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Heineken: A brand with a passion for design
Over the last years, Heineken has invested a lot in
showing their passion for design to strengthen the link
between the brand and design. In 2011, the „aluminum
bottle‟ – being served in exclusive bars and clubs around
the globe – won a design prize during the Cannes Lions.
In the same year, Heineken decided to go one step
further by kicking-off a global design project,
connecting club goers and designers in the
development of a visionary nightclub.
The ultimate goal of this project was to design and
develop a concept club that would enhance the whole
nightlife experience.
Key to the idea was that the pop-up club should not
                  be created by Heineken‟s in-house design team
                  alone, but in   co-creation with emerging design
                  talent from the same age group as the current
                  generation of clubbers. Therefore, „Open Design
                  Explorations Edition 1: The Club‟ crowd-sourced
                  young designers from four global design

What to expect?   capitals (New York, Tokyo, Milan and Sao Paulo)
                  by inviting them to submit their portfolio via
                  Heineken‟s Facebook page. Live portfolio
                  presentation events in these four design cities
                  resulted in the final selection and composition of the
                  design team: 19 emerging product, graphic, fashion,
                  interior and motion designers. Heineken‟s senior
                  design team and a crew of established designers
                  with fame functioned as coaches for the young
                  talents.
The Heineken concept club community
So far, Heineken brought the ingredients
together that would lead to a beautifully
designed night club. The real question was
if all created concepts would be as
relevant to the clubbers. The project team
at Heineken understood that in order to
develop a relevant and impactful take on
club design, understanding the      needs
and wishes of clubbers today would
be crucial. That‟s the reason why, during
the selection process of the young
designers, Heineken and InSites
Consulting were conducting a
                         global
research project with club goers to
provide the design team with relevant and
true consumer understanding, acting as a
briefing, a source of inspiration and a
springboard for ideation
Engaging a group of young, trendy clubbers from all around the world to participate in research can be quite
a challenge and although the club of the future is an inspirational topic, the selection and execution of the
research methodology needs careful attention. We opted for an online research community (MROC) of three
weeks with 120 participants for various reasons:



1    A longitudinal piece of online qualitative research was the way forward as it makes it possible
     to conduct a global project, in which clubbers need to be „followed‟ over a longer period of time, in a
     rather cost and time efficient way.


2    The current generation of youngsters (Generation Y) are ‘digital natives’. The web is
     their second home. Talking to and working together with other people in the online space feels very
     natural to them. Next to that, the asynchronous connection in a community allows participants to join the
     online discussion on the time and location of their choice, perfectly fitting the lifestyle of today‟s younger
     generations.


3    Today’s youngsters are used to being empowered by their parents and they start to expect that
     from brands as well. Our online research community connected the trendy clubbers with an aspirational
     brand and facilitated the co-creation of a night club, a place that is part of their daily life. We worked
     together with people who were interested to participate and who could inspire us with interesting stories:
     design-savvy youngsters, living in one of the 12 trendiest cities on the planet (10 citizens of each city),
     going to a club at least one time a week and being a non-rejecter of the beer category in general and
     Heineken in specific. The participants were recruited through a snowballing process, which started on
     Heineken‟s brand page on Facebook.
In order to keep the community participants engaged over the course of
three weeks we took them on a journey (Schillewaert, De Ruyck, Van
Kesteren, Ludwig, 2010).


In four different rooms on the community platform they
could share ‘their current clubbing experiences’ and ‘the
role of clubbing in their routine’, ‘their view on the ideal
nightlife journey’ and ‘give feedback on the first sketches’ of
the designers.

The tasks presented to them were a mix of questions, writing reviews,
keeping a (photo) diary and holding discussion battles. To develop a
holistic view on the needs of clubbers, a movie metaphor was guiding the
participants through the different weeks – from selecting the actors in the
ideal nightlife journey, to the scenery and the scenario for the perfect
night out.
Reporting research results for maximal impact
The three-week dialogue with clubbers resulted in
over 2,000 comments,        providing a unique
view on the meaning of clubbing in their
lives. In order to report the outcome towards the
designers in the most impactful way - a report
that they would actually read and use during the
creative process - we went beyond the traditional
ways of reporting.The analysis of the discussions
resulted in the shaping of 28
                         key learnings,
each linking a challenge for the design
team to the needs of their audience.
„Service design thinking‟ inspired the integration   The touch points where users interact with the service are
of these learnings – spread over six
                              touch                  often used in order to construct a journey – an engaging story
                                                     based upon their experience. This story details there service
points – in a ‘consumer journey map‟: “A
                                                     interactions and accompanying emotions in a highly accessible
„customer journey map‟ provides a vivid but
                                                     manner” (Stickdorn, Schneider 2011).
structured visualization of a service user‟s
experience.
This „Nightlife Journey‟ was reported as an     interactive
infographic (available at http://nightlifejourney.com),
not only accessible on desktops, but developed in
HTML5 with specific attention to iPad usage. The app
guides the designers through the six     phases of a
night out: from „pre-club drinks and meeting-up‟,
„entering the club‟, „going for a drink‟, „dancing‟, „chilling‟
to „going home‟ (figure 2), telling the designers about
what the role was of a specific scene in the overall night,
what the clubbers‟ expectations were in that specific
moment; and emphasizing the frictions clubbers
encounter during their journey. To make the learning
experience as engaging as possible for the designers,
the 28   key learnings were formulated as consumer
quotes. Next to this, for each learning a design action
was indicated under the actual insight.
From inspiration to co-creation
The „consumer  journey map’ was shared with the              In this phase, designers
designers during a club tour of nightlife hotspots           received specialist coaching
                                                             from famous senior designers
in the design cities, taking their observations of the
                                                             within their discipline. After the
clubbing environment and social interaction beyond the
                                                             immersion in the clubbing scene
obvious. The immersion in the clubbing scene, combined
                                                             and the kick-off briefing,
with the knowledge of the consumer learnings, inspired the
team to come up with consumer centered ideas that truly      designers and coaches
challenged the current nightlife experience.                 joined the clubbers and
                                                             the Heineken team on the
                                                             online community
                                                             platform, where they could
                                                             spark ideas and share first
                                                             sketches with each other (figure
                                                             3). In this way, the project took
                                                             full advantage of the
                                                             characteristics of the online
                                                             community platform; providing a
                                                             24/7 connection to stakeholders
                                                             from all over the world for a
                                                             longer period of time, supporting
                                                             true co-creation.
The end result: The concept club at the Milan
                design week
The interactive consumer journey map did not only           The fashion designers transformed the staff and
serve as a briefing and a source of inspiration, the
                                                            dressed them in other-worldly outfits matching the
research also proved to be crucial for the                  identity of the club and radiating positive energy. The hosts
senior designers in making the final selection              provide guests with a warm welcome, the waiters wander around
of ideas to be part of the actual club. By                  instigating playful dares to get them out of their shells and when
taking the journey of clubbers as a starting point,         it‟s time to move on, a friendly concierge guides clubbers
the Heineken Concept Club – showcased at the                onwards, giving directions and arranging cabs home.
Milan Design Week 2012 – successfully took the
design critics by surprise. From the lay-out of the
club, based on the six phases of the consumer
journey map, to the shelves where clubbers can
leave their drink while dancing, the whole
experience is designed to provide relevant and
impactful answers to the needs of clubbers. While
most clubs currently focus on their entertainment
value, the clubbers in the community reminded the
design team that going out is also about
hospitality:
                   “To have a fun night out in the club, we really
                   need to feel welcome. To start the night with
                   a great vibe, I’m in need for a warm, fun and
                   exciting atmosphere. The staff has an
                   important role in making my night enjoyable!”
Tap a bottle-shaped icon on the
                                                          interactive bar surface and pulsing,
                                                          concentric circles attract the server’s
                                                          attention and tell him that you have priority over
                                                          the guy next to you. When your beer is served, the
                                                          bar man taps the icon to explode it, showing that
                                                          the order has been fulfilled.

                                                          By connecting with emerging designers, taking
                                                          inspiration from the nightlife journey of clubbers
                                                          and approaching club design as the service of the
                                                          ideal nightlife experience, Heinekenpushed
                                                          the boundaries and unveiled a visionary
                                                          pop-up club, housing nine consumer
Even the simple act of ordering a beer has been
creatively deconstructed and carefully considered,        relevant design concepts and product
anticipating the need of clubbers to draw the attention   innovations. The stimulating and progressive
of the bar man:                                           environment was designed to trigger the senses of
                                                          the audience and facilitate social interaction; it
     “I often feel like the bar man is                    proved to be an exceptionally welcoming,
     ignoring me while I obviously try to                 memorable and conversational night out.
     get his attention, I hate this!”
A 360° evaluation of the project
Evaluation of the pop-up club by Milan clubbers
The day after enjoying this new clubbing experience, visitors of the club during the Milan Design Week
were invited for an online interview. Recruitment for this interview happened via Twitter and the database
of people invited to the opening. We selected 24 club goers for the interviews: 16 males and eight
females. At the core of the interview were three basic exercises: write a review, give the club a score, and
select and rank your favourite design objects that were showcased in the club.


Overall, the club got a report figure of almost 9/10 and was seen as a surprising and innovative
action of Heineken. Moreover, the concept club was perceived as a different and more entertaining
experience than in a regular club. Almost all reviews mentioned the link between Heineken as a brand and
„design‟. The interactive bar and the friendliness of the club personnel were also mentioned a lot
spontaneously.


The Top 5 Design Concepts, according to the visitors, were: the interactive bar, the special editions of
the award-winning „aluminium bottle‟ in which the beer was served, the staff‟s clothing, the exit and the
taxi service delivered by the concierge, next to the entrance of the club – which was giving the clubbers
already a glimpse of the vibes inside. The ideas behind all of these concepts were inspired by and shaped
based upon the consumer learnings we showcased in the „interactive journey map‟.
Evaluation of the project by the community participants


In the post-community evaluation
survey, the members gave the
project a score of 8/10. For them, it
was a pleasant experience that
made them have impact on the
future of a part of their life: going out
and clubbing. They really appreciate
the fact that Heineken is a brand that
listens to consumers. Also based on
their qualitative feedback, we may
state that the project indirectly
created 120 trendy and influential
brand ambassadors for life.
Evaluation of the project by the designers

In-depth interviews with the 19 emerging designers      Mark Van Itterson, Head of Global Design at
emphasized the connection between the interactive       Heineken, formulated it this way:
infographic and the end result. At the beginning of
                             mainly excited
their creative process they were                        “The community was our online hub, a kind of
                                                        virtual creative lab. It was bridging all continents
about their collaboration with Heineken
                                                        and time zones, stimulating cross fertilization. It
and the goal of developing a visionary                  kept the creative juices flowing through new
nightclub. The design briefs – based on the             progress, new insights, new briefs”.
phases and insights of the „customer journey map‟ –
proved to be a critical success factor in structuring   Heineken‟s „Open Design Explorations‟ also
                                        Most
the process and facilitating the collaboration.         changed how the emerging designers perceived
                                                        the concepts of „co-creation‟ and „consumer
designers perceived the community phase
                                                        research‟. They are now convinced that
as the most valuable part, as the answers they
                                                        consumer understanding is essential in
generated to consumer needs in this initial phase
were key to the end result. The origami concept that    their design process and is a major
arose here served as a red thread in the design         source of inspiration.
vision and was applied to all elements in the club.
The after party: going beyond the boundaries of
                    research
For every great party, there is building up the tension towards the night out, the party itself and a great after-party.
The same structure was used in the three staged PR approach Heineken used to spread the word about this
project:




         1      the announcement of the project on the Facebook page and communication about
                the progress of the project via press releases. All were well picked-up by a wide range of
                influential design blog and the traditional press.



         2      as a warm-up for the opening of the club in Milan, Heineken also communicated about the
                learnings of the research community with clubbers. The „interactive journey map‟,
                together with sketches from the designers based on the consumer input, was shared with the
                press and the whole world (via social media).



         3      during and after the opening of „The Club‟, Twitter and (design) blogs played an important role
                in spreading the     word about Heineken’s concept club.
Business impact of the project
1. The afterlife of the club

The pop-up club will now travel around the world.                      Clubbers from
trendy cities will be able to enjoy this new nightlife experience. Next to that, some
of the most well perceived design object will be produced and serve as „branded
utility‟ provided to owners of trendy clubs and bars by Heineken.




2. Impact on the brand

The online interviews among visitors of the concept club indicate that the whole
of the project makes that the brand is being seen as more ‘original’ and
‘unique’, ‘cosmopolitan’, ‘innovative’, ‘self-confident’ and ‘a brand to be
seen with’ than before – a rather unique brand image for a beer, among these
young, trendy and influential people. They were surprised by the fact that
Heineken did this project, but it was perceived as a great idea, a cool project and a
very relevant end result. To conclude, four out of five visitors stated that they have
a better perception of the Heineken brand now.
3. Online conversations and PR

By analyzing the online conversations on the project in the period February 11th
2012 to May 11th 2012, we learn that Heineken’s presence at the Milan
Design Week strengthened its ties with the design world from within the
creative scene. Heineken „Open Design Explorations‟ was featured in 127
articles, mainly posted on specialty blogs focusing on one of the project‟s design
disciplines. In the defined period, the project generated 1,595 conversations on
Twitter, with a boost of 214 tweets on the third party night (April 19th 2012). These
conversations show a highly positive sentiment and are connecting values like
„uniqueness‟, „fun‟ and „surprise‟ to the Heineken brand. The highly targeted and
content-led design campaign proved to drive market and media engagement,
resulting in rich global coverage, sparking positive conversations and elevating
Heineken‟s reputation in open design innovation.
4. Implications for the market
research profession
                           how important it is that also creative
This case study demonstrates
professions lean on consumer insights in order to become more
successful in what they do. It also shows that we as market researchers
need to become more creative in the way we bring research results
and insights towards our clients and their stakeholders, in order to
become more impactful with what we do and to make sure that research results
are really used. We can learn from „management consultants‟ here in terms of
connecting the dots and reporting in a clear and very actionable
way. „Advertising creatives‟, on the other hand, can inspire us to package our
message in a more engaging and fun to use way. The „interactive journey map‟
app showcased both aspects to a large extent.

And finally, why would we be silent about co-creation and collaboration with
consumers? Why not communicate about the fact that we do it, the learnings we
gather from it and the final results; if it can have a positive effect on the (perceived)
consumer relevance of your products and services and the image of your brand?
Want to know more about Online
Research Communities?




                                           Tom De Ruyck
                                   Head of Research Communities


                                           +32 9 269 14 07

                                 tom@insites-consulting.com

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Heineken: Designing the Club of Tomorrow

  • 1.
  • 2. Heineken: A brand with a passion for design
  • 3. Over the last years, Heineken has invested a lot in showing their passion for design to strengthen the link between the brand and design. In 2011, the „aluminum bottle‟ – being served in exclusive bars and clubs around the globe – won a design prize during the Cannes Lions. In the same year, Heineken decided to go one step further by kicking-off a global design project, connecting club goers and designers in the development of a visionary nightclub. The ultimate goal of this project was to design and develop a concept club that would enhance the whole nightlife experience.
  • 4. Key to the idea was that the pop-up club should not be created by Heineken‟s in-house design team alone, but in co-creation with emerging design talent from the same age group as the current generation of clubbers. Therefore, „Open Design Explorations Edition 1: The Club‟ crowd-sourced young designers from four global design What to expect? capitals (New York, Tokyo, Milan and Sao Paulo) by inviting them to submit their portfolio via Heineken‟s Facebook page. Live portfolio presentation events in these four design cities resulted in the final selection and composition of the design team: 19 emerging product, graphic, fashion, interior and motion designers. Heineken‟s senior design team and a crew of established designers with fame functioned as coaches for the young talents.
  • 5. The Heineken concept club community
  • 6. So far, Heineken brought the ingredients together that would lead to a beautifully designed night club. The real question was if all created concepts would be as relevant to the clubbers. The project team at Heineken understood that in order to develop a relevant and impactful take on club design, understanding the needs and wishes of clubbers today would be crucial. That‟s the reason why, during the selection process of the young designers, Heineken and InSites Consulting were conducting a global research project with club goers to provide the design team with relevant and true consumer understanding, acting as a briefing, a source of inspiration and a springboard for ideation
  • 7. Engaging a group of young, trendy clubbers from all around the world to participate in research can be quite a challenge and although the club of the future is an inspirational topic, the selection and execution of the research methodology needs careful attention. We opted for an online research community (MROC) of three weeks with 120 participants for various reasons: 1 A longitudinal piece of online qualitative research was the way forward as it makes it possible to conduct a global project, in which clubbers need to be „followed‟ over a longer period of time, in a rather cost and time efficient way. 2 The current generation of youngsters (Generation Y) are ‘digital natives’. The web is their second home. Talking to and working together with other people in the online space feels very natural to them. Next to that, the asynchronous connection in a community allows participants to join the online discussion on the time and location of their choice, perfectly fitting the lifestyle of today‟s younger generations. 3 Today’s youngsters are used to being empowered by their parents and they start to expect that from brands as well. Our online research community connected the trendy clubbers with an aspirational brand and facilitated the co-creation of a night club, a place that is part of their daily life. We worked together with people who were interested to participate and who could inspire us with interesting stories: design-savvy youngsters, living in one of the 12 trendiest cities on the planet (10 citizens of each city), going to a club at least one time a week and being a non-rejecter of the beer category in general and Heineken in specific. The participants were recruited through a snowballing process, which started on Heineken‟s brand page on Facebook.
  • 8. In order to keep the community participants engaged over the course of three weeks we took them on a journey (Schillewaert, De Ruyck, Van Kesteren, Ludwig, 2010). In four different rooms on the community platform they could share ‘their current clubbing experiences’ and ‘the role of clubbing in their routine’, ‘their view on the ideal nightlife journey’ and ‘give feedback on the first sketches’ of the designers. The tasks presented to them were a mix of questions, writing reviews, keeping a (photo) diary and holding discussion battles. To develop a holistic view on the needs of clubbers, a movie metaphor was guiding the participants through the different weeks – from selecting the actors in the ideal nightlife journey, to the scenery and the scenario for the perfect night out.
  • 9. Reporting research results for maximal impact
  • 10. The three-week dialogue with clubbers resulted in over 2,000 comments, providing a unique view on the meaning of clubbing in their lives. In order to report the outcome towards the designers in the most impactful way - a report that they would actually read and use during the creative process - we went beyond the traditional ways of reporting.The analysis of the discussions resulted in the shaping of 28 key learnings, each linking a challenge for the design team to the needs of their audience. „Service design thinking‟ inspired the integration The touch points where users interact with the service are of these learnings – spread over six touch often used in order to construct a journey – an engaging story based upon their experience. This story details there service points – in a ‘consumer journey map‟: “A interactions and accompanying emotions in a highly accessible „customer journey map‟ provides a vivid but manner” (Stickdorn, Schneider 2011). structured visualization of a service user‟s experience.
  • 11. This „Nightlife Journey‟ was reported as an interactive infographic (available at http://nightlifejourney.com), not only accessible on desktops, but developed in HTML5 with specific attention to iPad usage. The app guides the designers through the six phases of a night out: from „pre-club drinks and meeting-up‟, „entering the club‟, „going for a drink‟, „dancing‟, „chilling‟ to „going home‟ (figure 2), telling the designers about what the role was of a specific scene in the overall night, what the clubbers‟ expectations were in that specific moment; and emphasizing the frictions clubbers encounter during their journey. To make the learning experience as engaging as possible for the designers, the 28 key learnings were formulated as consumer quotes. Next to this, for each learning a design action was indicated under the actual insight.
  • 12. From inspiration to co-creation
  • 13. The „consumer journey map’ was shared with the In this phase, designers designers during a club tour of nightlife hotspots received specialist coaching from famous senior designers in the design cities, taking their observations of the within their discipline. After the clubbing environment and social interaction beyond the immersion in the clubbing scene obvious. The immersion in the clubbing scene, combined and the kick-off briefing, with the knowledge of the consumer learnings, inspired the team to come up with consumer centered ideas that truly designers and coaches challenged the current nightlife experience. joined the clubbers and the Heineken team on the online community platform, where they could spark ideas and share first sketches with each other (figure 3). In this way, the project took full advantage of the characteristics of the online community platform; providing a 24/7 connection to stakeholders from all over the world for a longer period of time, supporting true co-creation.
  • 14. The end result: The concept club at the Milan design week
  • 15. The interactive consumer journey map did not only The fashion designers transformed the staff and serve as a briefing and a source of inspiration, the dressed them in other-worldly outfits matching the research also proved to be crucial for the identity of the club and radiating positive energy. The hosts senior designers in making the final selection provide guests with a warm welcome, the waiters wander around of ideas to be part of the actual club. By instigating playful dares to get them out of their shells and when taking the journey of clubbers as a starting point, it‟s time to move on, a friendly concierge guides clubbers the Heineken Concept Club – showcased at the onwards, giving directions and arranging cabs home. Milan Design Week 2012 – successfully took the design critics by surprise. From the lay-out of the club, based on the six phases of the consumer journey map, to the shelves where clubbers can leave their drink while dancing, the whole experience is designed to provide relevant and impactful answers to the needs of clubbers. While most clubs currently focus on their entertainment value, the clubbers in the community reminded the design team that going out is also about hospitality: “To have a fun night out in the club, we really need to feel welcome. To start the night with a great vibe, I’m in need for a warm, fun and exciting atmosphere. The staff has an important role in making my night enjoyable!”
  • 16. Tap a bottle-shaped icon on the interactive bar surface and pulsing, concentric circles attract the server’s attention and tell him that you have priority over the guy next to you. When your beer is served, the bar man taps the icon to explode it, showing that the order has been fulfilled. By connecting with emerging designers, taking inspiration from the nightlife journey of clubbers and approaching club design as the service of the ideal nightlife experience, Heinekenpushed the boundaries and unveiled a visionary pop-up club, housing nine consumer Even the simple act of ordering a beer has been creatively deconstructed and carefully considered, relevant design concepts and product anticipating the need of clubbers to draw the attention innovations. The stimulating and progressive of the bar man: environment was designed to trigger the senses of the audience and facilitate social interaction; it “I often feel like the bar man is proved to be an exceptionally welcoming, ignoring me while I obviously try to memorable and conversational night out. get his attention, I hate this!”
  • 17. A 360° evaluation of the project
  • 18. Evaluation of the pop-up club by Milan clubbers The day after enjoying this new clubbing experience, visitors of the club during the Milan Design Week were invited for an online interview. Recruitment for this interview happened via Twitter and the database of people invited to the opening. We selected 24 club goers for the interviews: 16 males and eight females. At the core of the interview were three basic exercises: write a review, give the club a score, and select and rank your favourite design objects that were showcased in the club. Overall, the club got a report figure of almost 9/10 and was seen as a surprising and innovative action of Heineken. Moreover, the concept club was perceived as a different and more entertaining experience than in a regular club. Almost all reviews mentioned the link between Heineken as a brand and „design‟. The interactive bar and the friendliness of the club personnel were also mentioned a lot spontaneously. The Top 5 Design Concepts, according to the visitors, were: the interactive bar, the special editions of the award-winning „aluminium bottle‟ in which the beer was served, the staff‟s clothing, the exit and the taxi service delivered by the concierge, next to the entrance of the club – which was giving the clubbers already a glimpse of the vibes inside. The ideas behind all of these concepts were inspired by and shaped based upon the consumer learnings we showcased in the „interactive journey map‟.
  • 19. Evaluation of the project by the community participants In the post-community evaluation survey, the members gave the project a score of 8/10. For them, it was a pleasant experience that made them have impact on the future of a part of their life: going out and clubbing. They really appreciate the fact that Heineken is a brand that listens to consumers. Also based on their qualitative feedback, we may state that the project indirectly created 120 trendy and influential brand ambassadors for life.
  • 20. Evaluation of the project by the designers In-depth interviews with the 19 emerging designers Mark Van Itterson, Head of Global Design at emphasized the connection between the interactive Heineken, formulated it this way: infographic and the end result. At the beginning of mainly excited their creative process they were “The community was our online hub, a kind of virtual creative lab. It was bridging all continents about their collaboration with Heineken and time zones, stimulating cross fertilization. It and the goal of developing a visionary kept the creative juices flowing through new nightclub. The design briefs – based on the progress, new insights, new briefs”. phases and insights of the „customer journey map‟ – proved to be a critical success factor in structuring Heineken‟s „Open Design Explorations‟ also Most the process and facilitating the collaboration. changed how the emerging designers perceived the concepts of „co-creation‟ and „consumer designers perceived the community phase research‟. They are now convinced that as the most valuable part, as the answers they consumer understanding is essential in generated to consumer needs in this initial phase were key to the end result. The origami concept that their design process and is a major arose here served as a red thread in the design source of inspiration. vision and was applied to all elements in the club.
  • 21. The after party: going beyond the boundaries of research
  • 22. For every great party, there is building up the tension towards the night out, the party itself and a great after-party. The same structure was used in the three staged PR approach Heineken used to spread the word about this project: 1 the announcement of the project on the Facebook page and communication about the progress of the project via press releases. All were well picked-up by a wide range of influential design blog and the traditional press. 2 as a warm-up for the opening of the club in Milan, Heineken also communicated about the learnings of the research community with clubbers. The „interactive journey map‟, together with sketches from the designers based on the consumer input, was shared with the press and the whole world (via social media). 3 during and after the opening of „The Club‟, Twitter and (design) blogs played an important role in spreading the word about Heineken’s concept club.
  • 23. Business impact of the project
  • 24. 1. The afterlife of the club The pop-up club will now travel around the world. Clubbers from trendy cities will be able to enjoy this new nightlife experience. Next to that, some of the most well perceived design object will be produced and serve as „branded utility‟ provided to owners of trendy clubs and bars by Heineken. 2. Impact on the brand The online interviews among visitors of the concept club indicate that the whole of the project makes that the brand is being seen as more ‘original’ and ‘unique’, ‘cosmopolitan’, ‘innovative’, ‘self-confident’ and ‘a brand to be seen with’ than before – a rather unique brand image for a beer, among these young, trendy and influential people. They were surprised by the fact that Heineken did this project, but it was perceived as a great idea, a cool project and a very relevant end result. To conclude, four out of five visitors stated that they have a better perception of the Heineken brand now.
  • 25. 3. Online conversations and PR By analyzing the online conversations on the project in the period February 11th 2012 to May 11th 2012, we learn that Heineken’s presence at the Milan Design Week strengthened its ties with the design world from within the creative scene. Heineken „Open Design Explorations‟ was featured in 127 articles, mainly posted on specialty blogs focusing on one of the project‟s design disciplines. In the defined period, the project generated 1,595 conversations on Twitter, with a boost of 214 tweets on the third party night (April 19th 2012). These conversations show a highly positive sentiment and are connecting values like „uniqueness‟, „fun‟ and „surprise‟ to the Heineken brand. The highly targeted and content-led design campaign proved to drive market and media engagement, resulting in rich global coverage, sparking positive conversations and elevating Heineken‟s reputation in open design innovation.
  • 26. 4. Implications for the market research profession how important it is that also creative This case study demonstrates professions lean on consumer insights in order to become more successful in what they do. It also shows that we as market researchers need to become more creative in the way we bring research results and insights towards our clients and their stakeholders, in order to become more impactful with what we do and to make sure that research results are really used. We can learn from „management consultants‟ here in terms of connecting the dots and reporting in a clear and very actionable way. „Advertising creatives‟, on the other hand, can inspire us to package our message in a more engaging and fun to use way. The „interactive journey map‟ app showcased both aspects to a large extent. And finally, why would we be silent about co-creation and collaboration with consumers? Why not communicate about the fact that we do it, the learnings we gather from it and the final results; if it can have a positive effect on the (perceived) consumer relevance of your products and services and the image of your brand?
  • 27. Want to know more about Online Research Communities? Tom De Ruyck Head of Research Communities +32 9 269 14 07 tom@insites-consulting.com