERCE .................................................................................................................................. 66 4.1 MOBILE COMMERCE CATEGORIES ................................................................................................................. 66 4.2 BROWSER-BASED M-COMMERCE ................................................................................................................... 66 4.3 APPLICATION-BASED M-COMMERCE .............................................................................................................. 68 4.3.1 Advantages........................................................................................................................................... 68 4.3.2 Disadvantages...................................................................................................................................... 69 4.3.3 Future Considerations ......................................................................................................................... 71 4.4 CASE STUDIES ................................................................................................................................................ 71 4.4.1 Mobile Ticketing .................................................................................................................................. 71 4.4.2 Other m-commerce Applications ......................................................................................................... 73 4.4.3 Technology and Standards Employed .................................................................................................. 79 4.4.4 Benefits and ROI .................................................................................................................................. 80 4.5 IMPLEMENTATION CONSIDERATIONS ............................................................................................................. 80 4.6 OTHER KEY CONSIDERATIONS ....................................................................................................................... 82 4.6.1 Easy Payment Solutions ....................................................................................................................... 82 4.6.2 Integrated Order Management and Customer Care ............................................................................ 82 4.7 THE VIRTUAL STORE ..................................................................................................................................... 82 4.8 PARENTAL APPROVAL.................................................................................................................................... 84 4.9 MOBILE PAYMENT OVERVIEW ....................................................................................................................... 84 4.9.1 Advantages of Mobile Payment ........................................................................................................... 84 4.9.2 Types of Mobile Payment ..................................................................................................................... 85 4.10 MOBILE REMOTE PAYMENT ...................................................................................................................... 85 4.10.1 Enabling Remote Payment .............................................................................................................. 86 4.10.2 Message-Based Remote Payment .................................................................................................... 87 4.10.3 Browser-Based Remote Payment .................................................................................................... 89 4.10.4 App-Based Remote Payment ........................................................................................................... 89 4.10.5 Funding and Settlement Accounts ................................................................................................... 89 4.10.6 Third-Party Providers of Alternative Payments.............................................................................. 93 4.10.7 Wireless Carrier Billing .................................................................................................................. 94 4.11 MOBILE PROXIMITY PAYMENT.................................................................................................................. 97 4.11.1 Mobile Contactless Payment ........................................................................................................... 97 4.11.2 EMV and Mobile Payments........................................................................................................... 102 4.11.3 Bar Code Payments....................................................................................................................... 104 4.11.4 Numeric Code Payments ............................................................................................................... 107 4.12 IMPLEMENTATION CONSIDERATIONS ...................................................................................................... 109 4.12.1 Mobile Proximity Payment Considerations .................................................................................. 109 4.12.2 Store Requirements ....................................................................................................................... 110 4.12.3 Roadblocks to NFC Mobile Payments .......................................................................................... 111 4.12.4 Security ......................................................................................................................................... 113 4.13 MOBILE PAYMENTS ECOSYSTEM............................................................................................................. 114 4.13.1 Payment Account Issuer ................................................................................................................ 116 4.13.2 Trusted Service Manager .............................................................................................................. 116 4.13.3 Mobile Network Operator ............................................................................................................. 116 Copyright  2010-2011 National Retail Federation. 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  • 10. Mobile Retailing Blueprint 4.13.4 Retailers ........................................................................................................................................ 116 4.14 ALTERNATIVE AND MOBILE PAYMENT PROVIDERS AND APPROACHES ................................................... 117 5. MOBILE OPERATIONS .............................................................................................................................. 119 5.1 MOBILE POINT OF SALE ............................................................................................................................... 119 5.1.1 Mobile POS Examples ....................................................................................................................... 120 5.1.2 Technology and Standards Employed ................................................................................................ 122 5.1.3 Benefits and ROI ................................................................................................................................ 123 5.1.4 Implementation Considerations for Mobile Point of Sale.................................................................. 123 5.2 DIGITAL RECEIPTS ....................................................................................................................................... 123 5.2.1 Digital Receipt Examples................................................................................................................... 124 5.2.2 Technology and Standards Employed ................................................................................................ 124 5.2.3 Benefits and ROI ................................................................................................................................ 124 5.2.4 Implementation Considerations for Digital Receipts ......................................................................... 125 5.3 WORKFORCE MANAGEMENT........................................................................................................................ 125 5.3.1 Workforce Management Examples .................................................................................................... 126 5.3.2 Technology and Standards Employed ................................................................................................ 127 5.3.3 Benefits and ROI ................................................................................................................................ 128 5.3.4 Implementation Considerations for Workforce Management ............................................................ 129 5.4 INTERNAL COMMUNICATION........................................................................................................................ 129 5.4.1 Internal Communication Examples.................................................................................................... 129 5.4.2 Technology and Standards Employed ................................................................................................ 129 5.4.3 Benefits and ROI ................................................................................................................................ 130 5.4.4 Implementation Considerations for Internal Communications .......................................................... 131 5.5 MOBILE APPROVALS .................................................................................................................................... 131 5.5.1 Technology and Standards Employed ................................................................................................ 132 5.5.2 Benefits and ROI ................................................................................................................................ 132 5.5.3 Implementation Considerations for Mobile Approvals ...................................................................... 133 6. MOBILE IMPLEMENTATION STRATEGY ........................................................................................... 134 6.1 MOBILE KEY PERFORMANCE INDICATORS ................................................................................................... 135 6.1.1 KPIs for Customer-Facing Mobile Services ...................................................................................... 135 6.1.2 KPIs for Staff-Facing Mobile Services .............................................................................................. 136 6.2 SUMMARY OF IMPLEMENTATION CONSIDERATIONS ..................................................................................... 136 6.3 DEVELOPMENT CONSIDERATIONS ................................................................................................................ 138 6.3.1 Browser-Based Applications.............................................................................................................. 139 6.3.2 Downloaded Applications .................................................................................................................. 140 6.3.3 Mobile Payment ................................................................................................................................. 142 6.3.4 Other Application Types .................................................................................................................... 143 6.4 THE PATH TO MOBILE .................................................................................................................................. 143 6.4.1 Mobile Governance............................................................................................................................ 144 6.4.2 Achieving Control of the Mobile Channel ......................................................................................... 145 6.4.3 Privacy, Authentication, and Security................................................................................................ 146 6.5 MOBILE AS A BUSINESS DRIVER FOR SOA AND THE CLOUD ........................................................................ 148 6.5.1 Creating Services for Reuse ............................................................................................................... 149 6.5.2 Moving Retail Services into the Cloud ............................................................................................... 150 6.5.3 Delivering and Accessing Mobile Services in the Cloud ................................................................... 151 6.6 WI-FI AND WIRELESS LAN FOR NETWORK RELIABILITY ............................................................................ 152 6.6.1 Wireless LAN Benefits for Retail Environments ................................................................................ 153 6.6.2 Implementation Recommendations .................................................................................................... 154 6.6.3 Design Considerations for a Reliable Wireless LAN Deployment ..................................................... 155 7. MOBILE STANDARDS ................................................................................................................................ 157 7.1 TECHNOLOGY DETAILS ................................................................................................................................ 159 7.1.1 Wi-Fi and ZigBee ............................................................................................................................... 160 Copyright  2010-2011 National Retail Federation. Page x All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 11. Mobile Retailing Blueprint 7.1.2 Near Field Communication ............................................................................................................... 161 7.2 CONTACTLESS SMART CARD STANDARDS ................................................................................................... 161 7.3 ASSOCIATION OF RETAIL TECHNOLOGY STANDARDS .................................................................................. 162 7.3.1 Service Oriented Architecture (SOA) Blueprint ................................................................................. 162 7.3.2 Cloud Computing Blueprint ............................................................................................................... 163 7.3.3 ARTS Data Model .............................................................................................................................. 163 7.3.4 ARTS UnifiedPOS .............................................................................................................................. 164 7.3.5 ARTS XML ......................................................................................................................................... 164 7.4 GS1 .............................................................................................................................................................. 165 8. TERMS AND ACRONYMS ......................................................................................................................... 166 Copyright  2010-2011 National Retail Federation. Page xi All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 12. Mobile Retailing Blueprint Figures Figure 1: Evolution of Customer-Retailer Touch Points ................................................................ 2 Figure 2: Number of NTT DOCOMO iD Subscribers and Payment Terminals ............................ 4 Figure 3: The Retail Store of the Future ......................................................................................... 8 Figure 4: U.S. Device Type and Operating System Mixes ............................................................. 9 Figure 5: Key Device Hardware Trends ...................................................................................... 11 Figure 6: Two Sears Web Sites: Non-Mobile (left) and Optimized for Mobile (right) .............. 12 Figure 7: Three Retailers’ Apps: Sears (left) Target (center) and Gap (right) ............................ 13 Figure 8: Thin Client Architecture ............................................................................................... 14 Figure 9: Mobile Retailing Classifications .................................................................................. 16 Figure 10: Mobile Retailing Ecosystem ...................................................................................... 17 Figure 11: Mobile Marketing Applications ................................................................................. 18 Figure 12: Mobile Commerce Applications ................................................................................ 19 Figure 13: Mobile Operations Applications ................................................................................ 19 Figure 14: U.S. Smartphone Operating System Share, Q3, 2010 ................................................ 22 Figure 15: Predicted Smartphone Market Share by Region ........................................................ 23 Figure 16: Mobile Technologies on Your Radar Screen ............................................................. 24 Figure 17: Gartner April 2009 Projections of Mobile Payment Technologies ............................ 26 Figure 18: Retail Mobile Maturity Model (Summarized) ........................................................... 27 Figure 19: 2-D Bar Code on a Billboard ....................................................................................... 31 Figure 20: Process Flow for a Device without Geolocation or GPS Capabilities ........................ 35 Figure 21: Process Flow for a Device with Geolocation or GPS Capabilities ............................. 36 Figure 22: Wish Lists, Shopping Lists, Gift Registries ................................................................ 39 Figure 23: List Creation Transaction Process ............................................................................... 39 Figure 24: List Consumption Transaction Process ....................................................................... 40 Figure 25: Likelihood of U.S. Consumers to Use Mobile Phones for Shopping.......................... 47 Figure 26: Review Product Information on e-commerce Site Transaction Process ..................... 47 Figure 27: Review Product Information with Retailer’s Application Transaction Process.......... 48 Figure 28: Retrieve Item Information from a Picture Transaction Process .................................. 48 Figure 29: Read Friend's Ratings Transaction Process ................................................................. 49 Figure 30: Post to My Friend's Site Transaction Process ............................................................. 50 Figure 31: Product Comparison Transaction Process .................................................................. 50 Figure 32: Example Loyalty Program Process Flow .................................................................... 55 Figure 33: Motorola Mobile Loyalty System ............................................................................... 56 Figure 34: Options for Enabling Phones with an NFC Chip ........................................................ 62 Figure 35: Best-Practice Mobile Web High-Level Architecture .................................................. 67 Figure 36: Typical Mobile Web High-Level Architecture ........................................................... 68 Figure 37: Mobile Applications High-Level Architecture............................................................ 71 Figure 38: Purchasing a DSB Ticket By Using an iPhone Application ....................................... 72 Figure 39: Simplified Architecture for DSB Ticketing Application ............................................ 73 Figure 40: Mobile Payment Access Technologies and Funding Options .................................... 85 Figure 41: Mobile Remote Payment (Stored Value) Payment Flow ............................................ 87 Figure 42: ACH Debit Purchase Transaction Process ................................................................. 92 Figure 43: ACH Credit Payment Transaction Process ................................................................ 93 Figure 44: Using Alternative Payment at Buy.com ..................................................................... 94 Copyright  2010-2011 National Retail Federation. 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  • 13. Mobile Retailing Blueprint Figure 45: Example of PSMS Ticketing Flow ............................................................................. 96 Figure 46: Mobile Phone with Wallet Software ........................................................................... 99 Figure 47: Example of NFC-Enabled Mobile Phone Provisioned with Wallet and Secure Element .................................................................................... 100 Figure 48: NFC Phone Wallet Used in BART/Jack in the Box Pilot Program .......................... 101 Figure 49: Mobile Proximity Payment at Starbucks .................................................................. 106 Figure 50: Mobile Proximity Payment at Target ....................................................................... 106 Figure 51: NFC Compatible Contactless Sticker ........................................................................ 111 Figure 52: NFC MicroSD Card................................................................................................... 112 Figure 53: Mobile Contactless Transactions: Provisioning and Purchase .................................. 115 Figure 54: mPOS Checkout at Apple......................................................................................... 120 Figure 55: Using an iPhone to Check Out at Magic Beans ....................................................... 121 Figure 56: Magnetic Stripe Reader for an iPhone ..................................................................... 122 Figure 57: Workforce Management Model ............................................................................... 126 Figure 58: Simplified Mobile Approval Flow ............................................................................ 133 Figure 59: iPhone and Sony Ericsson K790i Display Areas ...................................................... 140 Figure 60: Overview of Mobile Applications Built on a Centralized Mobile Platform ............. 146 Figure 61: SOA and the Cloud as Key Building Blocks for Mobile Services ........................... 149 Figure 62: Moving Services into the Cloud ............................................................................... 151 Figure 63: Accessing Services with a Mobile Device ............................................................... 152 Figure 64: Contactless Payments Hardware and Software with Associated Standards.............. 157 Figure 65: Provisioning............................................................................................................... 158 Figure 66: Wi-Fi and ZigBee Access Points............................................................................... 160 Figure 67: ARTS Standards ........................................................................................................ 162 Figure 68: SOA Platform and Services on a Cloud Infrastructure ............................................. 163 Copyright  2010-2011 National Retail Federation. Page xiii All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 14. Mobile Retailing Blueprint 1. EXECUTIVE SUMMARY The question of whether consumers will adopt smartphones and other mobile devices is becoming less relevant. The more relevant question is “What is the best way for retailers to capitalize on consumers’ rapidly evolving use of their mobile devices?” Mobile phones are changing the way retailers, suppliers, and consumers both communicate and do business. Our phones are always with us—and always on, connecting retailers to current and potential customers, regardless of location or time of day. A survey conducted by BIGresearch found that consumers plan to spend $688.87 per person during the 2010 holiday season, and 25 percent of adult smartphone owners plan to research or make purchases using a mobile device. That figure jumps to 45 percent when the subject population is young adults between the ages of 18 and 24.1 Adoption rates for mobile devices are accelerating so fast that forecasts from just a few years ago are completely outdated. In 2005, mobile payments totaled $155 million and were forecast to hit $10 billion by 2010.2 Actual mobile payments for 2010 are on track to be closer to $100 billion and double, to $200 billion, in 2011. In addition, mobile payments for digital and physical goods are forecast to reach almost $630 billion by 2014.3 There is no doubt that mobile technology for retail is no longer a trend, but a necessary way of doing business. 1.1 Consumer Opportunities Over the past year, early adopters of mobile technology such as Target4 and The Home Depot5 have redefined how they want to interact with customers in their stores, on the Web, on mobile devices, and on social networks. These retailers (and other innovative retailers) recognize that mobile can be integrated into their business models to enhance the overall relationship between their brands and their customers. Other retailers have chosen to add mobile to current store, Web, or catalog channels without full integration. These retailers may take that approach simply because it is more straightforward than full integration, or it may be part of a broader strategy, to wait and see whether full integration yields a stronger competitive advantage. To understand the current use of mobile technology and where it is headed, it is important to understand where we have been. Many retailers began the relationship with their customers through their retail stores or a catalog. Communication took place on TV and radio and through print advertising, in-store signage, and interaction with store associates. Marketing brought the customer into the store, and associates conducted the transaction and satisfied the customer. The relationship was a fairly low-technology, one-to-one relationship. As retailers grew and technology evolved, this channel grew to encompass multiple channels. 1 http://nrf.com/modules.php?name=News&op=viewlive&sp_id=1016 2 http://juniperresearch.com/viewpressrelease.php?pr=14 3 Juniper Research, "Mobile Payments Markets: Strategies & Forecasts 2010-2014.” 4 http://www.mobilecommercedaily.com/target-is-2010-mobile-retailer-of-the-year 5 http://risnews.edgl.com/retail-news/Home-Depot-s-$64-Million-Mobile-Investment-Rolls-Out-to-1,970- Stores56966 Copyright  2010-2011 National Retail Federation. Page 1 All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 15. Mobile Retailing Blueprint Slightly more than 10 years ago, e commerce over the Internet started to enter the e-commerce mainstream; as the technology was adopted more widely, the level of sophistication of consumer shopping behavior and expectations grew. Ten years ago, it might have been acceptable for an associate to tell a customer that the store did not match the prices on the store’s Web site because “it is a separate business.” Five years ago, it might have been acceptable for an associate to honor the prices on the store’s Web site for a customer but not the prices on a competitor’s Web site. Today, customers may not even set foot in a retailer’s store if they are able to find what they need to purchase using a mobile device. ey Even if the customer enters the store, the customer can easily use a mobile device to scan the bar code of an item of interest, find and purchase it at a lower price elsewhere, and leave the item sitting on the store shelf. The optimum goal for retailers is to achieve a singular brand experience for customers, regardless of the technology used to interact with that brand. This means that legacy channel-based systems, business processes, and organizational silos must continue to based evolve (Figure 1). Figure 1: Evolution of Customer : Customer-Retailer Touch Points While customers will not require a retailer to offer multiple integrated channels to win their business, leading retailers must focus on ways to strengthen the relationship between their brand and their customers and not necessarily focus on each channel individually. Consumers continue to use mobile devices not only to research products and pay for purchases, but also to interact with retailers in ways that increasingly connect to social media sites and third-party pricing and promotion applications. Consumers with a party Cons mobile device can use apps (like the ones from Amazon or eBay, which are integrated with apps such as Red Laser) to find a better price while standing in the middle of a retail Copyright 2010- 2011 National Retail Federation. Page 2 All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 16. Mobile Retailing Blueprint store.6 Whole Foods Markets’ customers puzzled by an ingredient can use their phones to find and display recipes using that ingredient and even restrict their choices to cater to special food allergies or nutritional requirements, such as gluten or lactose intolerance. Shoppers headed for Target can search a friend’s gift registry for the perfect gift, locate the nearest store that has that item in stock (right down to the department and aisle location of the item within that store), and check the gift off the registry list—all on a mobile phone. Phones can store and display loyalty, reward, and club membership cards (which most retailers then scan directly from the screen) and match a health condition with the correct over-the-counter medication. Some retailers have even enlisted the help of their consumers to retrieve competitors’ pricing using third-party apps that award the customer for taking a snapshot of a product display or scanning the bar code of an item on sale at a competitor’s location. Using phones or other mobile devices for payment is advantageous for both consumers and retailers. Payment by phone can be combined with additional services to increase sales, speed up transaction times, and strengthen customer loyalties. Sales can close more quickly when shoppers looking at a product can access product information and reviews (for example, using their phones to read a bar code) and then pay for the product on the spot. Consumers using mobile phones as a payment method enjoy the convenience and security of not having to carry cash or a payment card. In Europe and Asia, consumers can reserve seats on a train, purchase their tickets, and use those tickets to board the train while carrying nothing but a phone. When consumers pay by phone, payment information that adheres to ARTS standards can be integrated into the retailer’s back-office systems, coordinating all-important inventory, customer relationship, enterprise resource planning, and financial data. The mobile phone market has moved beyond smartphones to tablets such as the iPad, providing consumers with more computing power in their purses and pockets than ever before. Near Field Communication (NFC) technology, which enables short-range wireless interaction between devices (such as for payments), is rolling out to the U.S. market. The next version of the Android operating system (version 2.3) supports NFC,7 and Apple is rumored to be close behind. Mobile payments technology has been commercially available in Japan since at least 2005, with mobile Suica-card enabled devices and NTT DOCOMO’s iD mobile credit payment service. (The company issued a press release in September 2010 announcing the achievement of 15 million subscribers since the program’s launch.) In addition, 37.5 million subscribers are using handsets equipped with the contactless payment technology, which represents over 60% of the company’s subscriber base (Figure 2).8 6 A recent Wall Street Journal article, “Phone Wielding Shoppers Strike Fear Into Retailers” is a great point of reference on the subject. http://online.wsj.com/article/SB10001424052748704694004576019691769574496.html 7 http://android-developers.blogspot.com/2010/12/android-23-platform-and-updated-sdk.html 8 http://www.nttdocomo.com/pr/2010/001484.html Copyright 2010- 2011 National Retail Federation. Page 3 All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 17. Mobile Retailing Blueprint Figure 2: Number of NTT DOCOMO iD Subscribers and Payment Terminals As more devices around the world are equipped with a mobile wallet, the number of consumers carrying payment and loyalty cards electronically will also increase. Consumers benefit—their cards are not only secure, they are easily cancelled and replaced if lost: one call, text message, or remote application does it all. Retailers benefit—mobile wallets can help solve the critical problem of wallet share and represent opportunities to offer customers new incentives to purchase, new ways to purchase, and new ways to pay. To achieve universal consumer acceptance, mobile processing must be standardized around the world. What works in the United States must also work in Asia, the Pacific Rim, Europe, the Middle East, and Africa. There is only one way to ensure that processing is the same everywhere, and that is by creating and adopting global standards. Fortunately, numerous organizations, such as GS1, the NFC Forum, ARTS, and the recently formed Isis project, are already working to develop and promote the necessary standards. This document will also continue to evolve to support the needs of retailers. 1.2 Opportunities Within the Retail Establishment As technology evolves and consumer sophistication increases, retailers have an opportunity to leverage mobile technology to streamline operations and generate incremental revenue. Functions such as distribution, operations, merchandising, marketing, human resources, and customer service already benefit from the integration of mobile devices with existing systems. Copyright 2010- 2011 National Retail Federation. Page 4 All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 18. Mobile Retailing Blueprint For example, making the point of sale (POS) mobile allows customers to avoid lines and retain receipts electronically, while retailers save on labor and materials costs, and sales associates can locate and assist customers anywhere in the store. Sales associates can also use mobile devices to clock in and out or sign up for automatic alerts from their company’s scheduling system when open shifts are available. Integration with workforce management capabilities, including appropriate labor forecasting, labor scheduling, and labor management and budgeting systems can optimize both daily internal operations and corporate-driven tasks at a store. The retail supply chain will also benefit from the use of mobile technology, particularly when the manufacturers of specialized mobile devices incorporate new features into mobile phones, such as better bar-code and RFID readers. Both data and voice can then be transmitted effectively to receive and pick merchandise and track merchandise movement from warehouses to stores and within stores. As with any new technology, retailers face integration challenges. Over the years, many retailers have accumulated multiple systems as point solutions and hired large onshore and offshore workforces to support them. Business processes and development lifecycles have been introduced to preserve this web of systems, while the demands of the web expand more and more quickly. Retailers now have an opportunity to alter their fundamental business models, to include mobile technology, even more significantly than they did to accommodate the introduction of the Web 10 years ago. As retailers address the challenges of integration, software companies like MicroStrategy are partnering with their retail customers to enable seamless integration of mobile devices with their best-in-class business intelligence platforms. MicroStrategy’s platform has enabled mobile business intelligence for years using Blackberry handheld devices, and the platform has supported the iPhone and iPad since early 2010. The company has chosen to invest heavily in research and development to integrate emerging mobile device technology. Using their software, retailers experience multisource capabilities expressed in business terms, a consistent analytic foundation that can be shared and reused across common functional areas, and security that protects customer information. Retailers can use the platform to conduct a variety of transaction types. This approach to integration on a single platform means minimal risk and fast return on investment (ROI) for retailers. 1.3 How This Document Can Help This updated version of the Mobile Retailing Blueprint is a product of the NRF Mobile Retail Initiative. The mission of the Initiative is to be a catalyst for mobile-inspired innovation that enhances the retail shopping experience and improves internal business processes. This retailer-led initiative will guide and direct the industry in the dissemination of mobile-related best practices and the development of standards and documentation for the purpose of maximizing benefits and minimizing implementation expense, ongoing maintenance, and fees. Creating this document involved retailers, vendors, analysts, and standards organizations. The Blueprint relates the shared experiences of retailers and vendors who have experimented with mobile applications, leverages their experience, and tailors it to retail. Copyright 2010- 2011 National Retail Federation. Page 5 All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 19. Mobile Retailing Blueprint The Blueprint was created by members of GS1; NACHA; the NFC Forum;, the NRF and its ARTS, Shop.org, and RAMA divisions; RSPA; and the Smart Card Alliance to help retailers understand the current mobile retailing landscape, recognize the types of applications on the horizon, and determine how best to embrace this new technology. Based on the technology’s rapidly increasing pace of change, we anticipate that future updates to this material will be published online to capture the most current information within the industry. Retailers should use this document as a reference, to understand what is possible using mobile devices. The Blueprint can help readers answer the following questions: • How can our company create a total-enterprise mobile plan that improves our business? • What capabilities do mobile devices currently offer, and how can we create a policy for privacy and security? • What types of mobile applications help consumers shop, and how do we differentiate the needs of teenagers from the needs of our guests who are young at heart? • How are mobile payment technologies evolving? • What types of mobile applications help associates be more efficient? • What technologies and standards apply in the mobile field? • What implementation options should be considered? The reader will come away with a better understanding of how mobile devices can and are affecting retailing and more ideas about how this trend can help the reader’s particular business. The different sections in this document contain the following information: • Section 2, “Introduction,” introduces the topic of mobile retailing in more depth. • Section 3, “Mobile Marketing,” and Section 4, “Mobile Commerce,” describe some of the customer-facing applications to which mobile retailing lends itself and explore options for implementing different applications. Section 4 also describes the different mobile payment methods, their advantages and disadvantages, and the implications of adopting one method rather than another. • Section 5, “Mobile Operations,” applies the concepts of mobile retailing to internal retail operations and illustrates how adopting a mobile approach can improve efficiency and drive incremental revenue. • Section 6, “Mobile Implementation Strategy,” focuses on implementation, detailing some of the technical and business process challenges that implementation can entail. • Section 7, “Mobile Standards,” describes the technology standards that underlie a successful implementation effort. • Section 8 defines the terms and acronyms used both in this document and in discussions of mobile retail in general. Copyright 2010- 2011 National Retail Federation. Page 6 All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 20. Mobile Retailing Blueprint 2. INTRODUCTION 2.1 What is Mobile Retailing? Mobile devices are ubiquitous, outnumbering credit cards and bank accounts around the world. People depend on their mobile devices, and they carry them everywhere, including into stores. The capabilities of these devices, combined with the ease with which applications that support retail functions can be downloaded to them, create an opportunity to leverage mobile devices for shopping, improved analytic data, and more effective communications. The e-commerce revolution of the late 1990s did more than just open up an additional channel through which retailers could sell products. It created new opportunities for analyzing shopper behavior. It facilitated new ways to share product information and help customers make purchase decisions, taking advantage of the Internet connection to communicate personally with the customer. As mobile devices became more sophisticated, they became capable of e-commerce functionality. In addition, mobile customers can be identified automatically, through integration with mobile network operators (MNOs) such as Verizon, AT&T, and Vodaphone. Many e-commerce features, such as detailed product information, product comparisons, and customer reviews, are commonly available to a customer in a store who has a mobile device, with an additional benefit: immediate customer gratification. When the store offers the best deal, the customer can take the merchandise home right now, with no shipping or handling costs. Mobile payment functionality, targeted promotions, interactive displays, and digital receipts are quickly becoming new standards for retailers. Mobile retailing has become an important and valuable means for retailers to reach consumers. Retailers who ignore mobile retailing risk being ignored in return by current and future generations of shoppers. Retailers must also begin to understand how social networking and competitors’ applications affect their business, not just how to streamline the interaction between their own internal lines of business. Retail stores are not going to disappear anytime soon, but they are ripe for change. Figure 3 illustrates what the retail store of the future could look like, leveraging mobile devices such as media shopping cards, consumer phones, associate dashboards, and scales. Mobile devices will play a large part in future commerce. Copyright 2010- 2011 National Retail Federation. Page 7 All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 21. Mobile Retailing Blueprint Access Points Consumer Employee/Mgr Media Phones Dashboards Streaming Video Shopping Location Based Carts RFI Services D RFID Shelf Labels Self assisted ordering In-store back office Shelf Edge RFID Gondola Displays XBOX 360 Labels $399 Bottom of Basket Detection Holographics In-store kiosks Electronic Menu Boards Bluetooth Interactive Self Serve Wireless POS Cashless Biometric Customer Contactless Readers Peripheral Scales Displays Payments Figure 3: The Retail Store of the Future The degree to which physical stores retain their dominance in the long run may be up for debate. Consider, for a moment, the general purpose of a retailer. A retail organization exists to identify products that meet consumers’ perceived needs. A great deal of time is spent designing and sourcing those products, transporting them, and performing all kinds of analysis to determine optimum pricing and appropriate promotions for various customer segments, in order to drive sales. Now, imagine that your customer has the ability to purchase goods directly from the source, using a mobile device or computer, thus bypassing the need to enter a store. When all of the operating costs of maintaining a store are considered and compared to what a next-generation supplier might have to spend on shipping goods directly to the consumer, that supplier may still be able to charge lower prices than the retailer ever could. There will always be certain product categories that consumers will prefer to touch before making the decision to purchase. In addition, shopping is entertainment for many people, and the social experience of stores and shopping malls is very much part of a world-wide consumer culture. There will also always be product categories that are only sold in their own branded stores, because the exclusivity of those brands demands nothing less. 2.2 Mobile Devices Defined This Blueprint uses the term “mobile device” to refer to any mobile device that can connect to the Internet, including smartphones, portable music and video players, handheld gaming devices, laptop and ultra-mobile personal computers, e-book readers, and tablets. Consumers are more readily upgrading their smartphones, which have Copyright 2010- 2011 National Retail Federation. Page 8 All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 22. Mobile Retailing Blueprint advanced to the point of being handheld computers whose capabilities exceed those of the computers carried on board the first space missions. Figure 4 shows the distribution of smartphones, feature phones (less flexible smartphones), and other connected devices. It further distinguishes smartphones by their different operating systems. Source: http://www.millennialmedia.com/research/mobilemix/thankyou/ Figure 4: U.S. Device Type and Operating System Mixes Note that Millennial Media defines a connected device to be a handheld device that can access the mobile Web but is not a mobile phone, including the iPod Touch, Sony PSP, Nintendo DS, and the iPad. Since the first version of this Blueprint, adoption rates for tablet devices have increased dramatically. The iPad is the market leader, but Samsung, RIM, Dell, HP, and others have all introduced their own tablets. Originally dismissed by critics as a larger iPhone, the iPad has become a consumer favorite and is also used by executives at many companies. Software companies such as MicroStrategy9 and retailers10 alike are recognizing the value of arming their employees with anywhere, anytime access to information that creates a competitive advantage. The typical mobile device includes most of the features described in Table 1 and illustrated in Figure 11Figure 5. Various combinations of these features can be leveraged to provide a richer experience for shoppers. 9 http://www.businessweek.com/technology/content/nov2010/tc2010111_549315.htm 10 http://risnews.edgl.com/retail-news/Home-Depot-s-$64-Million-Mobile-Investment-Rolls-Out-to-1,970- Stores56966 Copyright 2010- 2011 National Retail Federation. Page 9 All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 23. Mobile Retailing Blueprint Table 1: Mobile Device Features Feature Significance Bluetooth wireless Connects mobile phones to other devices (such as a headset or POS) connectivity without a cable. Bluetooth allows customers and employees to be “hands- free.” It is a type of Near Field Communication. Still or video camera Can take pictures of products, receipts, and bar codes for item search, comparison or employee task management, and pictures or video for loss prevention. Compass Can direct a person to a store and recognize the direction in which a person is facing. Can also be used for augmented reality applications for marketing and operations. Two-way e-mail Can deliver receipts and coupons to customers. Also useful for task messaging management and field manager collaboration. Interactive display Includes the ability to run a browser or native applications. Some phones include multitouch screens or screen addressable keys that provide enhanced functionality. Internet access Enables most applications to be useful. The mobile device can be connected to the Internet either through a high speed cellular network (3G, 4G) or Wi-Fi. Location recognition Can determine location using GPS satellites, cell tower triangulation, or Wi-Fi reference. Useful for targeted marketing, store location lookup, and in-store product location. Multimedia Messaging Can send and receive rich content, such as pictures or audio. An alternative Service (MMS) to communicating through native apps or a mobile Web browser. Near Field Enables the exchange of data between devices over about a 10-cm range. Communication (NFC) Useful for contactless payment and other contactless communication. Short Message Can send text. Most mobile phones can use SMS to send and receive text Service (SMS) messages. Audio bar codes Allows data, such as text information describing Web site URLs, to be carried and transmitted on sound waves in the audible range (music and spoken word). NTT DOCOMO has been researching and developing "Audio Barcode."* * http://www.nttdocomo.com/technologies/future/audio/index.html Copyright 2010- 2011 National Retail Federation. Page 10 All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 24. Mobile Retailing Blueprint Source: Michael King, The Mobile Scenario: A New Age of Mobile Services, Gartner Inc., October 29, 2010. Figure 5: Key Device Hardware Trends 2.3 Mobile Application Technology Mobile applications are categorized according to one of four implementation methods: • Browser-based • Message-based • Downloaded to a device • Preinstalled on the device (referred to as native applications) 2.3.1 Browser-Based Applications Browser-based applications run in the browser on a mobile device. A retailer may often want to provide information that is available on the retailer’s Web site to mobile consumers or associates. Smartphones equipped with a browser can access these applications; however, their small screen sizes and keyboards provide a less satisfactory experience than when the application is accessed on a computer. In this case, people are better served with a mobile-specific user interface that is optimized for the capabilities of the typical smartphone. For example, compare the Sears Web site that is displayed on a computer (found at www.sears.com), shown on the left in Figure 6, with the mobile version, shown on the right (found at m.sears.com). Copyright 2010- 2011 National Retail Federation. Page 11 All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 25. Mobile Retailing Blueprint Figure 6: Two Sears Web Sites: Non-Mobile (left) and Optimized for Mobile (right) Mobile browsers are currently including support for two important technologies, HTML5 and WebKit. These technologies allow retailers to create mobile shopping sites that take full advantage of smartphone capabilities without being tied to a specific mobile operating system (OS). Mobile Web site developers will thus be able to provide a rich, “application-like” user experience on mobile Web sites. These technologies are currently available in the Apple iPhone OS, Google Android OS, and Palm WebOS devices, as well as in new RIM BlackBerry devices and other smartphones. 2.3.2 Message-Based Applications The second type of application, the message-based application, uses Short Message Service (SMS) or Multimedia Messaging Service (MMS) to exchange messages with the user. While not nearly as easy to use as the other types of applications, message-based applications work on the largest number of mobile phones. It is often more cumbersome to have to start the browser on the phone and then access a URL than to send a simple text message. Mobile applications such as Shopkick use SMS to alert users of nearby deals. Almost all mobile phones throughout the world support SMS for short messages. Services like TextBuyIt, used by Amazon, can interact with consumers, who can find and Copyright 2010- 2011 National Retail Federation. Page 12 All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 26. Mobile Retailing Blueprint order products over the mobile phone while standing in the middle of a competitor’s store. 2.3.3 Downloaded and Native Applications Mobile applications can also be either downloaded applications or native applications. That is, a ready-to-run (compiled) application (typically referred to as an app) built for a specific mobile device is either downloaded to the device or preloaded and present when the device is purchased. These applications generally afford the user a better experience, because they take full advantage of the particular mobile device’s unique capabilities. But since these applications are device-specific, a separate application is required for every different type of device, thus increasing development costs exponentially. In addition, When applications are upgraded or new applications are developed, a mechanisms is required to deliver them to the devices on which they run. Figure 7 illustrates three different apps. Figure 7: Three Retailers’ Apps: Sears (left) Target (center) and Gap (right) Almost every mobile OS vendor, such as Apple, RIM/Blackberry, Microsoft’s Windows Mobile and Google/Android, has created application stores, where users can find and download applications for a specific purpose written specifically for their phones. Companies are also developing “write once, run anywhere” functionality for mobile device application development. These companies allow the developer to create customer-facing and associate-facing apps once and deploy them on mobile devices from different vendors. The evolution of mobile device technology and the continuing OS wars mean that cross-platform integration is necessary to ensure that all of a retailer’s customers are treated equally. Handsets with NFC chips also provide a secure and simple application solution. A variety of applications can be downloaded to the secure element in the phone and accessed easily. These phones interact with contactless terminals, other NFC devices, or Copyright 2010- 2011 National Retail Federation. Page 13 All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 27. Mobile Retailing Blueprint radio frequency (RF) tags, sending and receiving data by tapping. NFC phones have been available in Asia and Europe through various vendors and are being launched in the U.S. 2.3.4 Thin-Client Architecture Clearly, one major challenge of mobile retail is how to support a multitude of mobile platforms, screen sizes, input capabilities, and customers. One implementation option that addresses these issues is a client-server architecture that relies on the phone as the client. In this so-called “thin client architecture,” a server stores customer and business intelligence about the workflow required for a particular service (e.g., the first screen shows a catalog, the second screen product detail, the third screen payment options). The client (the phone) needs only display-related capabilities and input handlers (Figure 8). Figure 8: Thin Client Architecture 2.4 Mobile Retail and Social Media Social media marketing has become a standard in today’s retail marketing mix, providing retailers with a broad range of offerings that can be used to connect to and interact with customers. Social media tools such as Facebook enable retailers to engage customers and build communities of interest around their brands while delivering targeted and personalized offers. Retailers understand that customers need a reason to interact with their products and brands. Social networks are the fastest growing engagement point between brands and customers and will grow more quickly than any other form of interactive marketing. Retailers are starting to see the benefits of building groups with like demographic characteristics on social networking sites, such as Facebook, and on mobile social Copyright 2010- 2011 National Retail Federation. Page 14 All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 28. Mobile Retailing Blueprint networks, such as Twitter, so that they can communicate more effectively with particular customers, as opposed to using mass media to transport key messages and new promotions to the whole market. Both a mobile strategy and a social media strategy will be at the forefront of a successful retailer’s market strategy. Successful retailers will learn how to integrate mobile strategies and social media strategies into a cohesive business strategy. A collection of social media data points, such as Facebook, Twitter, Groupon, Shopkick, and blogs, will be critical to customer and prospect interaction. Mobile is a natural fit for social media, since mobile devices are at the center of how people communicate. The number of active users of Facebook mobile surpassed 200 million in November 2010, triple the number of users just one year previous.11 Retailers must therefore understand how to fit mobile into the social media component of their marketing strategy. More than 56 percent of customers follow a retailer’s online social media imprint, providing many retailers with a customer following that they can begin to engage with mobile promotions and incentives. Mobile can be used to help enlist customers into a retailer’s social network. Customers can opt into a retailer’s rewards program directly, through the on-line social media environment, through their mobile phones in a retailer’s mobile Web environment, or by texting a unique keyword to a particular short code. The objective is to present relevant messages that encourage customers to sign up for a retailer’s rewards club or program. For example, a prominently placed window (mobile prompt) embedded on a retailer’s Facebook fan page could include a request to join the retailer’s Rewards Club. Customers would not have to move to a new mobile page but could enter core information, along with their mobile number, directly into the window. Customers would then send the information and potentially receive in return an immediate incentive, such as a mobile coupon or a link to multiple offers on the retailer’s mobile Web page. A similar approach could use a retailer’s Twitter feed; because not all customers have unlimited data plans, however, retailers might as an alternative embed a static link or banner prompting customers to opt into the program by sending a unique alias to a dedicated short code. Both approaches should reward the customer with an immediate incentive. Retailers should also integrate their social media mobile strategy with their customer relationship management (CRM) database, to profile customers more accurately based on their interests and behaviors, and to help manage future two-way communication. Because customers interact in a number of socially focused channels, such integration can help retailers understand better which online communities and social networks customers are frequenting and through which they are choosing to engage with the mobile offering. This approach to a social media mobile strategy will enable retailers to extend their current CRM efforts, adding the ability to leverage their community building activities using the social Web and automate the conversation process. A retailer can then craft appropriate messages through the different communication channels as part of a connected conversation. 11 http://blog.facebook.com/blog.php?post=446167297130 Copyright 2010- 2011 National Retail Federation. Page 15 All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 29. Mobile Retailing Blueprint Both social media and mobile communications have unique attributes. Retailers must be aware of these attributes to give customers consistent and coordinated information. Retailers need a single view of each customer to maximize the results of a campaign. Figure 1 illustrates the separate channel approach; however, retailers who treat social media and mobile as separate and independent channels, as opposed to connected components of a brand strategy, will fail to achieve respectable response rates and weaken their customer relationships, rather than building customer communities. By recognizing these best practices, retailers will be better positioned to improve the customer experience, providing a new touch point for customer acquisition and strengthening loyalty building programs through mobile devices.12 2.5 Mobile Retail Applications As illustrated by Figure 9, mobile retail applications can be grouped into three categories: • Mobile marketing (described in Section 3 and Figure 11) • Mobile commerce (described in Section 4 and Figure 12) • Mobile operations (described in Section 5 and Figure 13) Mobile Marketing Mobile Mobile Commerce Operations Figure 9: Mobile Retailing Classifications Each category encompasses applications supporting multiple areas of the applications ecosystem. Although retailers can choose to implement applications dedicated to fulfilling only the functions in a particular category, it is more common for applications to support functions in several categories. The key to driving application adoption is to ensure that applications are designed for specific needs, rather than attempting a “one-size fits all” approach. A low risk approach is to focus first on solving the business needs of a specific customer (or other user) group 12 The NRF Mobile Retailing Initiative hopes to publish additional information about social networking in the next version of the Mobile Blueprint for Retail as well as during numerous webinars and presentations in 2011. Copyright 2010- 2011 National Retail Federation. Page 16 All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 30. Mobile Retailing Blueprint with basic functionality, then add more functionality over time as part of an iterative collaborative development cycle. Each function in the ecosystem has unique requirements that must be accommodated in an overall integrated architecture. Payment functions require secure interfaces to an authorization system, regardless of whether payments are contactless or remote. Marketing functions must securely interface with a customer or loyalty system for targeted marketing opportunities. Operations functions must securely interface with the variety of applications used to operate a store. The supporting applications in all three categories can reside either on a phone or in a data center accessible over the Internet. As retailers expand their use of mobile devices, it can be valuable to look for ways to integrate systems within a platform rather than purchase an additional point solution that stands on its own and will require incrementally more maintenance over time. Figure 10 is an overview of the mobile ecosystem. Figure 10: Mobile Retailing Ecosystem 2.5.1 Mobile Marketing Applications Mobile marketing applications focus on advertising, marketing, and increasing brand awareness and loyalty. They also provide product information and shopping tools that can enhance the retail experience. Mobile marketing applications can support the areas of the applications ecosystem shown in Figure 11. Copyright 2010- 2011 National Retail Federation. Page 17 All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.
  • 31. Mobile Retailing Blueprint Figure 11: Mobile Marketing Applications Mobile marketing is discussed in Section3. 2.5.2 Mobile Commerce Applications Mobile commerce applications include mobile payment applications and traditional e- commerce applications that are accessed from a mobile device. Mobile payment applications encompass all payments made using the mobile device, including remote payments and contactless payments. Mobile commerce applications support the areas of the applications ecosystem shown in Figure 12. Copyright 2010- 2011 National Retail Federation. Page 18 All rights reserved. Verbatim reproduction and distribution of this document is permitted in any medium, provided this notice is preserved.