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Designing for Experience Chris Voss Leonieke Zomerdijk 3rd Annual Product and Service Innovation Con

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Pine and Gilmore (1998): The Experience Economy. Schmitt (1999) ... Diller, Shedroff and Rhea (2005): Making Meaning. Page 4. Services vs Experiences ... – PowerPoint PPT presentation

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Title: Designing for Experience Chris Voss Leonieke Zomerdijk 3rd Annual Product and Service Innovation Con


1
Designing for ExperienceChris Voss Leonieke
Zomerdijk3rd Annual Product and Service
Innovation Conference 11 Feb 2006
2
The Brands
3
The Books
  • Pine and Gilmore (1998) The Experience Economy
  • Schmitt (1999) Experiential Marketing
  • Wolf (1999) The Entertainment Economy
  • Davenport and Beck (2001) The Attention Economy
  • Gobé (2001) Emotional Branding
  • Jensen (2001) The Dream Society
  • Shedroff (2001) Experience Design 1
  • Shaw and Ivens (2002) Building Great Customer
    Experiences
  • Carbone (2004) Clued In
  • Prahalad and Ramaswamy (2004) The Future of
    Competition
  • Diller, Shedroff and Rhea (2005) Making Meaning

4
Services vs Experiences
5
The Study
  • Given the characteristics of an experience
  • How does creating experiences change the way we
    design service delivery systems?
  • Designing for Experience
  • Content issues design areas, design principles
  • Process issues design phases, tools and
    techniques, people

6
Research Design
  • Developing propositions based on a review of
    experiential and non-experiential literature
  • Interviews with design agencies that specialise
    in the customer experience
  • Case studies of successful experiential service
    providers
  • Today preliminary results from design agencies

7
Conceptual Model
stimulus
stimulus
stimulus
RESPONSES
BEHAVIOUR
TOTAL EXPE- RIENCE
stimulus
stimulus
MODERATORS
stimulus
stimulus
stimulus
8
Theoretical Background
  • Servicescape (Bitner 1992)
  • Social servicescape (Tombs McColl-Kennedy 2003)
  • Retail atmospherics (Kotler 1973, Hoffman
    Turley 2002)
  • Drama metaphor (Grove Fisk 1992 Stuart Tax
    2004)
  • Mechanics and humanics clues (Carbone Haeckel
    1994)
  • Linking emotions to design (Pullman Gross 2004)
  • How customers experience experience (Chase Dasu
    2001)

9
Experiential Design Areas
  • Physical setting (stage)
  • Employees (actors)
  • Other customers (audience)
  • Process (script)
  • Back office support (back stage)

10
Propositions Design Content
11
Propositions Design Process
  • A different language, e.g. metaphors, is required
  • One of the steps in the process is defining the
    theme for the experience, which guides the
    subsequent, more detailed design decisions
  • Designing for experience is a cross-functional
    exercise

12
Data Collection
  • 8 specialised experience design agencies
  • Relatively unstructured interviews (1.5 hour)
  • With founder or Strategic Planning Director or
    similar
  • Recorded, transcribed and coded
  • First introduction to organisation, their view
    on experience and role of design therein,
    organisations design approach
  • Follow-up elaborate design approach, e.g. talk
    through actual project or illustrate with examples

13
Participants
14
Similarities between Agencies
  • Great, amazing or memorable experience
  • Close connection between brand and experience
  • Establishing emotional connection with customer,
    evoking right emotions
  • Including pre- and post purchase, i.e. customer
    journey
  • Aligning all touchpoints with theme or core
    values
  • Importance of consumer research

15
Customer Journey and Touchpoints
Prophets Touchpoint Wheel Beyond Philosophy
Moment Mapping Imagination Customer journey
MindFolio Customer Experience Journey
16
Similarities in Design Processes
  • Phases in design process
  • Obtaining insights through consumer research
  • Making sense of insights, developing vision or
    concept
  • Designing experience determining implications
  • Implementation

17
Differences between Agencies
18
The Role of Consumer Research
Consumer research lies at the basis of experience
design
  • Type A find out what your customers want
  • e.g. from brand, from experience, choice modelling

Type B find out how your customers
work Empathic research. Understanding them on
an emotional level In order to find key switch
that says for me
19
Validating Content Propositions
20
Validating Process Propositions
21
In Summary
Much support for emotional connection,
touchpoints, central theme, cross-functional
projects
Less support for sensory design, role of other
customers, peak design, organisational
design, language, surprise, renewal
Added customer journey, empathic research
22
Whats Next
  • Finalise analysis of data from agencies
  • Conduct case studies of experience providers
  • Compare theory with design experts with
    actual practice
  • Write academic and managerial papers

23
Discussion and Questions
  • Your thoughts on designing for experience
  • Other streams of literature?
  • Other interpretations of data?
  • Suggestions for successful experiential service
    providers?
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