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Experience Economy
How to survive
in the 21st century
Experience Economy
Agenda:
• 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
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!
Self-staging (who-am-I Marketing)
• exciting, classy person
• feels at ease at the finest hotels
in an international environment
Examples:
Story telling
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.
Customization
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
Experience economy

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Experience economy

  • 1. Experience Economy How to survive in the 21st century
  • 2. Experience Economy Agenda: • 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
  • 3. Background for the development: From commodity to experience
  • 4. 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
  • 5. 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
  • 6. 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
  • 7. 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
  • 8. From commodity to experience
  • 9. Indirect use of experience economy: Experience as value adding
  • 10. 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
  • 11. Indirect use of experience economy Companies need to focus on: • Building a strong Brand • Personalizing products: Customization • Telling a story • Staging events
  • 12. Examples: Branding Events 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! Self-staging (who-am-I Marketing) • exciting, classy person • feels at ease at the finest hotels in an international environment
  • 13. Examples: Story telling 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. Customization
  • 15. 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
  • 16. Proces of experience Sensory perception Emotion Experience (Erlebnis) Meaningful experience (Erfahrung) Give meaning
  • 17. 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
  • 18. 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
  • 19. 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
  • 20. 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
  • 21. Selling pure experiences: Using the experience realms model (Analyzing the experience)
  • 22. 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
  • 24. 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
  • 25. 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
  • 26. 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
  • 27. 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
  • 28. 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)
  • 29. How to develop experiences
  • 30. 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
  • 31. 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
  • 32. 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
  • 33. 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
  • 34. 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
  • 35. 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
  • 36. 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)
  • 37. 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
  • 39. 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
  • 40. Principle 1: Themes • Forms the foundation of a story • Scripting a participative story • Examples: nostalgia; wild west; Arabian fantasy; urban motif; tropical paradise…
  • 41. 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.)
  • 42. 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
  • 43. 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