This past week, I read another couple chapters of The Art of Innovation by Tom Kelley. One chapter that I really enjoyed was about creating an experience. Kelley talked about all of the small things, even some large adjustments, companies can make in order to increase sales why making the consumer happier. One example he used was flying in an airplane. He walked through the usual experience (in 2001) of flying. From checking in at the gate, to going through security, to finding your gate and getting a better seat, he detailed many of the problems involved. Kelley then went through each problem and systematically created a solution that would make the process better. While some of the solutions required additional funds, I was surprised at how many solutions he had would save the companies money or not cost anything at all. This type of thinking is what every employee at IDEO does every day, and is the reason they are so successful.
While talking about creating an experience to make profit, Kelley used the example of Vegas. He talked about how Vegas was able to replicate the experience of going to another country, like France, without the cost. Creating a 1:2 model of the Eiffel Tower, with the same exact type of paint used as the original, just adds to the ambiance of the resort. I believe that creating a fun and interesting experience for a customer is the best way to increase sales. I remember when we had that class project to re-design the cupcake store, I wanted to create a new experience. By adding more expensive furniture, music, and even serving alcohol, I created an experience different than just buying a cupcake. I feel like the thinking I did for that project mirrors what Kelley has been preaching in his book.
For me, Kelley's key insight is the notion of empathy: of understanding the experience of the user. It's not just about creating a new environment; it's about understanding the type of environment that will be most pleasing to the user. In some ways this seems obvious, but it's also had a revolutionary impact on design and entrepreneurship.
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