Chapter 5
Returning to the Surface,
or The design of
experiences
             Andrew
              Bimo
              Indah
             Rahadi
               Reza
• Innovation  “a good idea executed well”
  – Most cases:
    • never gained traction
    • Never reach the market
    • Ended up in stockrooms
  –  Poor execution
• People demand more than reliable
  performance  “Heightened expectation”
• “Psychodynamic of Affluence”
     • ‘A Whole New Mind’ book by Daniel Pink
  – “once basic needs are met, people tend to look
    for meaningful and emotionally satisfying
    experiences”




 No awadays, services have gone far beyond
 the support of basic needs

    From entertainment, banking, health care, etc
    To Video games / Hollywood movies, Gourmet
    restaurants, ecotourism, destination shopping, etc.
Imply active participation, not
    passive consumption
   “Experience are deeper and more
             meaningful”
The Walt Disney
Company
Disney Land

• Food is terrible
• Queuing lines are too long



                Most visitor remember it as one of the
                       great experiences of family life
Experience Economy
• Benefit from how people experience the
  world, from the primarily functional to the
  primarily emotional
• Invest in the delivery of experiences
Passive Consumption  Active Participation
• Before (Industrial Revolution Period)
  – Standardized products & services
     •   Lower prices
     •   higher quality
     •   Improved living standards
     •   Passive costumer


              After (Now)
                  Using empathy and understanding of people
                     To design experiences  create opportunities
                     for active engagement and participation
                     Design  engaging emotion through
                     image, color, sound, etc
The Behavior
       Change or NOT Change

“Build on behavior that are familiar to
                   them”

   Banking Industry: Bank of America
     “Keep the Change” Program

                 1st year
       Attracted 2,5Mio customer
      (700,000 new checking accounts)
       (1 Million new saving accounts)
Food Industry

  • Disappeared local stores
    – Replaced by Sterile Supermarkets
  • The drive to lower prices
    – Packaging
    – Chemical preservatives
    – Refrigeration
    – Storage
    – Long-Distance transpot
Food Industry:
Whole Food Market, Texas
      Cooking Experience:
   Allowing costumer to cook
Medical Industry:                           See-Plan-Act-Refine-
                                           Communicate (SPARC)
Mayo Clinic                                          Laboratory
                                   (Experimental clinic – consultation
                                                        design studio)
WHAT WE DO | Design Thinking

                            REFUELING BUSINESS STRATEGY
                A NEW WAY TO SEE PATIENTS – JACK AND JILL ROOMS

         Jack and Jill conversation room       Jack and Jill exam room
Building an experience culture by
making everyone a design thinker




               Hospitality Industry:
         Four Seasons Hotel’s Investment
   Give employees opportunities of hotel experience
     By staying   at any Four Seasons property
                       worldwide
Building an experience culture by
making everyone a design thinker

  “Experience & learn about the first-person
   appreciation of the meaning of hospitality”

• May do wonderful job of creating a grate
  stage for the experience
• May create some useful scripts to help keep it
  moving along

   “Four Seasons’s training program includes
    IMPROVISATION rather than drilling the
            staff with canned scripts”

 “A real experience culture is a culture of
                spontaneity”
Building an experience culture by
making everyone a design thinker

      • Essential element of transformation:
        – “Empowering employees to seize
          opportunities when and where they see
          the and giving them the tools to create
          unscripted experiences”
        – “Encourage them to become design
          thinker themselves”
• One-off experience
  – Works with the grain and bears the mark of the
    craftsman
• Repeated experiences
  – All elements must be precision-engineered to
    deliver desired experience consistently and
    reliably
Idea Execution




“Design and execution must work together”
• Provides framework for working out the details of a human
  interaction
   – Reveals general plan & specific detail
   – Reveals final objective & the practical means of implementation
• Describes the emotive elements
   – Captures how people travel through an experience of time
Guidelines for the best and most
successful EXPERIENCE brands

           – Requires active consumer participation
           – Costumer experience is delivered by
             employees operating within an experience
             culture themselves
           – Experiences should be designed and
             engineered with the same attention to
             detail
Group_delta design thinking final

Group_delta design thinking final

  • 1.
    Chapter 5 Returning tothe Surface, or The design of experiences Andrew Bimo Indah Rahadi Reza
  • 2.
    • Innovation “a good idea executed well” – Most cases: • never gained traction • Never reach the market • Ended up in stockrooms –  Poor execution • People demand more than reliable performance  “Heightened expectation”
  • 3.
    • “Psychodynamic ofAffluence” • ‘A Whole New Mind’ book by Daniel Pink – “once basic needs are met, people tend to look for meaningful and emotionally satisfying experiences” No awadays, services have gone far beyond the support of basic needs From entertainment, banking, health care, etc To Video games / Hollywood movies, Gourmet restaurants, ecotourism, destination shopping, etc.
  • 4.
    Imply active participation,not passive consumption “Experience are deeper and more meaningful”
  • 5.
    The Walt Disney Company DisneyLand • Food is terrible • Queuing lines are too long Most visitor remember it as one of the great experiences of family life
  • 6.
    Experience Economy • Benefitfrom how people experience the world, from the primarily functional to the primarily emotional • Invest in the delivery of experiences
  • 7.
    Passive Consumption Active Participation • Before (Industrial Revolution Period) – Standardized products & services • Lower prices • higher quality • Improved living standards • Passive costumer After (Now) Using empathy and understanding of people To design experiences  create opportunities for active engagement and participation Design  engaging emotion through image, color, sound, etc
  • 8.
    The Behavior Change or NOT Change “Build on behavior that are familiar to them” Banking Industry: Bank of America “Keep the Change” Program 1st year Attracted 2,5Mio customer (700,000 new checking accounts) (1 Million new saving accounts)
  • 9.
    Food Industry • Disappeared local stores – Replaced by Sterile Supermarkets • The drive to lower prices – Packaging – Chemical preservatives – Refrigeration – Storage – Long-Distance transpot
  • 10.
    Food Industry: Whole FoodMarket, Texas Cooking Experience: Allowing costumer to cook
  • 11.
    Medical Industry: See-Plan-Act-Refine- Communicate (SPARC) Mayo Clinic Laboratory (Experimental clinic – consultation design studio) WHAT WE DO | Design Thinking REFUELING BUSINESS STRATEGY A NEW WAY TO SEE PATIENTS – JACK AND JILL ROOMS Jack and Jill conversation room Jack and Jill exam room
  • 12.
    Building an experienceculture by making everyone a design thinker Hospitality Industry: Four Seasons Hotel’s Investment Give employees opportunities of hotel experience By staying at any Four Seasons property worldwide
  • 13.
    Building an experienceculture by making everyone a design thinker “Experience & learn about the first-person appreciation of the meaning of hospitality” • May do wonderful job of creating a grate stage for the experience • May create some useful scripts to help keep it moving along “Four Seasons’s training program includes IMPROVISATION rather than drilling the staff with canned scripts” “A real experience culture is a culture of spontaneity”
  • 14.
    Building an experienceculture by making everyone a design thinker • Essential element of transformation: – “Empowering employees to seize opportunities when and where they see the and giving them the tools to create unscripted experiences” – “Encourage them to become design thinker themselves”
  • 15.
    • One-off experience – Works with the grain and bears the mark of the craftsman • Repeated experiences – All elements must be precision-engineered to deliver desired experience consistently and reliably
  • 16.
    Idea Execution “Design andexecution must work together”
  • 17.
    • Provides frameworkfor working out the details of a human interaction – Reveals general plan & specific detail – Reveals final objective & the practical means of implementation • Describes the emotive elements – Captures how people travel through an experience of time
  • 18.
    Guidelines for thebest and most successful EXPERIENCE brands – Requires active consumer participation – Costumer experience is delivered by employees operating within an experience culture themselves – Experiences should be designed and engineered with the same attention to detail

Editor's Notes