Final Customer Purchasing from the Producer of the Product

Use Steps: Use steps include all the customer's value added activities or the consumption of the product itself. These steps include all the costs the customer incurs in employing the product in its intended use.

2. Emotional: Segment customers according to the personal emotional needs of the segment.

B. Needs to avoid sources of anxiety

2. Limitations set by time: Segment customers according to the causes of the limitations set by time.

Delay related to purchase and installation: Segment customers according to delays before the customer receives or can use the product.
Customer segments who have idle time while shopping or using the product
Non-captive customers who need not remain in a specific location

More than one person

No. SIC Year Note
1 1531 1996 Retirement-community developers across the country are scrapping the traditional features of housing in favor of more modern attractions like computer labs, weight rooms and lap pools.
2 3571 2002 The leaders of the videogame industry, Sony, Microsoft and Nintendo each announced plans for linking their game machines to the internet to further exploit a $6.3 billion industry. Market leader Sony was the only vendor to demonstrate its online gaming capabilities, linking players in Madden NFL football.
3 3661 2003 Wireless chips are used to create local area networks or LANs. LANs are popular in coffee houses and other public places. User go into these "hot spots" and surf the Web without plugging into a telephone jack.
4 5812 2003 Other chains, from Starbucks to Diedrich Coffee are rolling out amenities such as free wireless Internet access or cushier chairs in hopes customers will linger.
5 7991 2001 Luxury health clubs' roles are extending beyond fitness to become hubs of networking, entertaining, and even tourism. Many liken these gyms to "urban country clubs" which represent elevated status as well as a commitment to health.

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