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The User Experience Economy

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Title: The User Experience Economy


1
The User Experience Economy
2
The User Experience Economy
  • Notes taken from
  • Re-inventing invention new tendencies in
    capitalist commodification
  • Nigel Thrift in Economy and Society Volume 35
    Number 2 May 2006 279_/306

3
The Future?
  • The Core of NeuroMarketing Attention, Emotional
    Engagement and Memory Retention
  • Product/Ad effectiveness in the typical
    high-clutter environment relies on winning
    attention, engaging the emotions, and being
    remembered.  How do you determine and leverage
    your best assets?

4
In the long procession of history, capitalism is
the late-comer. It arrives when everything is
ready (Historian Fernand Braudel 1977 75 cited
in Thrift)
  • The Leech

5
The Central Role of Design
  • The functioning of the economy facilitates
    the intensification of collaboration of supply
    and demand in a way that enables consumers to
    participate actively in the qualification of
    products. Design, as an activity that crosses
    through the entire organization, becomes central
    the firm organizes itself to make the dynamic
    process of qualification and requalification of
    products possible and manageable.
  • (Callon et al . 2002)

6
Thrifts three tendencies
  • Plumbing the non-cognitive realm of consumption
    (affect)
  • The experience economy
    (Pine and Gilmore 1999 cited in Thrift)
  • The active social engineering of the space of
    innovation

7
1. Plumbing the non-cognitive
  • Corporate obsession with
  • Creativity
  • Fostering of tacit knowledge and aptitudes
    through devices like the community

8
1. Plumbing the non-cognitive
  • Exploiting the non-cognitive realm and fast
    thinking
  • Normans notion of the visceral level in rapid
    judgments
  • The extraordinarily perceptive and deceptive
    power of the sub-conscious mind
  • See Malcolm Gladwells business bestseller Blink
    (2005)

9
2. The experience economy
  • A desire to rework consumption and draw consumers
    more fully into the production process
  • Leeching consumer knowledge of commodities and
    adding it back into the system as added value

10
2. The experience economy
  • Models of co-creation customer-made which are
    changing corporate perceptions of what
    constitutes
  • production
  • consumption
  • commodity
  • the market
  • innovation

11
3. Social engineering of the space of innovation
  • Learning how to combine information technology
    with group formation in ways that really will
    deliver the goods

12
  • New audiences can be worked on their enthusiasm
    can be played to, for example through the medium
    of websites that act as honey traps. So, for
    example, Amazon.com now sell more books from the
    backlist outside their top 130,000 bestsellers
    than they do from within them, in part through
    all manner of devices that are intended to
    capture and foster enthusiasms and automate word
    of mouth
  • Nigel Thrift Re-inventing invention p. 287

13
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14
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15
The Role of Design
  • Taken together, these three developments have
    foregrounded the absolute importance of design'
    (Thrift)

16
The Role of Design
  • design is becoming ever more central to the
    whole production/consumption process
  • (McCullough 2004 cited in Thrift)

17
The Role of Design
  • Design is how we can be dominated by
    instrumental rationality and love it, too
  • (Liu 2004 236 cited in Thrift)

18
Modes of Design
  • Sensory Design
  • Interaction Design
  • User Centred Design
  • Collective Design

19
1. Sensory Design
  • Corporate strategy
  • Today the value proposition is more intimate and
    intuitive (Hill 2003 20 cited in Thrift).
  • Appeal to the Senses
  • Increases the commoditys stickiness

20
1. Sensory Design
  • Corporate strategy
  • Commodities need to resonate in many sensory
    registers at once
  • Make them recognizable in the commodity cacophony
    of modern capitalism

21
1. Sensory design - adds more feelingadds more
value
  • The Affective Grip
  • Stimulate the emotions connected with things
  • Appeal to senses formerly neglected
  • aesthetics refers to all senses
  • Produce more commitment sell more

22
Sensory design - adds more feelingadds more value
  • Examples
  • Car doors are designed to give a satisfyingly
    solid clunk as they shut
  • New cars are given distinct smells
  • Breakfast cereals are designed to give a distinct
    crunch (Kelloggs patent)
  • Travel experiences are given distinctive aromas
    (Singapore Airlines)

23
The generation of passions
The added value of emotions and affects
24
2. Interaction Design
  • the success of a design is arrived at socially
  • the design of commodities that behave,
    communicate or inform
  • processes of variation and difference that can
    allow for the unforeseen usage
  • offer clues to further incarnations

25
2. Interaction Design
  • Thrift notes the flowering of so-called open or
    user-centered innovation
  • Consumers vital force in research and
    experimentation

26
3. User-Centered Design
  • User-centered innovation processes offer great
    advantages over the manufacturer-centric
    development systems that have been the mainstay
    of commerce over hundreds of years

27
3. User-Centered Design
  • Users that innovate develop exactly what they
    want, rather than rely on manufacturers to act as
    their (very often imperfect) agents

28
4. Collective Design
  • Invention Spills outside the organizational
    boundary of the corporation
  • Focus groups
  • Ethnography of various kinds
  • Style boards
  • Means-end chains
  • Clinics
  • Pre-launch event
  • Fan websites
  • Co-creation as a continual process of tuning
    arrived at by distributed aspiration.

29
Not all the smart people work for you
(Chesbrough 2003 cited in Thrift)
30
  • People enjoy design processes
  • Seek incentives like prizes or awards

31
Customer-Made
32
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33
Lead Users Those consumers that face the
needs that will be general in the marketplace,
but face them months or years ahead of the rest
of the marketplace Electronics Corporation
Philips See http//livesimplicity.net/See
Trendwatching.com, 2005 Customer-madehttp//www.
trendwatching.com/trends/CUSTOMER-MADE.htm
34
Case Study
  • Philips Co-creation

Taken from Philips The creative
customer Increasing consumer involvement in
product-innovation processes at Philips By
Maaike Spoor, Aad Streng and Paul Louis Iske In
Inside Knowledge Magazine 18 Apr 2005 in Volume 8
Issue 7
35
Philips The Creative Customer
  • Co-creation
  • Collaboration with online consumer groups
  • Tapping into collective wisdom
  • Mobilising customer creativity
  • Enhancing the speed and effectiveness of product
    development

36
Co-Creation Defined
  • Heterogeneous interaction with active, empowered
    and knowledgeable individuals, rather than by the
    organised control of passive consumers.

37
3 Roles of the Consumer
  • 1. Consumer as Resource
  • Tracking online user communities, in which users
    exchange product experience

pronto.philips.com
38
3 Roles of the Consumer
  • 2. Consumers act as co-creator
  • Become part of the companys activities
  • Experiencing virtual representations and rapid
    prototyping

pronto.philips.com
39
3 Roles of the Consumer
  • 3. Consumers act as users
  • Write product reviews
  • Discuss products in forums
  • Online message boards
  • Enabling user-to-user support, where users can
    engage in an interactive learning process

pronto.philips.com
40
Co-creation and Brand
  • Co-creation added value for Philips
  • Co-creation expresses the element of sense in
    the way that Philips takes care of, and listens
    to, its consumers

41
Co-creation and Brand
  • The brand is
  • designed around you
  • easy to experience
  • advanced

42
Who joins a consumer community?
Adobe as an example
  • Characteristics
  • Highly involved with the product
  • Show brand affinity
  • Psycho-sociological needs
  • expression of needs
  • creativity
  • product knowledge
  • hedonic

The Montreal Adobe User Group on Second Life
43
Not just about product
  • The co-creation of a lamp-bulb?
  • More to do with user experience of atmosphere,
    ambience and mood
  • Affect?

44
Delivering the Goods
45
Outcomes of the Economy of User Invention
46
  • Invention and mere use are superseded by pleasure
    in the activity itself

47
Outcomes of the Economy of User Invention
  • Consumer communities will evolve beyond a
    companys control
  • e.g user groups development

48
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49
  • Co-creating provides the firm with a new terrain
    of profit
  • Policy of open reveal

Google's Open Source Android OS Will Free the
Wireless Web See Tonys book review of FLOSS Art
- Turning Software Inside Out
50
Hackability and Customization
51
Open Source
52
Outcomes of the Economy of User Invention
  • User community feedback and intervention makes
    commodity existence unpredictable
  • Not a finished end product the commodities
    survive their performance (Virno 2004
    cited in Thrift).

53
Outcomes of the Economy of User Invention
  • Value is embedded in an experience environment
    that the company co-develops with consumers
    (Prahalad and Ramaswamy 2004 121 cited in
    Thrift).

54
Outcomes of the Economy of User Invention
  • Greater interactivity means that the market
    pervades the entire system
  • (Prahalad and Ramaswamy 2004 125 cited in
    Thrift)

55
The Future
56
Neuromarketing
  • http//www.neurofocus.com/
  • The Core of NeuroMarketing Attention, Emotional
    Engagement and Memory Retention
  • Product/Ad effectiveness in the typical
    high-clutter environment relies on winning
    attention, engaging the emotions, and being
    remembered.  How do you determine and leverage
    your best assets?
  • The Science of Shopping
  • Brand Essence Igniting Brand Passion   (Aug 8th,
    2008)Every brand has a core. Every brand
    marketer believes they know what it is. Consumers
    may have a different idea, though.
  • Neuromarketing  Deep Insights   (Aug 8th,
    2008)Dr. A.K. Pradeep explains how EEG brainwave
    analysis measuring brain activity 2000 times a
    second gives deep insight into Ad
    Effectiveness.  Combined with traditional
    biometric measures NeuroFocus research shows
    precisely how the audience or consumer is
    responding.
  • See YouTube Channel
  • http//www.youtube.com/user/neurofocus
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