Title: The User Experience Economy
1The User Experience Economy
2The 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
3The 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. Â How do you determine and leverage
your best assets?
4In the long procession of history, capitalism is
the late-comer. It arrives when everything is
ready (Historian Fernand Braudel 1977 75 cited
in Thrift)
5The 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)
6Thrifts 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
71. Plumbing the non-cognitive
- Corporate obsession with
- Creativity
- Fostering of tacit knowledge and aptitudes
through devices like the community
81. 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)
92. 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
102. The experience economy
- Models of co-creation customer-made which are
changing corporate perceptions of what
constitutes - production
- consumption
- commodity
- the market
- innovation
113. 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
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15The Role of Design
- Taken together, these three developments have
foregrounded the absolute importance of design'
(Thrift)
16The Role of Design
- design is becoming ever more central to the
whole production/consumption process - (McCullough 2004 cited in Thrift)
17The Role of Design
- Design is how we can be dominated by
instrumental rationality and love it, too
- (Liu 2004 236 cited in Thrift)
18Modes of Design
- Sensory Design
- Interaction Design
- User Centred Design
- Collective Design
191. 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
201. Sensory Design
- Corporate strategy
- Commodities need to resonate in many sensory
registers at once - Make them recognizable in the commodity cacophony
of modern capitalism
211. 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
22Sensory 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)
23The generation of passions
The added value of emotions and affects
242. 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
252. Interaction Design
- Thrift notes the flowering of so-called open or
user-centered innovation - Consumers vital force in research and
experimentation
263. 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
273. User-Centered Design
- Users that innovate develop exactly what they
want, rather than rely on manufacturers to act as
their (very often imperfect) agents
284. 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.
29Not all the smart people work for you
(Chesbrough 2003 cited in Thrift)
30- People enjoy design processes
- Seek incentives like prizes or awards
31Customer-Made
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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
34Case Study
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
35Philips 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
36Co-Creation Defined
- Heterogeneous interaction with active, empowered
and knowledgeable individuals, rather than by the
organised control of passive consumers.
373 Roles of the Consumer
- 1. Consumer as Resource
- Tracking online user communities, in which users
exchange product experience
pronto.philips.com
383 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
393 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
40Co-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
41Co-creation and Brand
- The brand is
- designed around you
- easy to experience
- advanced
42Who 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
43Not just about product
- The co-creation of a lamp-bulb?
- More to do with user experience of atmosphere,
ambience and mood - Affect?
44Delivering the Goods
45Outcomes of the Economy of User Invention
46- Invention and mere use are superseded by pleasure
in the activity itself
47Outcomes of the Economy of User Invention
- Consumer communities will evolve beyond a
companys control - e.g user groups development
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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
50Hackability and Customization
51Open Source
52Outcomes 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).
53Outcomes 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).
54Outcomes of the Economy of User Invention
- Greater interactivity means that the market
pervades the entire system - (Prahalad and Ramaswamy 2004 125 cited in
Thrift)
55The Future
56Neuromarketing
- 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. Â 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. Â 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