Experience Management MGM Grand
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Designing the Soft Side of Service Richard B. Chase & Sriram Dasu Marshall School of Business University of Southern California
Art and Science of Service Conference San Jose, California June 10, 2011 1
Service Encounter
An interaction between a customer and an organization.
Consists of one simple event or transaction, or a series of events or transactions
A central feature of service businesses as defined in the SIC.
An important feature of most product business.
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Three Ts of a Service Encounter
Task – Job to be done
Treatment – Courtesy and friendliness of server
Tangible – Physical and sensory features of the service environment
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Service Encounter Inputs and Outputs Customer •Task Needs •Treatment Expectations •Psychological Mindset
Explicit Outputs Interaction Process
Task accomplishment
Server
Task Events
Tangible perceptions
•Task Skills
Psych. Events
•Treatment Skills
Treatment perceptions
Implicit Outputs Memories
•Psychological Mindset
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The Two Dimensions of a Service Encounter
CORE TASK
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Industrial Significance
The psychological experience plays a major role in…
Financial services—trust building, managing waits Call Centers – problem solving, promise making Healthcare – framing diagnoses, gaining compliance Entertainment – identifying high points, creating memories Consulting – managing the flow of an engagement On-line shopping – website design, problem solving After sales service—cars, appliances, dry goods Restaurants, hotels, etc.
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Four factors that shape psychological experience – the ETCs of Service© 1. Emotions 2. Trust 3. Control and choice 4. Sequence and duration of events
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Basic Contention – Understanding the ETCs allows increasing value of an experience at the same or possibly lower cost.
Value is increased by making the experience more pleasant Cost is reduced by rationalizing emotional labor jobs Aren’t enough naturally emotionally intelligent workers so we must design work that enables average workers to perform at high emotionally intelligent levels 8
The New Service Design •
In addition to physical or informational outcomes, encounters evoke psychological outcomes or hedonic patterns.
•
We want to design (and manage) encounters such that the hedonic patterns are perceived positively while the encounter is taking place and recalled positively after it is completed.
•
The overriding goal is to assure that the overall experience created by each encounter enhances the brand image.
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Two dimensions of experiences Explicit – things that the customer can describe Implicit – things that the customer can’t describe but whose presence or absence can affect the customer’s satisfaction with the experience
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1. Emotions
Emotions influence what we remember
Emotional memories are distinct
Emotions influence what we perceive
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Engineering emotional platforms
Determine the emotions that have to be generated or enhanced.
Determine the emotions that have to be mitigated.
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Emotional platforms
The emotional theme or tone you want to engender
The attributes that the firm wants to associate with the brand. Most companies view this as a culture issue, but it should cover all of the three Ts.
Examples
Harrah’s: Feeling of luck Disney: Delight Joie d’viere Hotel Chain: Edgy (Phoenix Hotel – Rolling Stone magazine); serene (Hotel Vitale– Country Living) McKinsey: Trust
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Process generated emotions
Anger, regret, joy, frustration, relief, hope, guilt, disliking, etc. Emotion is stored separately from memory. Emotional triggers: long waits on line, jack-pot at a casino, negative (or positive) diagnoses from doctor, etc.
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Managing process generated emotions
Anticipate likely emotions at different touch points based on:
Product/ Prior history/ Demographics. Current emotional state Highs and lows of the encounter flow
Employ targeted response Proactive response Appropriate reaction (sympathy, apology, happiness, recovery action.)
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Classifying process generated emotions:
Appraisal Theory Specifies conditions that result in different emotions. People become emotional when they first discover a change in outcomes. The type of emotion depends on whether: (1)
(2) (3) (4)
(5)
the change in outcome improves our situation or makes it worse The outcome is associated with a penalty or reward The outcome is certain or just a possibility The causal event is significant or powerful and its resultant change difficult to cope with or the event is not very significant and its change is easy to cope with You are responsible for the event and resultant change or an outside agency caused the event and change
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Strategies for managing in process emotions Source of outcome You
Not you, e.g., other company or customer
Positive outcome
Negative outcome
Emphasize [1]
Recovery [2]
Co-opt [3]
Sympathy/ support [4]
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2.Trust
Two Dimensions:
Competence Trust: Do you have the ability to act in my interest although I cannot judge your technical competence? Motivational Trust: Will you act in my interest even when I am vulnerable?
Do you have the motivation Do you have the capacity
Legalistic Approach:
Reduce the need for trust through contracts and incentives – but is this always feasible? 17
Engineering Trust Influence judgments about effort
• Evidence of effort • Evidence of resources deployed • Evidence of goal progress • Evidence of external hurdles Influence judgments about motivation
• Evidence of interest • Evidence of incentive alignment • Make clear limits of empowerment • Make evident conflict of interest • Anticipate potential problems
Affective Trust
• Likeability • Friendliness • Affinity (homophily)
• Familiarity
Influence judgments about skill
• Evidence of experience • Testimonials • Adherence to norms • Tangibles (physical setting, uniforms etc) 18
3. Control and Choice Control shapes perceptions and attribution Two kinds of control – • Behavioral control •
Actual control
• Cognitive control (We feel like we are in control) • • • •
Knowing what is going to happen Predictability of environment Ability to anticipate Ability to navigate the system
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Level of Expertise Required
Engineering Behavioral Control Server
High Client/ Server
Mid
Low
Client
Minor
Some
Major
Significance of Decision 20
Engineering cognitive control in healthcare Information about: • Treatment options • Benefits and risks • Delineation of responsibility • Setting expectations about process steps BUT: Accounting for Individual differences.
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Colonoscopy Experiment:
Redelmeier, D.A., and D. Kahneman (1996) “ Patients’ memories of painful medical treatments,” Pain, no. 3, vol. 8.
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4.Sequence Theory
We recall encounters as peaks and valleys, and as snapshots, not movies
The front end and the back end are not created equal
We like positive trends
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Savviest Film Makers Put Last Things First “If you don’t have a strong finish to a film, you are in serious trouble. It can be explosive. It can be a bang or a whimper, but it better be memorable, or else people will remember very little about the movie. If a movie has a riveting conclusion, audiences are happy to overlook its earlier flaws. By contrast, if the picture has a bummer of an ending, people forget almost everything they liked about the film.” “AI” Review by --Robert Towne, Screenwriter Source: Stephen Farber, L.A. Times, Aug. 27, 2001
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Engineering sequence flows
Create a distinct high You don’t want to allocate resources to make all events equally good, but pick and choose and drive some much higher.
Create a positive trend in the process Manage perceptions of duration Manage bad news
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Hedonic State
Emotionprint applied to car repair Joy/ Thrill/ Happiness Provide Positive surprise
Positive Build trust
Neutral
Create feeling of control
Anticipate emotions Anger/ Anxiety/ Stress
Negative
Customer calls
Customer Arrives
Service rep. conversation
Customer approves
Greeting & prelim. Convey quote diagnosis
Car delivered to home
Line of visability Scheduling of job j
Detailed diagnosis
Car repaired 26
Engineering perceptions of duration Duration of an encounter is often the major determinant of its value Little evidence of an internal clock -- Humming birds have one; we don’t.
Judgment of duration of a current experience is affected by the following: Attention to the clock Mental capacity utilized during the event Emotional state Expectation of the length of wait To minimize attention to duration - Increase perception of control - Increase perception of goal progress To make duration seem longer - Break encounter into distinct segments
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Sample service psych principles for encounter design
Create a positive trend in each encounter End on a high note (“stick the dismount”) Frame the “sweet spots” Create a feeling of control Evidence trust in capabilities and effort Convey goal progress Proactively anticipate and manage emotions Optimize the number of choices Create positive surprises Understand the time perspective of the customer 28
The Next Steps
Refinement of psychological factors for ease of application – A best practices handbook(?) Cost accounting – how to show profit impact of psychology based changes Need to develop satisfaction questionnaires which get at underlying psychology directly, without giving away the magic
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References Dasu, S. and R. Chase, “Designing the Soft Side of Customer Service, SMR, Fall 2010. Chase, R. and S. Dasu “Want to Perfect Your Company’s Service? Use Behavioral Science,” HBR, June 2001. DeVine, J. and K. Gilson, “Using Behavioral Science to Improve the Customer Experience,” www.mckinsey Quarterly.com/Operations, Feb. 2010. Dan Ariely’s papers: http://web.mit.edu/ariely/www/papers.shtm Kahneman, D. and A. Tversky, eds. Choices Values and Frames, Cambridge University Press, 2000.
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