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The User Experience Economy

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Title: The User Experience Economy


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The User Experience Economy
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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

4
Pine and Gilmore
Joseph Pine Management Speaker (Guru) http//www.y
outube.com/watch?vjIG2NM-EieIfeaturerelated
5
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

6
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)

7
Thrifts three tendencies (adapted from)
  • 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

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

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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)

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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

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

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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

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

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

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

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

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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

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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

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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

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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)

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The generation of passions
The added value of emotions and affects
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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

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

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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

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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

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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.

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

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Customer-Made
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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
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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
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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

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

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

pronto.philips.com
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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
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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
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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

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

43
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
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Not just about product
  • The co-creation of a lamp-bulb?
  • More to do with user experience of atmosphere,
    ambience and mood
  • Affect?

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

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

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  • 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
51
Hackability and Customization
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Open Source
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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).

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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).

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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)
  • Ubicomp!!!

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Seminar
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  • CW1 Illustrated Essay of 1,500 words with a
    minimum of 5 good quality printed colour images
    (50 per cent of module marks)
  • As design students you will be expected to submit
    a written essay that uses images to illustrate
    and support your analysis. Choose one title from
    below
  • To what extent can neuromarketing practices be
    understood according to Crarys concept of the
    attentive subject? In your discussion refer to
    the techniques and theories used in
    neuromarketing.
  • Harrison et al propose that there have been three
    paradigms of HCI. Referring to their article and
    other sources discuss the continuities and
    discontinuities between each paradigm. Consider
    what we have called the politics of HCI,
    particularly the relation HCI has with, for
    example, work or persuasion.
  • Use Normans model of experience processing to
    explain how consumers become emotionally and
    affectively connected to the brands and products
    they consume? Refer to an example, like Apple, to
    support and illustrate your discussion.
  • Affect and emotions are increasingly understood
    to influence cognitive processes such as decision
    making and memory. Discuss how the relation
    between affect, emotion and cognition is grasped
    and how it relates to consumption. Refer to a
    good mixture of theories, for example, from
    psychology, neuroscience, design, and cultural
    theory.
  • Submit ONE hardcopy of CW1 to the Student
    Enquiries Desk
  • Deadline before 4pm Tues April 23rd

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  • CW2 Media/Multimedia Prototype (50 per cent)
  • You are asked to produce and present a paper
    prototype that can be used in the design of a
    large project. The prototype must
  • Adhere to methods introduced in the seminar
    sessions (or justify other methods)
  • Be logical and conform to stages of UXD design
    (user analysis, design concepts and
    implementation)
  • Include evidence of user testing
  • Demonstrate iterative modifications based on
    documented user tests
  • Engage in a creative way with the theoretical
    ideas discussed in the module (i.e. feature
    elements of criticality built into the design).
  • The submission will take the form of (a) a slide
    presentation providing supporting evidence of the
    above and (b) an actual paper prototype.
  • Marks will be awarded for
  • engagement with the theme of the module and
    material introduced on user testing techniques
  • evidence of user-testing
  • functionality of the prototype
  • high production values
  • creative/imaginative approach
  • Email plan for CW2 presentation to the module
    leader
  • Deadline 1 End of day April 23rd

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Fill in questionnaire
  • What is the title of your user test prototype
    project and what does it entail?
  • For example Tonys Web of Puzzles includes four
    educational and fun puzzles designed to inspire
    primary school kids to learn and enjoy maths.
  • List each research tool you intend to use and
    answer questions
  • Research tool one
  • Briefly what are the strengths and weakness of
    this tool?
  • What data are you expecting to collect using this
    tool?
  • Quantitative
  • Qualitative
  • Research tool two
  • Briefly what are the strengths and weakness of
    this tool?
  • What data are you expecting to collect using this
    tool?
  • Quantitative
  • Qualitative
  • Research tool three
  • Briefly what are the strengths and weakness of
    this tool?
  • What data are you expecting to collect using this
    tool?
  • Quantitative

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Some more notes on cw2
  • In the seminar we also looked more closely at the
    logic of your chosen methodology.

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  • Learning FOCUS GROUPS FLOW ANALYSIS
    COGNITIVE TASK ANALYSIS HISTORICAL ANALYSIS
    AFFINITY DIAGRAMSLooking FLY ON THE WALL A
    DAY IN THE LIFE SHADOWING PERSONAL
    INVENTORYAsking CONCEPTUAL LANDSCAPE (mental
    models) COLLAGE FOREIGN CORRESPONDENTS CARD
    SORTTrying EMPATHY TOOLS SCENARIOS NEXT
    YEARS HEADLINES INFORMANCE
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