Experience Economy. How to survive in the 21 st century



Similar documents
Dedicated care and support for people living with dementia

Corporate Incentives - 10 Reasons Why Gift Cards are More Compelling than Cash

Proceedings of the 7th International Conference on Innovation & Management

Types of Entertainment Products. Media Product Marketing

Employee Recognition DIGITAL Rewards Program. Recognizing Your Most Valuable Resources with Digital Rewards

Exhibit Like an Expert

Communities Across America Today

DIGITAL FIRST For Community Financial Institutions

CRM to BRM-THE NEXT STAGE OF CREATING CUSTOMER VALUE

ND Women Connect Your Market Proposition

7th International Conference of the Academy of Wine Business Research (AWBR) Ontario, Canada, June 12-15, 2013

BEST BUY SALES INDUCTION

Strategies for Effective Wall Posts: A Timeline Analysis

A Guide to Creating a Life Story for Care-giving 1

Table of Contents Section 8: How Children Learn

Maslow s Hierarchy of Needs and Purchasing

Intro to Human Centered Service Design Thinking

Hotel Fundraising Guide. Make a difference in a life of a child.

What is emotional intelligence?

Program of Studies. Preschool

How emotions drive value. Benefits from Customer Experience & Involvement Dirk van der Laan Windesheim University of Applied Sciences April 2014

MKTG 680. Chapter Global Marketing Communications Decisions: Advertising, Public Relations, Sales Promotion. Standardization vs.

Ten Strategies for Business To Business Marketing

Fontys Academy for. welcomes you. Tilburg, The Netherlands

BOOK REPORT ARE YOU IN IT FOR THE LONG HAUL?

OUR PAST THROUGH FILM

flight attendant lawyer journalist programmer sales clerk mechanic secretary / receptionist taxi driver waiter/waitress

Don t Buy It. Five Sites for Kids: Where Fun and Learning Click! 13

Customer Behavior in Service Encounters

The 17 Costly Marketing Mistakes made by Restaurant Operators that Destroy their Advertising Profits

Field Trip: College visit ESSENTIAL QUESTION: What is it like to be on a college campus?

Identify the Target Market

Three Hot Tactical War Room Strategies That Will Explode Your Sales

Leisure and Tourism. Madame Tussauds brings you

Overcoming Your Content Challenges

Writing Topics WRITING TOPICS

Class Reunion Planning Tool Kit Helpful Hints from The Council Bluffs Schools Alumni Association

Storytelling Tips for RPCVs

Managing Effective Brand Relationships. friend is someone you can rely on, truly enjoy being around, and depend on even when

The Advisor Partnership Program (TAPP)

Home Start Watford. & Three Rivers. Home-Start Watford s Family Day Out

TRADE SHOW FAQ. Junior Achievement Company Program Annual Trade Show Saturday, February 6, :00 am - 9:00 pm CrossIron Mills

HSC Marketing - Teacher s Notes

A primer in Entrepreneurship Chapter 2 Recognizing Opportunities and Generating Ideas

Using the McDonald s Approach to Generate Parent Involvement

Marketing in NI and ROI. NITB Marketing Team

FROM CRM TO CUSTOMER EXPERIENCE: A NEW REALM

Sports and Entertainment Marketing

SEVEN STEPS TO BUILD CUSTOMER LOYALTY. series

7 WAYS HOW DESIGN THINKING CAN BOOST INSURANCE BUSINESS

Psychic Lotto Formula 3-Step Formula Secret Template To Lottery Secrets Module 3

A: We really embarrassed ourselves last night at that business function.

Hosting Events to Help Strengthen and Grow Your Business

Child Psychology and Education with Technology

LONDON SUMMER ACADEMY. Immersion into the world of hospitality

heads of SCHOOL SPORT ORGANISING COMMITTEE presentations and public speaking

Tactics for Successful Marketing

Checklist Of What Works In Print, Radio, TV, Direct Mail and Outdoor Ads

TIME TO ADD ANOTHER STRING TO YOUR BOW?

Conferences Going Mobile: 2012 Trends

Empowering Your Ministry

General Psychology 201A Syllabus PCC, Cascade Campus, Fall 2006

The Basics of Branding: How to Maximize Brand Efficiency and Boost Your Bottom Line

BRIDGING THE OMNICHANNEL DIVIDE

What people who attend Linton Sellen s Leadership Training have to say:

Web content provided for Blue Square Design see Home Page

Net Promoter Score: A Critical Number Your Business Needs to Know

Using Social Media to Connect With Consumers. TX Wine & Grape Growers Association Annual Conference February 19, 2015

COMPETENT COMMUNICATION MANUAL (NEW)

Welcome to a lifetime of Free Vacations and to Business Opportunities.

No One is Too Busy for the Human Race

ORGANIZING AN EVENT. Advantages and disadvantages of fundraising events

A STUDY ON INFLUENCE OF ADVERTISEMENT IN CONSUMER BRAND PREFERENCE (Special Reference to Soft Drinks Market in Hosur Town)

Marketing Plan Checklist

Big data A new model of research (for destination management)

COMPANY HISTORY. The Bitter Truth was established by passionate bartenders Stephan Berg and Alexander Hauck in idyllic Bavaria in 2006.

Executive Functioning What is it? What does it look like? Presented By: Jamee Riggio Heelan, OTR/L Occupational Therapist

Viewing Party Toolkit

1.0 Background 1.1 TOWN OF GANANOQUE 1.2 DOWNTOWN CORE

Transcription:

Experience Economy How to survive in the 21 st century

Agenda: Experience Economy Background for the development: From commodity to experience Indirect use of experiences: Experience as value adding Experience process Selling pure experiences: Using the experience realm model How to develop experiences Creating the experience settings

Background for the development: From commodity to experience

Historical development Alvin Toffler: First author to define the concept In Future Shock from 1970: From a system designed to provide material satisfaction, we are rapidly creating a new economy geared to the provision of psychic gratification Gerhard Schultze describes a development in society based on experiences, hobbies and values in Erleibnisgemeinschaft in 1992 First management book in 1999: The experience Economy by Joseph Pine & James Gillmore

The Pine & Gillmore contribution Presenting a business view on the experience concept (and a way to avoid commoditization) Introducing experiences as a source of economic value Separating services and experiences Using a theatre metaphor to explain their points Providing tools to identify and develop experiences Their definition: Companies stage meaningful events to engage customers in a memorable and personal way

Why now? 1. Rising consumer demands: - Rising Brand awareness - Politically correct consumer (environment; production ethics) - Personalization (self-staging) 2. Commoditization: Increasing focus on price (Internet; discount wave; growing competition) 3. Increasing wealth

Economical progression A commodity business charges for undifferentiated products. A goods business charges for distinctive, tangible things. A service business charges for the activities you perform. An experience business charges for the feeling customers get by engaging it

From commodity to experience

Indirect use of experience economy: Experience as value adding

Producers 1. Direct - the experience is the business idea - theme parks, movies, concerts, tourism, computer games etc. 2. Indirect - experience is added to the physical product (value adding) - Emotional state achieved by owning or using product Tools: branding, story telling, events, customization

Indirect use of experience economy Companies need to focus on: Building a strong Brand Personalizing products: Customization Telling a story Staging events

Examples: Branding Events Self-staging (who-am-i Marketing) exciting, classy person feels at ease at the finest hotels in an international environment Are you a LEGO Club member who wants to meet other LEGO Club members, participate in fun, themed building activities, and get an exclusive LEGO Club t-shirt? Then come to a LEGO Club meeting at your local LEGO store! Meetings will be held on Saturday mornings and take place in the store before it opens!

Examples: Story telling Customization It all started in New York s Greenwich Village in 1972. Childhood friends Leonard Marsh, Hyman Golden and Arnold Greenburg saw more potential in fruit than just something to throw in the lunchroom. But where did they get the name Snapple? It actually came from a carbonated apple soda that was part of the original beverage line. The soda had a great snappy apple taste. Now that s cleverness at its best. Fast forward to the era of hair bands and acid-washed jeans. We re talking 1987, my friends. That s when Snapple teas were born. Today, Snapple produces more than 50 varieties of teas, juice drinks and flavored waters all Made from the Best Stuff on Earth.

Experience process

Rational vs. emotional behavior The non-rational consumer buys product with an emotional appeal Brain system: a) reptile brain: controls the instincts b) neo cortex: controls our reason c) limbic system: controls our emotions Experience economy is appealing to the limbic system and silencing neo cortex

Proces of experience Sensory perception Emotion Experience (Erlebnis) Meaningful experience (Erfahrung) Give meaning

Sensory perception and emotions Use of the senses in creating experiences (sight, hear, smell, taste, touch) Hierarchy of senses useful to establish Senses lead to emotions (a way of dealing with the world) Emotions are part of the evaluation process Mental state has a big impact on emotions

Experience and meaningful experience Experience - a set of emotions - create meaning - is related to the moment Meaningful experience - learning process of experiences (what it means to me?) - could be compared to post purchase behavior

Motivation Understanding the quest for meaningful experiences Fridjas model: a) individual (appreciation) vs. collective (recognition) b) control (certainty) vs. discovery (expression) The consumer will move in this field! Alternative model: Maslows hierarchy of needs

Conclusion: Meaningful experience Include the following characteristics: They involve all senses High degree of focus and concentration A loss of time and place Being emotionally touched A unique and valuable process Being in contact with the environment

Selling pure experiences: Using the experience realms model (Analyzing the experience)

Dimensions An experience can engage customers based on two dimensions: Degree of customer participation passive - observe, listen; do not affect the experience active affects and takes part in the experience Customers relation to the experience absorption experience goes into the customer immersion customer goes into the experience

The four experience realms

Entertainment Passive absorption of experiences Using the senses see and listen Traditional perception of experiences Entertainment will often be an element of the experience Examples: Concerts; Movies, Sports events

Education Active absorption of knowledge by engaging the intellect or the body (training) Is often seen as serious experiences (you learn something or is developed physically) a fusion with entertainment is becoming popular (edutainment) Examples: Fitness, Courses, Museums

Escapism Active immersion; customer becomes part of the experience; the experience can be affected Customer participates in activities, where you forget about time and place The most development is seen within this area Examples: Amusement parks; Extreme sport; Gambling; Cyberspace

Esthetic Passive immersion; no influence on the experience Special moments of enjoyment to remember The environment is unchanged; only the customer is affected Is often related to art and nature

Major points Entertainment: Is about sensing Education: Is about learning Escapism: Is about doing Esthetic: Is about being there Objectives: Expanding the experience by adding more realms The ultimate experience includes all four realms (the sweet spot)

How to develop experiences

Five stages of developing experiences 1. Innovation and creativity: Idea stage 2. Developing experience proposition: Design stage 3. Internal processes and core competencies: How it affects organization 4. People and culture: The people who makes it happen 5. The business model: How money is earned

Stage 1: Idea stage Objective: Find new concepts; improving existing concepts Creative thinking: break through existing patterns of thinking ( step into lunacy ) Methods: Brainstorming Association techniques Power of imagination Check your ideas with questions on page 171-173

Stage 2: Design stage Pine & Gillmore focus on 5 principles in designing experiences Important principles: 1. Use a theme 2. Use positive cues 3. Avoid negative cues 4. Include memorabilia 5. Engage all five senses

Stage 2: Design stage Another approach is developing on the value chain by creating a customer experience chain (also related to buying process) Determine the sequences of stages that a customer goes through Determine needs, considerations, emotions and impressions Design your offer

Stage 2: Design stage Customer experience chain (booking a holiday) 1. Getting the idea (inspiration) 2. Finding information 3. Choosing between options 4. Booking the trip 5. Preparing for the trip 6. Taking the trip 7. Enjoying the memory of the trip 8. Getting a new idea

Stage 3: Organizational consequences The experience chain activities has to be translated into supporting processes (both physical and virtual settings) The basic processes has to be under complete control Need competencies to carry out the necessary processes Technology should support the processes

Stage 4: Personnel Quality of experience depends to a great extent on the contact moments Important to determine desired behavior from the personnel Determine the level of freedom (behavior is often controlled and standardized) Satisfied employees will deliver more value to the customer (motivation factors)

Stage 5: Economy The cost of creating an experience ultimately have to be returned customers have to be willing to cover the value adding cost Costs include: development; salaries; physical settings; marketing Can be hard to calculate as most cost does not relate to one specific experience product

Creating the experience settings

Designing the setting Important principles: 1. Use a theme 2. Use positive cues 3. Avoid negative cues 4. Include memorabilia 5. Engage all five senses

Principle 1: Themes Forms the foundation of a story Scripting a participative story Examples: nostalgia; wild west; Arabian fantasy; urban motif; tropical paradise

Principle 2 & 3: Positive and negative cues The takeaways of the experience Leave indelible impressions Can be divided into: 1) Mechanics: sights, smells, sounds, tastes and textures generated by things 2) Humanics: comes from people; the behavior of employees Eliminate distractions (like overservicing; long check-in procedures etc.)

Principle 4: Memorabilia Products that creates memories Are important for the meaningful experience (after the experience is over) Souvenirs or merchandise: could be an important income factor Not just for memories; also to show others to generate conversation Could also be given away

Principle 5: Five senses The more an experience engages the senses, the more memorable it will be Easiest way: add taste sensations (simply by serving food and drinks) Be careful not to overwhelm the customer with sensory input map the effect of each cue on the senses