Corante

TOTAL EXPERIENCE explores designing for experience: its theory, its practice, and how designing for experiences affects us socially and in our personal lives.

CO-AUTHORS

  • Bob Jacobson
  • Paula Thornton
  • BOB JACOBSON is fascinated by the experience of experience. A planner and technologist, Bob has a Ph.D. in Urban Planning & Design from UCLA. He's been a policy researcher, technology CEO, science writer, and consultant. As a Fulbright Scholar, he studied cellular telephony's impacts on transborder communities in the Nordic Arctic Circle. Bob edited Information Design (MIT Press 2000) and is now writing a book on the theory and practice of creating edifying, transformative experiences.
    ( Archive | Contact Bob )
    CORANTE PAULA THORNTON says, "Understanding human behavior (economics), optimizing interactions (design) and facilitating conversations (markets), are the means to achieve strategic differentiation. This is the focus of our discipline. It is not a 'nice to have'‚ and is not, like documentation once was, an afterthought. It is the means by which to start a strategic discussion and the means by which to drive a tactical initiative. All design should be evidence-based."
    ( Archive | Contact Paula ) >
    EXPERIENCE DESIGN:
    THE METAVERSE....

    CALENDAR OF EXPERIENCE DESIGN EVENTS
    (Courtesy of Mark Vanderbeeken, Experientia SpA, Torino)

    Experience Design Websites
    Core 77 Website & Forum
    Business Week|Innovate
    InfoD: Understsanding by Design
    The Wayfinding Place
    Wayfinding Focus
    Design Addict
    L-ARCH (Landscape Architecture Mailing List)
    DUX 2007 Conference
    NetDiver.Net
    DesignBoom
    Digital Thread
    Archinect
    Enmeshed, Digital Arts & New Media
    Ludology (Game Playing Theory)
    Captology, Persuasive Computing
    Space and Culture
    Raskin Center for Humane Interfaces
    timet (acoustical design)
    Steve Portigal, Ethnographer
    Jane McGonigal's Avant Game
    Ted Wells' living : simple
    PingMag (Japan)

    Experience Design Blogs
    Adam Greenfield's Speedbird
    Experience Designer Network (Brian Alger)
    SmartSpace: Annotated Environments (Scott Smith)
    Don Norman
    Doors of Perception (John Thackara)
    Karl Long's Experience Curve
    Work•Play•Experience (Adam Lawrence)
    The David Report (David Carlson)
    Design & Emotion (Marco van Hout)
    Museum 2.0 (Nina Simon)
    B J Fogg
    Lorenzo Brusci (acoustics)
    Cool Town Studios
    FutureLab
    Steve Portigal
    Debbie Millman
    MIT Culture Convergence Consortium
    Luke Wroblewski, Functioning Form|Interface Design
    Adam Richardson
    Putting People First (Paul Vanderbeeken/Experientia
    Laws of Simplicity (John Maeda)
    Challis Hodge's UX Blog
    Anne Galloways's Purse Lips Square Jaw
    Bruno Giussani's Lunch over IP
    Jane McGonigal's Avant-Game The Future of Work

    Experience Design Podcasts
    Ted Wells' living : simple Podcast
    Design Matters Podcast, Debbie Millman
    Icon-o-Cast Podcast, Lunar Design

    Experience Design Firms and ED-Oriented Manufacturers
    Barry Howard Limited
    Hilary Cottam
    LRA Worldwide, Inc.
    BRC Imagination Arts
    Stone Mantel
    Experientia s.r.l
    Nokia
    Herman Miller
    Steelcase
    IDEO
    Cooper Interactive Design
    Gensler
    Doblin Group
    Fitch
    Fit Associates
    Jump
    Strategic Horizons LLC (Joe Pine & Jim Gilmore)
    Cheskin Fresh Perspectives

    Education and Advocacy
    Centre for Design Research, Northumbria University (UK)
    Center for Design Research, Stanford University
    International Institute of Information Design (IIID)
    Design Management Institute
    AIGA DUX
    Interaction Institute IVREA
    Design Research Institute (UK)
    UC Berkeley Center for Environmental Design Research
    History of Consciousness, UCSC
    Design News Magazine
    Society for Environmental Graphic Design (SEGD)
    Design Museum London
    Center for Sustainable Design
    Horizon Zero, Digital Arts+Culture in Canada
    Design Council UK
    First Monday

    Total Experience on Technorati
    Technorati Profile

    Get Camino!
    In the Pipeline: Don't miss Derek Lowe's excellent commentary on drug discovery and the pharma industry in general at In the Pipeline

    Total Experience

    « Garbage Truck. | Main | A small discovery with a large meaning. »

    September 30, 2004

    Customer Experience Is the Brand

    Email This Entry

    Posted by Paula Thornton

    I'm not one to support the mention of brand and experience in the same phrase, but there is one brand that has been around for a long time that has always embraced a deep understanding of customer needs: REI.

    Featured in a Fast Company article "Smart Strategies: Putting Ideas to Work" one of the most telling statements was: "No longer content with the emotional imagery of advertising campaigns, shoppers now demand experiences in exchange for brand loyalty." But there's a lot that the article misses about this particular company and its relationship with customers.

    Originally started as a cooperative buying venture in 1938, REI has a reputation of meeting very specific needs of sports enthusiasts. But its deep history in supporting the needs of climbers strongly influenced its evolution as a company, specifically because of contextual demands.

    For climbers/hikers, the equipment needed for survival must meet very specific, yet varied needs. In the pre-online '80s REI call centers supported deep interaction with catalog customers. Usually with the catalog in hand, a customer would call to get additional details about a specific product. Often weight and dimensions were critical considerations for purchase (as the exact dimensions/volume of a product were considered in the overall space-planning for a backpack). While there was an extensive database with supporting details about each product that the representative could tap into, the call center itself was stocked with many items. Anyone could and often did grab an item in question to answer very specific detailed questions a customer might have. They had often tried the jackets to know if they might run 'snug' in size, or would share their own opinion about the design of a particular product.

    This level of service was unmatched in the industry.

    Additionally, the company offered 'grants' to employees. Many people worked at REI because of their own interest in the outdoors, making them better resources of information and experience. Employees planning a particular adventure could submit a request detailing a need to 'test' a particular product as part of their trip. If their request was granted, the employee would be given the product and was required to keep detailed records of their experience with the product during their trip. You can't ask for better ethnographic data.

    When a 'new' corporate headquarters was built, it was positioned (I'm not sure if this was intentional or not, but it seems hard to believe it wasn't) right next to an extensive bike trail system in the Kent, WA valley (the Green River Trail). Teams of executives were regularly found switching into their spandex gear and embarking on speed adventures over lunch. It was then that I learned just how expensive (yet, desirable) a titanium bike frame was.

    With my youth behind me and a husband who's only outdoor adventures are on golf courses, it's been some time since I've been inside an REI. Perhaps there are others who can share their own experiences with the company and how it affects their dedication to the company as a supplier of goods.

    Comments (1) + TrackBacks (0) | Category: Experience Design & Technology


    COMMENTS

    1. Bob Jacobson on October 1, 2004 6:00 AM writes...

    Live your design. It's the cardinal rule of human-centric design. Do it for love of the experience in addition to its symbolic value in sustaining the brand.

    Permalink to Comment


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