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Insights and Hidden Opportunities

  Observations in the World of “Computer” Retailing



                      Kirk Bloede
                   November 1, 2012
Summary of Observations
• Visited Microsoft, Apple and Sony stores (also B&O and Bose, plus
  Williams-Sonoma)
• Observed Sony and in particular Microsoft highly copied Apple in the
  “physical” sense
• But missed the “soul” of Apple
    – Apple seems to provide a real working layout
         • Can use the devices to get work done, e.g., browse, check one’s email
         • Easy to interact with the devices
         • Superior lighting for the showing of the devices
    – Microsoft feels like a very deliberate copy of Apple (a turn-off)
         • Sales people (SP) overly aggressive and wanted to control the usage and interaction
           with devices, in particular the new Surface (6 different SP attempted to interact)
         • Devices were not as easy to understand and interact with
         • Xbox and gaming were the front window “eye candy” attempting to draw you in
    – Sony while a copy was also much more “busy” in its layout
         • A little bit of everything … but more focus on big screen TVs.
Creativity and the History of Computer
                       Retailing

• Computerland and later Businessland were two of the original computer
  retailers in the 1980s
    – Focused on educating what a computer was and why it was of value (now
      much more about user experience)
    – Heavy training oriented (service around resolving HW/SW issues)
    – Printing (dot-matrix) was a strong element (no printers today – direction to a
      non-print world)
• Shift in the 1990s and slightly beyond to driving volume and lower cost
    – The rise of Dell (build to order) and the death of computer retail
    – Role of technically educating the consumer in a store disappears
Creativity and the History of Computer
                       Retailing

• Rise of the computer appliance, return of the retail store
    – Apple, the manufacturer, creates its own brand in retail
    – Against all conventional wisdom, Apple returns to retail store format, but in a
      radically new model:
        • Now, the “education” is how beautiful everything is to see and touch and how easy
          to use – the user experience
        • Store design is inviting, innovative (no cash registers, everything is out to be used
          and interacted with, approachable, not shrink-wrapped on a shelf)
        • Highest sales per sq. ft. in retail today
    – Apple’s store design is envied and copied by its most direct competitors, but
      they lack the unified brand presence and the overall retail experience is less
      pleasing
    – The shopping experience is more like a conventional retail experience (e.g.
      Williams-Sonoma) – the product is a computer appliance, the customer is no
      longer threatened by its complexity and is drawn to its aesthetic qualities
Computerland (1980s)
           • Message – it’s easy, it’s for all
             types of people, dedicated
             stations
           • Task–oriented/business-like and
             more serious, not necessarily fun
Microsoft (today)
          • Lots of screens and lights …
            bright
          • Very obvious copying of Apple
              – Light wood floor, wooden
                display tables, open
                design, liberal use of glass and
                color accents
              – Products available to use
              – LOTS of sales personnel on the
                floor
              – No cash registers
Sony (today)
       • Busy layout, hard to find what you
         really what
       • Loud music (ties to Sony’s history
         of video and music)
       • Device displays brightly lit but
         dark areas for video/TV displays
Apple (today)
         • Clean, crisp open design
         • Architecturally interesting in
           many cases; careful attention
           to detail, visually inviting
         • Lighting is effective but
           subtle; “cool,” not “hot”
         • Store personnel are attentive
           but not intrusive
         • Store design is dedicated to
           the user experience

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Creative class 2 assignment k

  • 1. Insights and Hidden Opportunities Observations in the World of “Computer” Retailing Kirk Bloede November 1, 2012
  • 2. Summary of Observations • Visited Microsoft, Apple and Sony stores (also B&O and Bose, plus Williams-Sonoma) • Observed Sony and in particular Microsoft highly copied Apple in the “physical” sense • But missed the “soul” of Apple – Apple seems to provide a real working layout • Can use the devices to get work done, e.g., browse, check one’s email • Easy to interact with the devices • Superior lighting for the showing of the devices – Microsoft feels like a very deliberate copy of Apple (a turn-off) • Sales people (SP) overly aggressive and wanted to control the usage and interaction with devices, in particular the new Surface (6 different SP attempted to interact) • Devices were not as easy to understand and interact with • Xbox and gaming were the front window “eye candy” attempting to draw you in – Sony while a copy was also much more “busy” in its layout • A little bit of everything … but more focus on big screen TVs.
  • 3. Creativity and the History of Computer Retailing • Computerland and later Businessland were two of the original computer retailers in the 1980s – Focused on educating what a computer was and why it was of value (now much more about user experience) – Heavy training oriented (service around resolving HW/SW issues) – Printing (dot-matrix) was a strong element (no printers today – direction to a non-print world) • Shift in the 1990s and slightly beyond to driving volume and lower cost – The rise of Dell (build to order) and the death of computer retail – Role of technically educating the consumer in a store disappears
  • 4. Creativity and the History of Computer Retailing • Rise of the computer appliance, return of the retail store – Apple, the manufacturer, creates its own brand in retail – Against all conventional wisdom, Apple returns to retail store format, but in a radically new model: • Now, the “education” is how beautiful everything is to see and touch and how easy to use – the user experience • Store design is inviting, innovative (no cash registers, everything is out to be used and interacted with, approachable, not shrink-wrapped on a shelf) • Highest sales per sq. ft. in retail today – Apple’s store design is envied and copied by its most direct competitors, but they lack the unified brand presence and the overall retail experience is less pleasing – The shopping experience is more like a conventional retail experience (e.g. Williams-Sonoma) – the product is a computer appliance, the customer is no longer threatened by its complexity and is drawn to its aesthetic qualities
  • 5. Computerland (1980s) • Message – it’s easy, it’s for all types of people, dedicated stations • Task–oriented/business-like and more serious, not necessarily fun
  • 6. Microsoft (today) • Lots of screens and lights … bright • Very obvious copying of Apple – Light wood floor, wooden display tables, open design, liberal use of glass and color accents – Products available to use – LOTS of sales personnel on the floor – No cash registers
  • 7. Sony (today) • Busy layout, hard to find what you really what • Loud music (ties to Sony’s history of video and music) • Device displays brightly lit but dark areas for video/TV displays
  • 8. Apple (today) • Clean, crisp open design • Architecturally interesting in many cases; careful attention to detail, visually inviting • Lighting is effective but subtle; “cool,” not “hot” • Store personnel are attentive but not intrusive • Store design is dedicated to the user experience