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2. What are the most important customer touchpoints and channels for your business?
The museum which targets the youth, netizens, and women as their most important customers
has various digital marketing tools that it can use as customer touch points and provide them
with both unidirectional and bidirectional communication channels. These include the web,
mobile phone applications, live chats, instant messages and social networking sites. The purpose
of these tools is to provide the customers with personalized services that are tailor-made to suit
their individual needs (Klotter 69). For example, a mobile application and live chats will help the
customers to select parts or events by the museum that they will prefer to visit, instead of having
to visit the entire museum including those parts that do not interest them. Social networking sites
will have a live support where customers can ask questions and answers directly.
3. In what ways could you use apps, social CRM, and/or gamification to help your
business engage with its customers?
Through gamification, the Museum of Northern Arizona will engage the youth and the rest of
their customer base. For example, the museum will come up with games that will educate them
and improve their experience at the museum. Gamification will also facilitate the connection
between the museum and its audience (Klotter 163). Additionally, it will encourage creativity
and imagination among the youth along with discovery and exploration. With the use of
technologies such as virtual reality, the museum can come up with an app that superimposes
artifacts at the museum in the real space using the 3D technology (Klotter 153). Such
applications will enhance the experience for their customers thus leading to more repeat
customers and referrals. The museum can also come up with a software that will enable the
customers navigate the museum and get more information from about the artifacts at the