Chapter 1
The Only Way to Grow:
Create and Own a Game-Changing Subcategory
āYou do not want to be considered just the best of the best, you want to be considered the only ones who do what you do.ā
āJerry Garcia, The Grateful Dead
My study of the Japanese beer market some years ago, described in the Prologue, made me pause. It had been such a stable marketplace for so long, despite hundreds of new products, expensive advertising and imaginative promotions. The notable market dynamics over more than three decades is largely explained by the formation of a few new subcategories that disrupt the market, and then by the subsequent competition between these subcategories. Gaining and keeping relevance in a new subcategoryāand preventing competitors from doing soā seemed to be part of most success stories. What, I thought to myself, is really going on?
I then looked at dozens of other categories. Although I lacked the data I had in the Japanese beer case, I was struck with similar observations. Again and again, sharp spurts of sales could almost always be explained by the appearance of a game-changing subcategory. That new development altered what people were buying, how they viewed the larger category, their purchase decision and their use experience. New brands and offerings gained in relevance and others faded. The sales spurt was all about the formation of new āmust-haveā characteristics, traits a meaningful customer group quickly understands and just has to have. And usually, it is about a brand that is the leader of the subcategory going forward, often the most relevant or even the only relevant brand.
These observations of market dynamics over time and across categories led me to a rather dramatic conclusion. The only way to grow, with rare exceptions, is to create customer āmust-havesā that define game-changing subcategories. The only way!
As I did background research for this book, I came to a companion observation. Creating subcategories to achieve uncommon growth has been dramatically affected by the digital transformation of the last two decades or so. Digital has made new types or variants of subcategories become feasible, created access to markets through e-commerce, enabled communication to customers through websites and social media, and facilitated the creation of brand communities. As a result, the strategic innovation world has changed and the frequency of subcategory formation has increased by orders of magnitude. The impact of digital on subcategory formation will be detailed at the end of this changer. In chapters 3 through 6 digital enabled subcategories will be discussed in more detail.
We first turn, however, to defining and elaborating the concept of game-changing subcategories and describe the process by which they can be identified and brought to life.
A Game-Changing Subcategory
A game-changing subcategory:
- ā¢Is defined by a set of new or improved āmust-havesā (almost always more than one) that provide a different and markedly superior buying or use experience or meaningful brand relationship.
- ā¢Is represented by the exemplar brand that drives its visibility, positioning and success.
- ā¢Has a core customer base loyal to the subcategory and its exemplar brand that power growth through commitment and influence. Their connection will usually go beyond functional benefits and often involve emotional, self-expressive or social benefits, in part based on the values and programs of the subcategoryās exemplar brand.
- ā¢Has a set of barriers to competitors inhibiting their ability to become relevant options These can include the committed customer base and āmust-haveā associations.
More concisely, A game-changing subcategory is defined by a set of āmust-haves,ā represented by an exemplar brand, supported by a core customer base, protected by barriers to competitors and provides a new or markedly superior buying experience, use experience or brand relationship.
Subcategories
A subcategory is a subset of a category. There could be several alternative ācategoriesā under which the new āmust-haveā driven offering can be positioned. For example, the Prius could be a subcategory to either the compact car or the hybrid compact car categories or both. The selection will depend on the size of the relevant segments and the appeal of the āmust-havesā to that segment.
There are contexts in which the identity of the reference category can be instrumental in activating a āmust-haveā and managing the perception of the subcategory. Boathouse Farms created a surge of growth in carrots after successfully positioned raw carrots as a snack. One impetus was a marketing campaign around āeat āEm Like Junk Foodā that liken baby carrots to Cheetos, Doritos, and other snack foods. Boathouse introduced vending machines, flavored products, and the endorsement of Sesame characters as part of the positioning strategy that worked. There was a āhealthy-eatingā āmust-haveā that would not have existed had the category choice been vegetable snacks or carrots instead of snacks in general. The reference category is a strategic choice.
There are times in which the game-changing subcategory may be classified as a new category. Etsy might be so defined. However, the incidence of creating a new category is rare in comparison to the appearance of subcategories. And the logic and process of managing the potential of a game-changing subcategory does not change if it could be classified as a category. So in this book the term subcategory will be used even when it would be accurate to say a new category is involved.
To understand the upside of creating, managing and dominating a new game-changing subcategory, examine the alternative, brand-preference competition.
Brand-Preference Competition
By far, the more common strategy in business is to engage in brand-preference competition, which focuses on making a brand preferred among the choices considered by customers in a defined category or subcategory. It is all about āmy brand is better than your brandā competition, usually with two strategiesāneither of them much fun.
The first is to beat competition through incremental innovation to make the brand even more attractive, reliable, less costly or make the purchase or service less painful. Better, cheaper or easier to deal with are typical mantras. The problem is that customers often donāt believe the incremental innovation is newsworthy or the self-serving communication credible. Further, competitors either quickly copy the innovation or imply that they have done so.
The second strategy is to create superior marketingāby outspending or communicating more effectively with cleverer advertising, more impactful promotions, more visible sponsorships and more involving social media programs. The problem is that it is not easy to create breakthrough marketing that is truly superior in the face of disinterested and skeptical audiences and aggressive competitors that are doing the same thing.
Firms that rely on brand-preference competition rarely change the marketplace, no matter how impactful the incremental innovation or how clever the marketing. The stability of brand positions in nearly all markets is simply astonishing. There is just too much customer and market momentum in the face of marketplace clutter and confusion.
Brand-preference competition is necessary even when the goal is to avoid losing ground to competitors rather than growing the brand. But I repeat: It is just not fun.
Brand Leadership Competition
The second route to competitive success, brand-leadership competition, focuses on creating and/or owning a new subcategory defined by customer āmust-haves.ā The strategy is very different.
Instead of incremental innovation, a brand leader engages in innovation that is transformational or substantial innovation, that will lead to game-changing subcategories. (See the boxed insert on transformational/substantial innovation.) That involves taking risks and committing to a market-subcategory vision that has evidence of potential success.
Winning is no longer based on being preferred because of āmy brand is better than your brandā efforts, but, rather, on being the only or at least the most relevant brand for that new subcategory. Competitors lose because they lack the āmust-haves.ā
Winning involves several challenges.
- ā¢First, to find, energize or create āmust-havesā that will define a new game-changing subcategory.
- ā¢Second, become the exemplar brand, the brand that represents the subcategory as its thought and market leader, as well as being its most relevant brand.
- ā¢Third, to build a core of customers loyal to the subcategory and to its exemplar brand. These customers will influence others and be difficult to steal.
- ā¢Fourth, to create barriers to competitors to inhibit their efforts to gain relevance in this new subcategory.
Itās not easy. But the payoff can be huge. Hereās more on these four fundamental concepts:
What are āMust-Haves?ā
A game-changing subcategory is defined and driven by āmust-haves.ā But what is a āmust-have,ā and how do you know if you have one?
A āmust-haveā is an exemplar brand characteristic that defines, positions, and creates loyalty toward a subcategory. Fundamentally, the āmust-haveā quality is tied to loyalty. An effective and relevant āmust-haveā will create a loyal core group that will become the basis of the strength of the subcategory and its exemplar brand. Among that group will likely be a passionate and vocal subset. Others may be less involved but will show evidence of persistent repurchase of the subcategory. Competitive offering without the āmust-haveā will not be relevantāthey wonāt be as visible or as credible. And so, they wonāt be considered for purchase.
A direct, objective approach is simply to ask potential customers. Would you buy a brand without the āmust-have?ā Would you drive five miles out of your way or pay X more to get a brand with the āmust-have?ā One problem is that it can be difficult to explain accurately the experience of a āmust-haveā characteristic without it being in the marketplace, with its attendant social buzz and the reality of seeing it live. Another problem is that people do not always do what they say in such tests. But conceptually, the idea is that a āmust-haveā should inhibit those brands that lack that quality.
The defining āmust-havesā could involve augmenting or enhancing the offering delivering functional benefits, such as ā¦
- ā¢Features/BenefitsāLexus quality, NikePlus (tracking workouts)
- ā¢DesignāHersheyās Kisses, Apple stores, Volkswagen Beetle
- ā¢Systems appealāMicrosoft Office, Amazon search/order/logistics
- ā¢Segment focusedāLuna (energy bar for women), Shouldice Hernia Hospital (for hernia operations)
- ā¢Customer intimacyāStarbucks, Ritz-Carlton, Sephora
- ā¢Lower price pointāHyundai, Walmart, TJ Maxx
- ā¢PremiumāMercedes, Rolex, Dyson
- ā¢A new generationāTesla, SalesForce (a cloud computing pioneer)
- ā¢The convenience of e-commerceāWarby Parker, Brandless
- ā¢Offering scopeāTarget, Hilton Hotels, Panasonic
- ā¢A favoriate activityāAirbnb, Burton Snowboard
- ā¢The country of origināCanada Goose (outdoor clothing made in Canada), Mercedes
- ā¢An offering-related higher purpose--- DeBeers (A diamond is forever), Apple (making insanely great products)
But āmust-havesā could also be created by brand relationships meaningful to customers that do not involve functional benefits. Such āmust-havesā are usually easier to own and more difficult to copy. Consider, for example:
- ā¢Shared interestāREI and camping/hiking, Pampers and baby care, Kaiser Permanente hospitals on wellness
- ā¢Organizational valuesābeing customer-driven like Nordstrom, innovative like 3M, concerned with social issues like Unilever
- ā¢Social higher purposeāthe Home Depot program to build homes for veterans, Avonās Walk for Breast Cancer
- ā¢Environmental higher purposeāMethod, Seventh Generation, Patagonia
- ā¢PersonalityāSouthwest Airlines, Dollar Shave Club, Nike
- ā¢PassionāWhole Foods Market with organic foods, Etsy
- ā¢Brand communityāHarley-Davidson, Sephora Beauty Insiders
- ā¢Personal contactāZappos, Allstate
Parity āMust-Havesā that Negate āReasons Not to Buyā
In addition to having a set of āmust-havesā that represent features or programs that others lack, there are also parity āmust-haves.ā Any āreason not to buyā needs to be converted into a perception that the subcategory and its exemplar brand is adequate or āclose enough,ā so that they have achieved parity and no longer need to be excluded from consideration. Tesla, for example, needs to argue that the battery range it offers is adequate, in terms of driversā needs and miles. Thatās because a too-short range is a potential āreason not to buy.ā For Warby Parker, introducing the ātry five framesā offer overcame the āBut I canāt try them onā objection. These are parity āmust-havesā and stand side by side with advantage āmust-haves.ā
A parity āmu...