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Transcript of Retail service co-creation: a tool for understanding and ... - POLITesi
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POLITECNICO DI MILANO
School of Industrial and Information Engineering Department of Management Engineering
Master of Science in Management Engineering
Retail service co-creation: a tool for understanding and transferring the new meaning to customers
Supervisor: Emilio Bellini
Tutor: Federico Artusi
Master thesis by:
Nicole Mazzocchi, 873699
Academic Year 2017/2018
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1 Acknowledgments First and foremost, I would like to thank Professor Emilio Bellini, for the trust granted to me by
accepting the role of supervisor of my thesis, and Federico Artusi, who has guided me through this
challenge.
A special thanks to my family, who has always been and will always be my point of reference. Thanks
to you, who have allowed me to be the person I am and who have supported me in every choice of
my life. A more special thanks to my grandfather, the person who has taught me to never give up
and to work hard in order to make my dreams come true.
Another warm thanks to my friends because you, my dear friends, have given me the best laughs,
the best holidays and the best memories.
My heartfelt thanks to Danilo Pedrini, who like a guardian angel, has always supported me and put
up with me.
Then, last but not least, I would like to thank the whole magical world of Digital360 and in particular
of Partners4Innovation, that has welcomed me like a family and has taught me to practice as advisor
with passion, curiosity and humility.
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2 Abstract
La customer shopping experience è diventata recentemente uno strumento delle aziende per
ottenere vantaggi competitivi. In particolare, molti retailers usano la co-creazione per trasmettere
un’esperienza positiva di valore ai propri clienti. L’attuale ricerca su co-creazione suggerisce che si
sa relativamente poco su come i clienti vengono ingaggiati nella co-creazione di valore. Inoltre, la
co-creazione non è stata studiata in ambito di innovazione di significato, al contrario, sono sempre
state considerate due letterature opposte in quanto la co-creazione può coinvolgere i clienti sin
dalle fasi iniziali di sviluppo di un nuovo prodotto o servizio, mentre l’innovazione di significato viene
a contatto con i clienti solo durante la vendita in negozio. In questa tesi si vuole dimostrare che co-
creazione e innovazione di significato possono coesistere e in particolare che la co-creazione può
essere usata come strumento per far percepire il significato dell’esperienza in negozio ai clienti.
Questo studio si basa sulla distribuzione di un questionario a clienti di quattro casi studio che hanno
sviluppato innovazioni di significato e che usano la co-creazione con i clienti. I risultati forniscono
nuove opportunità di ricerca sulla co-creazione per un’innovazione di significato, come la
considerazione che la co-creazione e l'innovazione di significato non sono due entità separate ma
hanno una correlazione, che è data dal fatto che i clienti percepiscono il significato generato
dall'azienda e implementato in una soluzione di retail, grazie alla co-creazione. Pertanto, è possibile
collegare la co-creazione con l'innovazione di significato, poiché il l’azienda genera il significato che
viene poi trasformato in una soluzione di retail e quindi percepito dai clienti con la co-creazione.
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The customer shopping experience has recently become a tool for companies to gain competitive
advantages. In particular, many retailers use co-creation to convey a positive experience of value to
their customers. Current research on co-creation suggests that relatively little is known about how
customers are engaged in value co-creation. Furthermore, co-creation has not been studied in the
field of innovation of meaning, on the contrary, have always been considered two opposite
literatures since co-creation could involve customers from the initial stages of development of a
new product or service, while innovation of meaning contacts customers only during in-store sales.
In this thesis, the aim is to demonstrate that co-creation and innovation of meaning can coexist and
in particular that co-creation can be used as a tool to enable customers to perceive the meaning of
the store experience. This study is based on four case studies that have developed innovations of
meaning and engage customers in co-creation activities and on the distribution of a survey to the
clients of the firms of the case studies. The results provide new research opportunities on co-
creation for an innovation of meaning, such as the consideration that co-creation and innovation of
meaning are not two separated entities but have a correlation, that is given by the fact that the
customers perceive the meaning that’s has been generated by the firm and implemented into a
retail solution, thanks to co-creation. Therefore, we can link the co-creation with the innovation of
meaning frameworks, as the supplier generates the meaning that is then transformed into a retail
solution and then perceived by customers thanks to the co-creation.
Keywords: co-creation, innovation of meaning, retail, Service Dominant logic, New Service
Development, customer experience
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Table of Contents
1 Acknowledgments ................................................................................................................ 3
2 Abstract ............................................................................................................................... 5
3 Executive summary .............................................................................................................. 9
3.1 Problem setting ........................................................................................................................ 9 3.1.1 The purpose of the research ....................................................................................................................... 9
3.2 Innovation in services ............................................................................................................. 10 3.2.1 Design driven innovation .......................................................................................................................... 10 3.2.2 New service development ........................................................................................................................ 12
3.3 Customer experience .............................................................................................................. 12 3.3.1 Retail customer experience ...................................................................................................................... 13 3.3.2 Co-creation of experience ........................................................................................................................ 14
3.4 Research question .................................................................................................................. 16
3.5 Methodology .......................................................................................................................... 16
3.6 Case studies analysis ............................................................................................................... 17 3.6.1 Lush ........................................................................................................................................................... 18 3.6.2 Leroy Merlin ............................................................................................................................................. 18 3.6.3 Adidas Runbase ........................................................................................................................................ 19 3.6.4 La Feltrinelli RED ....................................................................................................................................... 20
3.7 Discussion ............................................................................................................................... 21
3.8 Conclusion .............................................................................................................................. 23 3.8.1 Theoretical implications ........................................................................................................................... 24 3.8.2 Managerial implications ........................................................................................................................... 24 3.8.3 Limitations and further research .............................................................................................................. 24
4 Problem setting .................................................................................................................. 27
4.1 The context ............................................................................................................................. 29
4.2 The purpose of the research ................................................................................................... 33
5 Innovation in services ......................................................................................................... 37
5.1 Radical service innovation ...................................................................................................... 41 5.1.1 Design driven innovation .......................................................................................................................... 43
5.2 New Service Development (NSD) ............................................................................................ 49
6 Customer Experience .......................................................................................................... 61
6.1 Retail customer experience ..................................................................................................... 69 6.1.1 Designing the encounter .......................................................................................................................... 79
6.2 Co-creation of experience ....................................................................................................... 81 6.2.1 Co-creation and innovation of meaning ................................................................................................. 105 6.2.2 Measuring co-creation ............................................................................................................................ 107
7 Research questions .......................................................................................................... 111
8 Methodology ................................................................................................................... 113
9 Case study analysis .......................................................................................................... 121
9.1 Lush ...................................................................................................................................... 125 9.1.1 Products and services ............................................................................................................................. 129
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9.1.2 The store ................................................................................................................................................. 131 9.1.3 Innovation of meaning ............................................................................................................................ 133 9.1.4 Competitors ............................................................................................................................................ 139 9.1.5 Co-creation ............................................................................................................................................. 143
9.2 Leroy Merlin ......................................................................................................................... 147 9.2.1 Products and services ............................................................................................................................. 151 9.2.2 The store ................................................................................................................................................. 155 9.2.3 Innovation of meaning ............................................................................................................................ 157 9.2.4 Competitors ............................................................................................................................................ 161 9.2.5 Co-creation ............................................................................................................................................. 163
9.3 Adidas Runbase .................................................................................................................... 165 9.3.1 Products and services ............................................................................................................................. 169 9.3.2 The store ................................................................................................................................................. 171 9.3.3 Innovation of meaning ............................................................................................................................ 175 9.3.4 Competitors ............................................................................................................................................ 179 9.3.5 Co-creation ............................................................................................................................................. 181
9.4 La Feltrinelli RED ................................................................................................................... 183 9.4.1 Products and services ............................................................................................................................. 185 9.4.2 The store ................................................................................................................................................. 187 9.4.3 Innovation of meaning ............................................................................................................................ 191 9.4.4 Competitors ............................................................................................................................................ 195 9.4.5 Co-creation ............................................................................................................................................. 197
10 Discussion ........................................................................................................................ 199
11 Conclusion ........................................................................................................................ 205
11.1 Theoretical implications ........................................................................................................ 207
11.2 Managerial implications ........................................................................................................ 209
11.3 Limitations and further research ........................................................................................... 211
12 Index of Figures and Tables .............................................................................................. 213
13 References ....................................................................................................................... 217
14 Attachments .................................................................................................................... 229
14.1 Surveys ................................................................................................................................. 229 14.1.1 Lush .................................................................................................................................................... 229 14.1.2 Leroy Merlin ....................................................................................................................................... 234 14.1.3 Adidas Runbase .................................................................................................................................. 239 14.1.4 La Feltrinelli RED ................................................................................................................................ 244
14.2 Results of the surveys ........................................................................................................... 249 14.2.1 Lush .................................................................................................................................................... 249 14.2.2 Leroy Merlin ....................................................................................................................................... 251 14.2.3 Adidas Runbase .................................................................................................................................. 253 14.2.4 La Feltrinelli RED ................................................................................................................................ 255
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3 Executive summary 3.1 Problem setting
In a more and more dynamic retail context, in which new technologies are shaping the new formats
of store, it is increasing the necessity of retailers to find new ways to engage customers. Online
shopping is spreading, and retailer have to find alternatives ways. An opportunity to increase the
attention on brick-and-mortar stores is to engage customers in some activity inside the store in
order to provide them with a superior shopping experience. There are already some examples of
successful customer experiences due to engagement of the customers, one of all is Build-A-Bear in
which clients can customize their soft toys choosing how to assemble the different parts. Several
retailers are responding to the online competition proposing new meanings that give a reason to go
to the store instead of buying online. Build-A-Bear in particular uses the co-creation with the
customer in order to highlight the new meaning and make customer aware of this new meaning. It
would be interesting to analyse how it is possible to use co-creation to enable the perception of the
meaning generated. Starting from the existent literature on service innovation and on customer
experience, there are not researches on how co-creation can enable the perception of the meaning.
This kind of experience could become the mean through which gaining competitive advantage.
3.1.1 The purpose of the research
Several authors have focused the attention on customer experience (e.g. Pine and Gilmore 1998,
Prahalad and Ramaswamy 2004, Meyer and Schwager 2007). Christopher et al. (1991) argued that
during 1950s and 1960s the differentiation was based on tangible goods and when tangible goods
became a commodity in 1970s, the differentiations moved to services. Then when services began
generic, the differentiation started to be based on experiences in 1980s. From 1980s experiences
became the point of difference of the offering and therefore a firm if wants to be competitive, must
stage experiences that sell. In fact, retailers could gain several advantages from the right
management of the customer experience as from experience derives the value. Prahalad &
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Ramaswamy (2003) defined value creation “Value creation is defined by the experience of the
specific customer, at a specific point in time & location, in the context of a specific event”. The
encounter is the space in which the experience happens. The study wants to understand how the
companies were able to realize a successful retail solution for the intended meaning, in order to
design a model that can help other companies to do the same with new meanings. The reason
behind this research is that the retail is a dynamic and interesting context in which companies are
forced to innovated in order to be competitive.
3.2 Innovation in services
Due to the servitisation of the society, more attention has been dedicated to service innovation by
scholars. The literature has evolved from considering both radical and incremental innovation as
two different kinds of innovation, to considering different sources of innovation and not only R&D.
Radical innovation is faster than incremental innovation and the output has a major impact. In this
research, the focus is on radical service innovation because the retail field is continually changing,
and more and more retailers are disrupting the market. Radical service innovation is definitely more
interesting nowadays and there more possibilities to gain outstanding profits, so companies can
benefit more and can also obtain significant competitive advantages.
3.2.1 Design driven innovation
There are different kinds of radical innovation, one of these is design drive innovation, that regards
the generation of new meanings. While the literature on technology push innovation is abundant,
the literature on design driven innovation is quite confuse as there is not a clear definition of design
and design process. Indeed, the design concept has evolved during the years, for László Moholy-
Nagy in 1947 design is an attitude that has many connotations and it is the balance of elements such
as materials, shape, colour, volume and space, while recently, the World Design Organization has
tried to find a new and more current definition for design that respects the new role that design has
in the industrial context it defines industrial design as “a strategic problem-solving process that
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drives innovation, builds business success, and leads to a better quality of life through innovative
products, systems, services, and experiences”. Actually, this definition respects the etymological
meaning of the word design that is “making sense of things”. The research has tried to clarity these
concepts. In particular, Verganti (2008) has developed the development process of design driven
innovation that has given fundamental insights to the research. First, he has defined the design
driven process as a process that starts from us as individuals by envisioning our own hypothesis
about what we would love that people love. The way we envision possible hypothesis is not based
on ideation but on reflection and self-criticism, without thinking to a solution, because solutions
come after. Then, we have to move outside and the most delicate way to do it is to work in pairs
because pairs are two individuals who are envisioning similar directions. By challenging each other
they will naturally tend to go deeper in their reflections, without killing their visions. The next step
is to move to a newer direction, comparing and combining different hypothesis in order to search
for unprecedented interpretations. For this reason, the pairs assemble into a larger group called
radical circle. The next step is to go outside the organization, first to interpreters, and finally to
customers. As there is a contact with customers, it would be interesting to see how the interaction
in the encounter affect the perception of the meaning. The encounter is none other than the retail.
Regarding retail, the value is generated through the different innovation strategies. Technology
helps retailers to implement innovations. For instance, the integration of the online and offline
channels and the omnichannel retailing are the new technologies that allow firms to implement the
new concept of seamless store. This technological dimension is part of the construct that has been
drafted is called “how-solution” of retail service innovation strategy. Another dimension regards the
market. Marketing policies and 4Ps have a relevant role in the retail innovation strategies because
value is generated through an analysis of consumers’ needs and behaviours (Berry et al., 1990;
Homburg et al., 2002). The aim is the creation of the perfect experience that attract and engage
customers on a personal level. This market dimension is called “what-experience” of retail service
innovation strategies. It regards decisions about new forms of interaction that satisfy hedonic needs
(Pinto, Dell’Era, Verganti, Bellini 2017). Then, there is the design dimension that in which there is an
innovation of the semantic dimension of the product. Meanings are not given but can be innovated
due to the evolution of the socio-cultural context and the discovery of new technologies (Pinto,
Dell’Era, Verganti, Bellini 2017). This dimension is defined as the “why-meaning” of retail service
innovation strategy and it regards the new meanings of visiting a store. The “how, what, why”
construct has been used to express the innovations of meaning of the four case studies.
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3.2.2 New service development
New service development (NSD) process was born from the need of having a different framework
from the one of the new product development (NPD) process as service and goods are very
different. NSD literature is relatively recent compared to NPD literature and does not converge to a
point because several researchers agree on the fact that services can be very different from each
other and therefore, the NSD process should be adapted to the context. Therefore, it is reasonable
to think to have a structured process that can be adapted to the different contexts, in particular that
can be adapted to radical innovation as innovation of meaning is a radical innovation. Several
authors have proposed their idea of NSD process, that has become an issue even for managers. For
some managers the customer’s involvement is fundamental, especially for the co-creation. Some
authors have demonstrated that customer co-creation is less critical than previously thought and
that it is important not only to collect data about customers but also to understand what kind of
information are and to integrate that information in the NSD process (Edvardsson, Meiren, Schäfer,
and Witell 2013; von Hippel 1994). This is a great shift of the concept of service, from a market
category to resources in customers’ value creation process, that is exactly the idea of service-
dominant logic (Vargo and Lusch 2004; 2008; 2017).
3.3 Customer experience
In the recent literature, attention to customer experience has grown, a great number of papers had
touched the topic and companies are more and more attentive to customer experience, as it is a
way to gain competitive differentiation. Customer experience, if managed properly, can provide
several benefits to companies because affects customer satisfaction (Liljander and Strandvik 1997),
delivers customer loyalty (Yu and Dean 2001, Pullman and Gross 2004, Mascarenhas et al. 2006),
influences expectations (Johnson and Mathews 1997, Flanagan et al. 2005), instils confidence
(Flanagan et al. 2005), supports the brand (Grace and O’Cass 2004, Berry and Carbone 2007) and
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also creates emotional bonds with customers or, conversely, leads to emotional scarring (Pullman
and Gross 2004).
3.3.1 Retail customer experience
Marketing literature has always dedicated particular attention to the retail. Several researchers
have tried to identify the marketing mix that influence the retail experience and how to enhance
the retail customer experience in order to provide customers with memorable experiences that
convince them to spend more time in the store and to come back several times, but it is still a critical
issue. Indeed, technological innovation has changed completely the retail environment and
consumers habits and lifestyles has changed during the years. The online channel has become a
must have but still do not satisfy the need of customers to build strong relationship with the brand.
Then, nowadays customers have the possibility to search information about products, services and
experiences even before entering the store and they infinite choices of products available on the
market. Therefore, it becomes hard for retailers to satisfy customers’ needs in a brick-and-mortar
store. Why should a customer go to a store instead of purchasing online? Some retailers have tried
to give an answer proposing engaging experience in the store, as the Build-A-Bear example
previously mentioned. However, these considerations highlight that the current literature is not
aligned with the new trends. There is a need of deepen the research in the retail field and in
particular in the co-creation filed. Indeed, even if the research on co-creation is abundant, as it is
evident looking at Service Dominant logic literature that given birth to the co-creation literature,
there is an issue that has not been addressed, that is the case of innovation of meaning. Co-creation
literature focuses on how to develop successful co-creation with customers and what are the
variables that affect the customers’ process, the supplier process and the encounter process but do
not indicate how co-creation could be used in an innovation of meaning.
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3.3.2 Co-creation of experience
In fact, Service Dominant logic (Vargo and Lusch 2004) has focused the attention on how the value
is created, co-created and used and in defining the roles of firms and customers in the generation
of values. They have summarized the basis of Service Dominant logic into some foundational
premises, that subsequently have been edited by other authors. Their studies have contributed to
identify what are the actions that the firms do alone, what can be done together with the customers
and what customers do alone. In fact, before the Service Dominant logic, it was not clear where the
values was generated and where was used by the customers. Vargo and Lusch started to ask
questions such as which actor generates the value, and which uses the value and tried to answer.
Then, other authors contributed to the literature modifying the foundational premises by Vargo and
Lusch. Indeed, Grönroos and Voima analyse the creation of value-in-use and value-in-exchange
considering value-in-exchange the outcome of value created by the provider before the interaction
with users and value-in-use the value created by the customers during the usage. They do not
consider creation of value-in-use before the interaction between users and firms and do not focus
on co-creation, assuming that is the firm alone that provide the value that then is transformed in
value-in-use by the customer. In this case, the firm provides potential value-in-use becoming in this
way a value facilitator. Then during the interaction, the customer is co-creator of value together
with the firm, while during the usage the customer creates alone the value. Grönroos and Voima
call these processes the provider sphere, the customer sphere and the join sphere. Co-creation can
only happen in the joint sphere through direct interactions. Direct interaction then influences
customers’ behaviours and may lead to value destruction if not managed properly. This risk must
be reduced by interacting with customer before the launch of the product or service in order to
understanding the customer process and the context which influence customers’ behaviours. This
action is possible because the spheres are not steady but are flexible and it could happen that there
is a direct interaction during the production. The boundaries of the spheres can move introducing
broaden spaces for co-creation with customers. The flexibility of the boundaries aligns the
framework to the one proposed by Payne et al. in 2008. The framework proposed by Payne et al. is
one of the most appreciated and quoted and has be taken as point of reference for this thesis.
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3.3.2.1 Co-creation and innovation of meaning
Innovation of meaning is inside-out and does not consider the user during the planning of the
meaning and the designing of the solution while for co-creation the engagement of the user is a
fundamental part and it happens from the beginning. Even if innovation of meaning does not
consider the engagement of the user, then however there is an interaction with the user. It could
be interesting to analyse how an innovation of meaning is transferred into a co-creation solution.
Companies could be interested in this concept because they need to create memorable experiences
and innovation of meaning could be the successful way to innovate the meaning behind the co-
creation experience.
3.3.2.2 Measuring co-creation
There are few studies that have systematically explored the nature of the dimensions of customer
value co-creation behaviour. Some studies consider multidimensions approach (e.g., Bettencourt,
1997; Bove, Pervan, Beatty, & Shiu, 2008) to capture the value of the co-creation, while others are
unidimensional (e.g., Cermak, File, & Prince, 1994; Dellande, Gilly, & Graham, 2004; Fang, Palmatier,
& Evans, 2008). However, none of these studies explores the relationship between the overall
construct and its dimensions. The study proposed by Yi and Gong (2013) develops a scale to measure
customer value co-creation behaviour, that is conceptualized as a multidimensional concept
consisting of two higher-order factors, each made up of multiple dimensions. The two factors are
customer participation behaviour and customer citizenship behaviour.
Another important study on value co-creation measurement is the one conducted by Ranjan and
Read (2016). The study presents two dimensions that have an impact on value co-creation: co-
production and value-in-use. The study provides the literature with an important step forward in
the direction of illustrating the complete multidimensional theoretical nature of value co-creation
and developing a measurement instrument aligned with theory. It highlights also the need of other
research, for instance better alignment with the service dominant logic as co-production is not a
concept included in the approach.
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3.4 Research question
Having analysed the state of the literature on customer experience and on innovation in services, it
has been highlighted that there is a lack. Service dominant logic has given birth to the studies on co-
creation. Co-creation has been studied first for goods companies and then for service companies,
without considering the typology if innovation that the firm is pursuing. There are no studies on co-
creation of experience for a service firm that has implemented an innovation of meaning, even if
there are already some examples on the market. It seems that co-creation and service innovation
literatures are two separated entities as there are no tries of making them converge. There are
already frameworks on the variables that affect co-creation and frameworks on how or develop
successful innovation of meaning, but how to implement the meaning generated into a retail
solution? And What if the solution is a co-creation experience? It would be interesting to understand
if there is a correlation between co-creation and innovation of meaning and if customers who co-
create, perceive the meaning of the experience. Thus, the research question that this thesis wants
to answer is the following:
How does the co-creation enable the perception of the new meaning?
3.5 Methodology
In order to answer to this question, it is necessary to examine how retail firms use co-creation to
enable the perception of the new meaning generated. In particular, this research uses the
framework proposed by Payne, Storbacka and Frow (2008) in order to find what are the co-creation
activities that help customers to perceive the innovation of meaning in the retail. Indeed, to
understand what customers perceive, it has been conducted an analysis based on surveys. For the
analysis it has been selected four case studies of retail firms that use co-creation to make customers
aware of the new meaning. The case studies are: Lush, Leroy Merlin, Adidas Runbase and La
Feltrinelli RED. Lush differentiates itself in the cosmetic industry for selling handmade and solid
cosmetics, Leroy Merlin is in the do it yourself and home improvement sector, Adidas Runbase is
meeting point dedicated to runners created by one of the major leaders in the sporty wear market
and La Feltrinelli RED is a bistro by the famous Italian publishing company La Feltrinelli.
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The surveys have been designed taking into considerations the different variables that affect co-
creation according to the co-creation framework proposed by Payne, Storbacka and Frow (2008).
Therefore, it has been divided into different sections. The first section is dedicated to the
demographic information in order to have a general picture of the kind of people who have
answered the surveys and the second section is for segmenting customers according their
motivation to co-create. Then, the other sections were dedicated the kinds of interaction that
happen between customers and firm before, during and after the experience inside the store,
according to the co-creation framework. In particular, it has been dedicated a part to Customer
Learning to see if customers perception of the firm and memories of previous experiences affect
the present experience inside the store. Another part has been directed to Relationship Experience
in order to capture the type of relationship that customers have with the company and with the
retail. Then, some questions were dedicated to value creation and value-in-use with the aim of
catching the moment in which value is co-create with the customers, that is what happen during
the Encounter Process. Then the last section has been dedicated to the innovation of meaning to
see if customers perceive that the experience proposed by the retail firm is radically different form
the ones proposed by competitors and to see if customers understand the meaning of the
experience. The surveys have been distributed to customers of the four case studies trying to catch
every segment. The ideal situation is to have one survey with all the questions of the four case
studies, but, as there are several questions, the surveys have been divided into two: one survey for
Lush and La Feltrinelli RED and another one for Adidas Runbase and Leroy Merlin. It has been asked
to interviewees to answer to both the surveys in order to have reliable data.
3.6 Case studies analysis
It has been conducted an analysis on the case studies in order to understand what is the new
meaning that has been generated and how the firms have transferred it into a retail solution and
experience. For each case study, it is presented the company, the innovation of meaning using the
framework “how, what, why”, the characteristics of the store and how the meaning is reflected in
the store and the main competitors of the firm, paying attention on the differences of the store and
the innovation of meaning between the firm and its competitors. The “how, what, why” analysis
focuses on forms of innovation that are considered most representative of retail services. The Why
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represents the meaning behind what the firm is doing, it is like a guide line for all that the firm wants
to do. Then, the What is the experience the firm provides to customers, while the How represents
the solutions that the firm is implementing.
3.6.1 Lush
Lush reflects the meaning of its values into the store providing customers with an immersive and
memorable experience. The store is like a lab or a workshop in which customer can touch and try
the products. Salesperson explain how to use the products and let the customers participate by
asking questions and making their hands dirty and having fun. In addition to this, the whole
environment is designed to create an immersive experience as it is colourful and scented, and it is
similar to a grocery. Indeed, salesperson wear aprons and products are placed on wood shelves with
blackboard that explain the products. Therefore, we could say that the new meaning proposed by
the Lush retail is “Experiment with the beauty”. Lush stores are the greatest representation of the
principles explained above in terms of design and experience. Indeed, the stores are colourful and
scented, characteristic that immerse totally the customer into the Lush experience. They are similar
to groceries as employees wear an apron and as the client enter the shop, they immediately ask if
clients need help and guide them into the shop helping them to find what they need, by showing
the different products. Then, customers are involved through the five senses and the atmosphere
of Lush stores becomes the main communication tool thanks to which the company manages to
reach its consumers even without using advertising. By communicating personal values and of a
more general nature (ethics, ecology) and positioning itself diametrically opposite to its
competitors, Lush has thus succeeded in aggregating a universe of consumers.
3.6.2 Leroy Merlin
Leroy Merlin, being a company that sells tools and products for DIY and having seen the more and
more increasing willingness pf people to create their own style at home, has generated and
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implemented a new meaning that can be summarized in this sentence: “Express your DIY”. In order
to allow customers to be real DIYers, has understood that was necessary to transfer knowledge and
skills to them. Therefore, Leroy Merlin has realised inside the store DIY courses, that are free and
short courses with experts who help participants to understand the basis of DIY and let them realise
simple products. Another feature is the Design Lab that contribute to transfer skills to DIYers. In
addition to this, Leroy Merlin has been able to create a real community of DIYers thanks to the DIY
stories on the website and to the charitable initiatives of the DIY community organized by Leroy
Merlin. Being a firm for home improvement, Leroy Merlin is a large-scale distribution retail and the
stores are really enormous. The internal structure of the store is similar to the large-scale
distribution retails of competitors, there are sections dedicated to home areas such as kitchen, living
room, bathroom and garden and sections dedicated to tools such as ironmongery, tiles and parquet,
lighting and décor. The only differences are the colours that remind to the Leroy Merlin logo and
the rooms dedicated to the lessons. There is no difference also between the employee’s behaviour
that is equal to that of competitors. Recently Leroy Merlin has opened a new store format that is
the showroom. The showroom allows customers to see the products in a real home environment.
The showroom is placed near the retail and which immediately allows the customer to put at his
ease, in a space where she can appreciate - through a renewed dynamic exhibition - the products
already present in the store. The experience of visiting the store starts from the Agora, the new
form of relationship between the customer and the collaborator, in which the collaborator guides
customers during the visit and answer to all their questions. There is also the possibility of asking
for a team of professionals composed of Architects and Interior Designers, in order to receive a
photo book of their project, also supplied with matching accessories and furnishing accessories.
3.6.3 Adidas Runbase
The strength of Adidas Runbase is the feeling of community. Indeed, it is not a point of sales but a
meeting point for runners. For the Adidas runners the group is very important, they do everything
together, not only the trainings. For instance, where there is a marathon, they train together with
the same goal to reach and the day of the run they meet at Adidas Runbase and eat the breakfast
together, then run together wearing the Adidas runners’ t-shirt and party together after the run.
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Moreover, at the finish line there is always someone that wait for the Adidas runners. All these
features strengthen the feeling of community. The new meaning of the store is radical and could be
expressed by this sentence “Be part of the community of urban running lovers”. Indeed, what is
radical is the fact that the experience is outside the store and is free. In this way Adidas has changed
completely the meaning of a store that is not anymore a place where to sell products. It is also
fundamental that there is a daily and fixed programming of the trainings in order to give to runners
the feeling of being part of a family. The fact that runners do everything in group, help them to reach
the goal. Then, the free runs attract a wider range of customers as they do not have to pay for using
the service. All those characteristics transmit the positive values of sport, such as the fair play that
normally is not associated to the run. Adidas has been able to create a great community of runners
giving them a base that is for runners a sort of home away from home. Adidas Runbase was born
from the need of runners of being part of a community that shares the same interest: the run. The
number of runners is increasing every year and it has been a real boom after the economic crisis.
Adidas Runbase has transformed the traditional store in a locker room in order to allow runners to
have a place where to meet and to start to run together. In an Adidas Runbase there is a space
dedicated to the exposition of new Adidas products for runners, a locker room and a place to train.
Adidas Runbase organise events for every day of the week, generally with limited spots, in which
people have to subscribe and then the there are some trainers that guide the runners during the
training. Runners can test the new products and participate to indoor or outdoor trainings and runs
with the help of expert trainers. Everything for free.
3.6.4 La Feltrinelli RED
La Feltrinelli RED proposes a new format of library that not only gives the possibility to customers
to buy books, but also to spend time there reading books, to participate to books or music album
presentations, to listen to live music, to eat excellent food from the Italian tradition or to do
aperitives in a foreign language. All these offerings give the possibility to customers to live the library
in a different way. In fact, the new meaning behind this experience is “Bistro for investing time in
culture”. Regarding RED, it is interesting how the store has been designed. The customers live a
unique experience for each of the three parts Read, Eat and Dream. The stores are furnished with a
modern style and generally are 350-400 m2 large with around 80 seats and more than 10000 books.
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The client, when enters the store, has the perception of being at home because of the cosy
atmosphere the open kitchen. The books welcome and surround the audience in the main hall.
There is also a department of literature in foreign languages, an offer designed for the large tourist
crowd. A room is reserved for the "Kidz" department, while there are spaces dedicated to art,
contemporary architecture and comics. Then, there is a collection of vinyl and gifts. The
restaurant/café part is interesting too. The menu is packaged like a real book to browse for an
inspiration. Index, chapters and texts tell about dishes, cocktails and desserts. Stories become
suggestions for culinary combinations, or the direct source of recipes. In the list, each dish is
accompanied by a literary quote or by the indication of the novel from which it is taken. In addition
to this, RED organizes events such as aperitives in a foreign language, presentations of new books
or CDs and live music. It is a modern bistro in which customers can sit and read a book or eat and
participate to events.
3.7 Discussion
Then, it has been conducted an analysis on the results of the surveys. First, the results have been
divided into two groups: answers of interviewees who have recognized the meaning of the
experience and answers of interviewees who have not recognized the meaning of the experience.
Then, it has been done the Shapiro-Wilk test in order to understand if the answers of interviewees
of the two groups follow a normal distribution and it has been conducted a T-test to see if the two
groups present statistical differences in the averages. If so, who recognizes the meaning of the
experience, lives co-creation in a different way from who does not recognize the meaning. This test
is used to demonstrate if co-creation enables the perception of the meaning of the experience. in
addition to this, confidence intervals are used to highlights the differences of the averages of the
two groups. Indeed, if the intervals do not overlap, there is another evidence of the statistical
difference of the two groups.
Analysing the results, it has been observed that for Lush, Leroy Merlin and La Feltrinelli RED, Market
Mavens are the customer segment who in majority has recognised the meaning of the experience,
while for Adidas Runbase, Innovators have recognised the meaning in majority. This is an interesting
finding and demonstrates that the meaning of the Adidas Runbase experience is perceived by more
innovative customers who generally are the first ones to try new products. Then, the surveys have
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demonstrated that co-creation enables the perception of the meaning implemented into a retail
experience by a firm and that in particular the co-creation components, Customer Learning,
Relationship Experience and Encounter Process enable the perception of the meaning. There are
some differences due to the diversity of the cases studies, but the Encounter Process is the only
category that enables the perception of the new meaning in all the case studies. Indeed, as it has
been reported in Table 1, the third category of questions of the surveys that refers to the Encounter
Process (columns highlighted in blue), is the only category that has an average p-value, that is the
probability associated to the T-test, is always lower than 0.05, (because a=0.05). Therefore, we can
affirm that there is statistical difference between the averages and this difference is not due the
case. This finding answers to the research question and confirms that the Encounter Process is the
place and moment in which co-creation happens and in addition to this, this kind of co-creation due
to direct interaction with salespersons contributes to highlight the meaning implemented into the
retail solution and make easier for customers to perceive it.
Table 1 - Results of the surveys
Then the confidence intervals analysis performed on the two groups contributes to highlight where
the averages can be considered statistically different. For each case study, almost all of the
questions that present different confidence intervals correspond to the questions that the T-test
has demonstrated that have averages statistically different. Therefore, interaction in the encounter
makes easier for customers to perceive the meaning that has been generated by the firm and that
has been transferred to a retail solution. The finding has been outlined in the figure below, in which
it is highlighted that the meaning generated by the firm is then perceived by customers through the
co-creation during the Encounter Process.
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Then, there is another important issue to discuss that is the correlation between the recognition of
the radically different experience and the recognition of the meaning of the experience. This is the
confirmation of the already demonstrated fact that the innovation of meaning is a radical
innovation. In fact, according to the innovation strategies framework proposed by Verganti (2008),
the generation of new meanings is a radical innovation. Therefore, the finding is in line with the
literature in design driven innovation.
3.8 Conclusion
The results of the study have led to some key points. First the consideration that co-creation and
innovation of meaning are not two separated entities but have a correlation. This correlation is given
by the fact that the customers perceive the meaning that’s has been generated by the firm and
implemented into a retail solution, thanks to co-creation. In fact, the results of the surveys have
highlighted in each of the four cases, that the interaction given by the encounter process, for
instance participation into the personalization of the product or running together with the
community of runners, enable customers to perceive the innovation of meaning. Therefore, we can
link the co-creation with the innovation of meaning frameworks, as the supplier process generates
the meaning that is then transformed into a retail solution and then perceived by customers thanks
to the co-creation in the encounter process.
Figure 2 -How co-creation enables the perception of the new meaning
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3.8.1 Theoretical implications
This study has a particular importance for the literature that has never addressed the topic before.
The hope is that this study will be a point of start for future researchers. There are already several
research on co-creation and design driven innovation. Indeed, the growing attention to design
driven innovation has contributed to improve the research and to create awareness around a topic
that has been underestimated for years, the design as a process and not as the aesthetics of a
product, and the more and more in-depth research on co-creation has enabled firms to create
better and meaningful experiences. There is still the need of continuing the research.
3.8.2 Managerial implications
These findings can also assist retailers in differentiating their offering from competitors ones. Many
retailers are recognizing the importance of the shopping experience as the key differentiating
variable in the retail marketplace. Customers are searching more and more uniqueness and
providing them with a new meaning is a way to differentiate the experience. The study identifies
some co-creation variables that affect the encounter process and that if managed well, can help
retailers to reflect the meaning into the store. Of course, there are factors that might seem external
to the firms, for example the mood of the customers or their willingness to spend time into the
store, but these factors can be influenced by the employees’ behaviour with strategies based on
creating an entertaining and fun retail environment.
3.8.3 Limitations and further research
Although this study illustrates the advantages of co-creation for retailer that have generated new
meanings, the study relates only to four case studies, that are limited in the terms of the degree to
which industry and relationship specific inferences can be drawn. The research conducted in this
thesis has focused on a limited sample of interviewees and the number of the sample is not enough
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to prove that the proposed framework is valid. Then, in addition to the small number of the sample,
the interviewees are all from Milan or near Milan, and the majority of them is relatively young being
from 19 to 39 years old, and workers with a degree. The study should be expanded by considering
other categories of people in order to generalize the framework. It is required further research to
test the framework in other retailers that offer other services but that have generated new
meanings and have tried to implement those meanings into the retail solution. Then, it could be
interesting also to expand the research to other retailers or to look at other services different from
the retail.
Customer experience and innovation are not new concepts, and historically many successful
companies have used essentially qualitative research techniques to develop distinctive customer
experiences. Developing innovative customer experiences require the involvement of resources,
the willingness to do something new, for sure it is risky but then the advantages are large. One only
needs to find the courage to start the adventure. Indeed, the purpose of this thesis has not been to
solve a problem, but to activate. Definitive answers to research on innovation of meaning and on
co-creation have not been provided herein. The goal has been to create awareness about the need
of research and to suggest possible directions for further researches, in a field that is still largely
unexplored. The hope is that this thesis is only a first step in a long exploration effort to come.
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4 Problem setting
The current retail environment is completely different from the one of some years ago. If we had to
imagine people go shopping in the 2000, we should see people going around the city centre or the
shopping malls, entering the shops, looking for what they need and buying. Nowadays we see
people, especially young people such as millennials, searching online what they need and then going
then the shop or even buying online. Such a transformation is mostly due to the technology. Digital
technology has allowed us to improve our experience but at the same time has made us more
demanding. Seeing and buying products is not enough anymore for customers, what counts is
experience (Pine and Gilmore 1998). But which kind of experience? It is not even enough to add the
online channel to fulfil the needs of the new consumers, what is necessary is to find something that
is meaningful to them. People are constantly searching for new meanings because there are some
changes in people’s lives that are still interpreted in the old way and they need a new interpretation.
An example is the new meaning that Starbucks has given to the café. Starbucks cafes are something
in the middle between home and work but that make you feel at home and in order to realise this
meaning, they call you with your name when your coffee is ready. Another example is Ikea that put
pencils and rulers on shelves so that you can experience the do it yourself starting inside the shop.
These innovations catch the changes in people lives and propose an answer. Several firms use co-
creation to provide customers with interesting experiences. In fact, more and more retailers engage
customers in some activities inside the store. The interesting question is to understand how these
retail companies have used co-creation to enable the perception of the new meaning.
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4.1 The context
The retail sector is continuously innovating, and change is already here. Indeed, according to Doug
Stephens, founder of Retail Prophet “We will see more disruption in the next 10 years of retail than
we did in the previous 1,000”. Millennials are becoming the major percentage of the population
surpassing Baby Boomers. These new generations are digital native and use the smartphone for
each activity they do. They have new expectations from retailers that have to adapt and respond to
the needs of consumers. This new kind of customers does not think that brick-and-mortar and online
shops as two different entities like previous generations but identifies a seamless experience.
Millennials like to interact with the brand without any kind of obstacle. This is why retailers are
trying to offer omnichannel experiences that allow customers to have a seamless interaction.
Technology is the key tool. Data and analytics will allow retailers to create more tailored and
customized stores that can understand and anticipate the needs of shoppers. It is fundamental the
ability of making better decisions about what to stock and what to put in the store and to provide a
customised experience. There is no a shadow of a doubt that the role of the retail is changing, and
companies are already facing the challenge. In fact, a large number of companies are innovating in
the back end and in the front end. Regarding back end innovation, companies are adopting systems
for managing the supply chain in an integrated way, for managing the warehouse and for managing
processes such as business intelligence systems, CRM and ERP. While regarding front end
innovation, retailers are innovating the phases of pre-sale, sale and post-sale by improving the
touchpoints, the online channels, alternative ways of payment and new systems of loyalty. All of
these innovations will contribute to shape the retail of the future. The new retail is not anymore the
place in which the consumer has access to the products but is the place in which it is built a strong
relationship with the customers and it is a place more meaningful and functional. One of the
greatest challenges is to allow customers to interact with the brand though all the five senses. They
have to offer an effective and fulfilling customer experience to customers who are changing their
needs. The current question is how to develop new services that fulfil the demanding and changing
needs of the new customers and about this topic the literature is quite developed, since the
importance of services nowadays is recognised by everyone.
The study conducted by Grewal, Roggeveen and Nordfäl (2017) highlights the new technologies that
retailers use to engage customers. According to them, there are five categories of technologies that
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are impacting the retail. The first one is Technology & Tools to Facilitate Decision Making. These
technologies are revolutionising the shopping experience as allow customers to take decisions
faster having more information on the products. Some examples are apps that allow customers to
check the queue and to take the ticket for a certain date and hour before entering the store, or QR
codes that shows more information about products, or special lenses to see in 3D or even apps that
allow customer to pay without doing the queue at the cash desk. In addition to this, this kind of
technologies help retailer to offer customised products for their customers. Another kind of
technology is Visual Display & Merchandise Offer Decisions that help to design and deliver offers
that stand out. The importance of the organization on the shelf, of the displays, of the packaging
but also of the locational factors is increasing. Then, Consumption & Engagement because
consumers’ actual consumption of goods and services is at the heart of all retailing and providing
customers with a superior experience can differentiate companies (Grewal, Levy, and Kumar 2009;
Verhoef et al.2009). “The customer experience construct is holistic in nature and involves the
customer’s cognitive, affective, emotional, social and physical responses to the retailer” (Verhoef,
Lemon, Parasuraman, Roggeveen, Tsiros, Schlesinger 2009). This experience is created not only by
those elements which the retailer can control (e.g., service inter-face, retail atmosphere,
assortment, price), but also by elements that are outside of the retailer’s control (e.g., influence of
others, purpose of shopping)” (Verhoef et al. 2009, p. 32). Increasing the engagement could create
superior customer experience. The fourth category of technology is Big Data Collection & Usage that
refers to the use of an enormous quantity of data transforming them into information in order to
provide products that customer want. The last category is Analytics & Profitability that means to
implement new strategies thanks to the analytics, for instance omnichannel experiences, dynamic
pricing and mobile targeting. The authors conclude saying that newer forces will influence how
shoppers select channels, choose products and services, and make purchases and that the key to
success in the future retailing is knowing what is different and what is similar in the online and
offline words, as well as how new technologies are going to impact both. For sure innovations make
life easier for customers but retailers must be prepared and embrace these innovations to make
their customers even more engaged.
Services are dominating all the industries around the world and even manufacturing companies
have started to add services in order to differentiate themselves from competitors. Some
researchers have focused the attention on the importance of services in the current economies and
some have highlighted the significance of innovating services. In fact, this increasing importance of
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services and of the developing of new services has shifted the focus of the literature on service
innovation. Some authors consider service innovation and new service development (NSD) as
synonyms, while others think that there is a small difference. Literature on NSD has evolved during
the years, during the 80’ the first studies used qualitative methods to explore the nature and stages
of the service innovation process (Bowers, 1989; Easingwood, 1986; Johne and Harborne, 1985).
Then, quantitative studies have followed to identify key success factors and to highlight the
difference from new product development (NPD). Even if some scholars are convinced that the
literature is now mature (Bryson and Monnoyer, 2004), the majority of scholars emphasize that the
NSD domain remains underdeveloped and that much additional research is needed (Toivonen and
Tuominen, 2009). One of the most active sectors in terms of innovation is the retail.
Instead, some scholars have focused the attention on customer experience, as it is the next step in
what we call the progression of economic value (Pine and Gilmore, 1998). In fact, Pine and Gilmore
were the first scholars to focus the attention of the research on what it was under the eyes of
everyone but investigated by no one: the experience. They were able to see that companies were
selling experiences and not anymore products and services. Experience is what provides the
competitive advantage in the new economics, and therefore provides value to customers. Since
experiences are personal and exist only in the mind of individuals who has been engaged on an
emotional, physical, intellectual, or even spiritual level (Pine and Gilmore, 1998), it is impossible for
two individuals to feel the same experience. Therefore, the is a big issue for companies: how to
provide the intended experience to each customer? Pine and Gilmore set this problem in 1998, but
it is still current. Indeed, it is the same problem companies that adopt innovation of meaning have
when they want to provide the meaning to consumers. For this reason, researchers have done
studies on what are the factors that influence customer experience. Some researches were on the
marketing variables that influence the store experiences such as brand, price, advertising and
location but the main focus is on how to create an immersive experience that engages customers.
In fact, it seems that customers love to be engaged by the brand. All the characteristics of the new
store mentioned above have the same aim of engaging customers in the store. Even if technologies
are becoming commodities and the online channel is spreading, customers still prefer to go to the
physical store at least once in their customer journey. To solve this issue, some companies have
customer experience managers instead of customer relationship managers (Palmer 2010) because
they have noticed that what really matters is not to manage the relationship with the customers
but to manage the experience that customers have when come into contact with the brand through
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the different channels. In fact, it has been demonstrated that the store environment influence
shoppers’ emotions and mood, which in turn influence shoppers’ behaviour (Sacheva & Goel 2015).
This means that companies have to find new ways to engage customers, and here it comes
innovation.
It has been done plenty of research on innovation. In the 70’ the attention was on technology push
innovation, then it has shifted to an innovation pulled by the market and now it is on design driven
innovation. According to Verganti (Verganti 2008), design driven innovation is a radical
improvement of the technologies and a generation of a new meaning, which means that there is an
overlap between technology push and design driven innovation that leads to the adoption and
adaptation of theories on technology management to investigate design-driven innovation. In
addition to this, Verganti has discussed the fact that the market is not given a priori but is the result
of an interaction between consumers and firms (Verganti 2006). Therefore, needs are co-created.
This hypothesis has led researchers to investigate the generation of new meanings and their
translation into new products and services. Regarding this topic, since design driven innovation has
a strong correlation with consumers who help in understanding new meanings, much research has
been done in order to identify a framework that helps to design the process of transferring the new
meaning into a new product or service. Even if there is abundant literature, there is a need to
deepen the research since there is a lack in defining all the steps of the process. Indeed, some
scholars have focused in designing a model for developing a new service, others for developing a
new innovation in services while others have focused on the capabilities that a company needs to
do design driven innovation. But the problem of all this kind of studies is that is not properly clear
how to transfer a new meaning into a solution. It would be interesting to analyse how firms creates
solutions that highlight the new meanings generated and how make customers aware of the new
meanings.
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4.2 The purpose of the research
While new product development (NPD) has been studied for several years by researchers, resulting
in a large and well documented body of knowledge about the NPD process and its key success
factors, the literature on NSD is less developed. Indeed, NSD domain does not have a coherent body
of knowledge because it lacks a scientific community of top scholars conducting high-quality
research that is published in A-level journals and widely disseminated via conferences (Wim G.
Biemans, Abbie Griffin, and Rudy K. Moenaert 2015). Thus, this leads to the fact that there is not a
clear and coherent idea of NSD process. In fact, first there is not a definition of services and of NSD
adopted by all the scholars. This confusion creates misunderstandings in the definition of standards,
and it is not only a theoretical issue but impacts also the definition of an NSD process recognised by
all the researchers. The existent literature highlights the customer involvement in the process, the
role of service employees and the key success factors of NSD but, on the contrary of NPD, does not
provide a framework to follow. Considering the complexity of the service contexts, it is not possible
to have a general model but probably it is necessary to adapt it to the context (Jaakkola, Meiren,
Witell, Edvardsson, Schäfer, Reynoso, Sebastiani, Weitlaner 2015). Indeed, key NSD factors should
be refined, taking into consideration the service context and how it impacts on the process, and not
considering services at large just to have a great sample for statistical analysis (Wim G. Biemans,
Abbie Griffin, and Rudy K. Moenaert 2015). Then, the NSD literature needs a shift in the approach
because it has to pass from qualitative surveys to in-depth analysis such as cases research, action
research, ethnographic research, and participant observation in order to have a clear view of how
companies develop services. In order to fill these significant gaps in the literature, there is a need of
continuing the research, also because they create problem not only to the theory but also the
practice. Indeed, companies does not have a coherent point of reference to follow in developing
new services. Since there is not an integrated body of knowledge about NSD, every researcher has
her own ideas and so do the companies. Therefore, it happens that companies develop new services
in different ways and the ones able to adopt a successful process, succeed.
Product and service development is key to gain competitive advantage and being able to innovate
them could contribute to the success of a firm, but there are not references, or at least there are
references, actually there are thousands of papers on NSD, but they do not agree. For instance,
there is not a stage process for NSD adopted by the majority of the scholars. The issue is that the
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literature does not answer to the questions of the companies that are in this situation. How do they
know that their NSD process is the right one? And what capabilities are needed? The reason to the
failure of some firms that have recognized a new need and want to answer with a new service could
be this.
As said, there is a lack in the literature regarding frameworks that should help companies
transferring an innovation of meaning into services. In this case, the focus is on retail services. The
purpose of this research is to understand how co-creation could help retailers to highlight the
meaning of the experience in the store. The study starts with an analysis if the literature in order to
clarify the situation of the research in order to demonstrate that the current literature has some
lacks and to find the basis from which to start the analysis. Then there will be analyses four case
studies. The cases that will be taken into consideration are companies that have already identified
a new meaning and have transferred it into a successful retail solution. The study wants to
understand how the companies were able to realize a successful solution for the intended meaning,
in order to design a model that can help other companies to do the same with new meanings. The
reason behind this research is that the retail is a dynamic and interesting context in which
companies are forced to innovated in order to be competitive. Therefore, we are seeing several
radical innovative retailers, but even if there are plenty of companies that are successful, there is
still a good percentage that discovers a new meaning, but it is not able to transform it into a
successful solution. The current literature does not satisfy this need because proposes frameworks
that do not include specific guidelines to do this step. The majority of the current studies focuses
on the steps to do to create a new meaning but then does not go further with indications to realize
a solution. Then other studies focus on how to engage customers in the store but do not consider
the different kinds of innovation. Several retailers use innovation to engage customers, for instance
some use the virtual reality or QR codes, but these innovations are technological and do not change
radically the meaning of the experience. Adding new features to an experience does not mean to
change the meaning. A successful example of innovation of meaning in the retail is IKEA that had
put pencils inside the store in order to stimulate the customers to do it yourself. Some firms are
using the interaction inside the store to make customers perceive the new meaning generated, but
there are still several retailers that fail to highlight the new meaning during the experience in the
store. Therefore, companies face difficulties and it seems that the only useful tool to overcome this
issue is intuition: if the intuition is good, the solution would be successful, otherwise it would be a
failure. This thesis wants to substitute the intuition with specific guidelines that can be applied in
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different retail contexts in order to help companies in providing the intended innovation of meaning
through the co-creation opportunities between firm and customers during an experience in the
store.
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5 Innovation in services
Innovation in services is a topic that has been touched several times by different scholars and it is
still not fully understood. Thanks to the servitisation of the society, more attention has been
dedicated to service innovation by scholars. The literature has evolved from considering both radical
and incremental innovation as two different kinds of innovation, to considering different sources of
innovation and not only R&D. The nature of services makes difficult to understand the innovation.
Indeed, innovation in services is often the result of non-structured process driving from an analysis
of the consumers’ needs and sometimes it is even difficult to recognize them as innovations. In fact,
it is difficult to notice a change in a service rather than in a product, since it is easily recognizable a
new product, but it is not easy to detach a new service, as it is intangible. Then, is also hard to
distinguish between service innovation and process innovation because services are simultaneously
both products and processes (Toivonen and Tuominen 2009). This leads us to the conclusion that
there is a need of research in service innovation, even if some authors have tried to do a literature
review to make some order.
Combs and Miles have done an analysis of the literature and have found that there are three
different perspectives on service innovation (Combs and Miles 2000):
- The assimilation perspective views service innovation basically as a technological innovation.
It follows the Schumpeterian approach in which the innovation is given by the technology it
is an outcome new to the world that creates exchange value for the firm. This view focuses
on the internal perspective of innovation.
- For the demarcation perspective service innovation differs in nature and character from
product innovation. The definitions of service innovation focus on inventions that are new
to the firm and suggest that the change in the offering does not need to be substantially
new, introduced in the market, or make a substantial profit in order to be considered a
service innovation. In practice, this means that all service firms develop service innovations.
But this concept creates more confusion because it is not clear the distinction between new
and innovative. In fact, if every service firm that develop new services, develop service
innovation, it means that all the new services are innovations, but this is a step behind to
the Schumpetrian definitions of innovation and of the distinction between new and
38
innovation. A new service is like an invention, an innovative service is a new service that has
already created value for the firm that has develop it and has changed the market allowing
the frim to become a leader.
- The synthesis perspective provides an integrative perspective that considers both the
outcome and the process. This view goes beyond the Schumpeter’s perspective but creates
difficulties in understanding what is a successful service innovation, since it is not clear if it
is the process or the outcome.
In the following table there are some definition of service innovation according to these three
different perspectives.
Affiliation perspective
Authors and year Definition Giannopoulou et al. (2014)
“A type of product innovation involving the introduction of a service that is new or significantly improved with respect to its characteristics or to its intended uses”
Henrike and Schultz (2014)
“Creation of solutions, which can either be emerging incremental adaptations or completely new solutions for products, services, or processes to significantly benefit the care situation of patients”
Kuo, Kuo, and Ho (2014)
“A new way of business thinking to reform relatively conservative and inflexible operational procedures and processes, which can transform organizations to better meet the needs of their markets”
Demarcation perspective
Authors and year Definition Cheng and Krumwiede (2010)
“Fundamental change in services that represent revolutionary changes in technology or service benefits.”
Lin, Chen, and Chiu (2010)
“Manufacturers' engagement in various innovation activities to enhance customer satisfaction, including after-sale services, warranty policy, maintenance routines, and order placement systems.”
Love, Roper, and Hewitt-Dundas (2010)
“New or significantly improved service”
Salunke, Weerawardena, and McColl-Kennedy (2011)
“As the extent to which new knowledge is integrated by the firm into service offerings, which directly or indirectly results in value for the firm and its customers/clients.”
Enz (2012) “The introduction of novel ideas that focus on services that provides new ways of delivering a benefit, new service concepts, or new service business models through continuous operational improvement,
39
technology, investment in employee performance, or management of the customer experience.”
Jian and Wang (2013)
“Enterprises' intangible activities formed in the process of service, using a variety of innovative ways to meet customer needs and maintain competitive advantage.”
Den Hertog, Van der Aa & De Jong, 2010
“New service experience or service solution that consists of one or several of the following dimensions: a new service concept, new customer interaction, new value system/business partners, new revenue mode or new organizational or technological service delivery system”
Synthesis perspective
Authors and year Definition Toivonen and Tuominen (2009)
“New service or such a renewal of an existing service which is put into practice and which provides benefit to the organisation that has developed it; the benefit usually derives from the added value that the renewal provides the customers. In addition, to be an innovation the renewal must be new not only to its developer, but in a broader context, and it must involve some element that can be repeated in new situations, i.e. it must show some generalizable feature(s).”
Ordanini and Parasuraman (2010)
“Offering not previously available to the firm's customers—either an addition to the current service mix or a change in the service delivery process—that requires modifications in the sets of competences applied by service providers and/or customers”
Cho, Park, and Kim (2012)
“Introduction of new or significantly improved services and products.”
Santamaría, Jesús Nieto, and Miles (2012)
“New services have been introduced into the market, or existing services have been significantly improved or important changes have been made to their basic characteristics, intangible components or desired purposes.”
Skålén et al. (2014) “The creation of new value propositions by means of developing existing or creating new practices and/or resources, or by means of integrating practices and resources in new ways”
Biemans, Griffin, and Moenaert (2015)
“Service innovation as the process of devising a new or improved service, from idea or concept generation to market launch.”
TEKES “Service innovation is a new or significantly improved service concept that is taken into practice”
Table 2 - Service innovation definitions
As we can see, there is not a clear concept of service innovation and therefore it is difficult to
distinguish it from NSD. For what concerns our study, the affiliation perspective is not suitable
because service innovation in the retail context is not generated only by the technology, even if
without the technology we could not have innovative stores. Even the demarcation perspective is
not appropriate because it implies that all the service firms do service innovation and therefore, we
could analyse any company. The synthesis perspective has more fit with our purpose since it
includes the process and the outcome and also the market launch of the service in order to consider
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the generated value for the consumers. The problem of considering both the process and the
outcome is that then the concepts of service innovation and NSD are the same. Indeed, the
definition of service innovation provided by Biemans, Griffin, and Moenaert in 2015 is valid also for
NSD, as they consider them as synonymous. Therefore, for our purpose, the best definition is
“Service innovation is a new or significantly improved service concept that is taken into practice”
because it considers service innovation as the outcome and NSD as the process. This definition is
the one considered by the Finnish research agency TEKES, that also describe service innovation as
something based on technology even if the innovation is not necessarily related to a new technology
but to non-technological areas.
This definition excludes to consider the innovation process that leads to the development of the
new services and this bring us to the NSD concept. We will come back later on this topic when we
will address the NSD concept. There it is explained what is NSD, what is the difference from service
innovation and why do we need to consider it but first we will analyse two different kind of
innovations, radical and incremental, since the outcome and the process of developing them could
be very different.
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5.1 Radical service innovation
Radical innovation, or discontinuous or ad hoc innovation, consists in a completely new technology
in a new market, which means that no one has that technology and that there is not something
similar in the market. Indeed, radical innovation is very innovative and therefore requires high
commitment. Companies have to invest a considerable amount of capital without being sure of the
success. There is a high degree of risk but then if it is successful, the company is able to gain
outstanding profits and to achieve a major competitive advantage (Griffin 1997). This view is shared
also by the 1995 PDMA best practice study and by Storey and Easyngwood in 1998, while
Kleinschmidt and Cooper in 1991 and de Brentani in 1995 agree on the fact that both radical and
incremental innovations could be equally successful because usually firms obtain the competitive
advantage thanks to the radical innovation but then they can sustain the advantage only with
incremental improvements. So, the question is: “Should companies develop radical or
incremental?” There is not a correct answer, but the study done by de Brentani in 2001 suggests
being successful in incremental and radical new services is essential for the long-term performance.
Therefore, it is necessary both to radically innovate and then to add several incremental
improvements. In our research, we focus on radical service innovation because as said in the
introduction, the retail filed is continually changing and more and more retailers are disrupting the
market. Radical service innovation is definitely more interesting nowadays and there more
possibilities to gain outstanding profits, so companies can benefit more and can also obtain
significant competitive advantages.
Now the question is: “What companies have to do to develop successful radical services?” De
Brentani in his study analyse some factors that have an impact on the success of the radical
innovation and also the fact that the kind of innovation influences the activities to do to develop
the new service. She suggests that a radical service innovation requires a different NSD process from
the one of an incremental service innovation and that a well-planned NSD process can provide
important benefits. Regarding radical service innovation, she said that having an open and highly
innovative new product culture within the firm is a primary route to success. Then, having highly
trained experts who have an intimate knowledge of the product and the customer and
understanding and responding to the specialized and long-term needs of customers play an
important role in the success of the service.
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The study conducted by Song and Montoya-Weiss instead highlights that usually service companies
that develop incremental innovation focus the attention on the strategic planning activity while the
ones that develop radical innovations do not place sufficient emphasis on this activity; and this is
the opposite of the order that the study recommends.
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5.1.1 Design driven innovation
There are two kinds of radical innovation: technology push and design driven. A technology push
radical innovation is a completely new product given by a new technological discovery while a design
drive innovation (DDI) is an innovation of meaning. While the literature on technology push is
mature and well understood by researchers, DDI literature is quite confuse. This is because
definition of design is fluid. There are several interpretations of design and scholars tend to accept
that the concept of design is broad. Starting from the first authors who tried to define design, we
see that design is strictly correlated with product development. For László Moholy-Nagy in 1947
design is an attitude that has many connotations and it is the balance of elements such as materials,
shape, colour, volume and space. For Tomas Maldonado design determines the formal qualities of
products (Maldonado 1969) and for Eames the design depends on constraints such as price, size
and surface (Eames 1969). Then some interpretations are closer to user centred design and to the
market research and branding. For Dreyfuss design has a strong relationship with people and
designers should make people happy (Dreyfuss 1955). This is the reason why many people think
that design is the aesthetic and the style of a product. Recently, the World Design Organization has
tried to find a new and more current definition for design that respects the new role that design has
in the industrial context it defines industrial design as “a strategic problem-solving process that
drives innovation, builds business success, and leads to a better quality of life through innovative
products, systems, services, and experiences”. As we can see from this definition, there are new key
words that characterize design: design is strategic in the sense that has a fundamental role in the
strategy of the company and is a problem solving process that contributes to innovate products and
services. This concept is certainly more actual and reflects the DDI principles. We will not go deeper
in finding the correct definition of design, but we have to clarify what is design when we talk about
DDI. For DDI, design derives from the awareness that every product has a meaning and from the
fact that people buy meanings and not products. In other words, products have for people
emotional and symbolic meanings that does not result from market evolution. This is valid also for
services that have a meaning too. Indeed, just look at what Starbucks did: Starbucks was able to
innovate the meaning of the café, that is now a home away from home. Starbucks has changed the
meaning of the traditional café because, by putting the client’s name on the mug, has become a
home away from home. This change of meaning has implied also a change in the price. Starbucks
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requires a premium price and has changed the market of coffee. Before Starbucks, premium price
coffees were only the 3% of all coffee, in 2000 were 40% (The Starbucks Effect, Vishwanath and
Harding 2000, Harvard Business Review). Even Nespresso is now a premium coffee and has designed
another change of meaning: in a Nespresso store, customers can taste coffee and listen to coffee
explanations becoming themselves coffee experts. Why do we see innovations of meaning?
Meanings change over the years and firms must be able to understand these changes in order to
obtain the competitive advantage. The process through which a company can innovate the meaning
of a product is design. “Design is making sense of things” (Peter Butenschon). Design innovates
meanings, and meanings make difference in the market. During the recent years, we have seen
several innovations of meanings, some examples are the Nest thermostat, the Swatch watches, the
Yankee candles, the IKEA do it yourself, and so on. There are evidences that some changes are
happening, and innovation of meaning can exploit those changes. Therefore, companies have the
opportunity to benefit from this. Indeed, design-driven innovation has significant implications for
company’s economics: profit, assets, investments, and shareholder value (Verganti 2009). Design-
driven innovation creates products with strong personality thus boosts the company’s sales volume
because people are willing to pay a high premium price for a more meaningful product. It also
contributes to brand equity since meanings are authentic and contribute to the image of the
company. Then, DDI requires low investments. In fact, there are several design drive innovations
provided by small-medium firms. All these benefits impact on the value of the company for the
shareholders.
How do companies develop a design drive innovation? The following process is the one developed
by Verganti in Overcrowded in 2018. The DDI process starts from us, as individuals. We begin by
envisioning our own hypothesis about what we would love that people love. The way we envision
possible hypothesis is not based on ideation but on reflection and self-criticism. We focus on the
meaning of our proposal, on why customers would love it rather than focusing on how problems
can be solved. We do not have to think to a solution, as we will see, solutions come after. Then we
have to move outside and the most delicate way to do it is to work in pairs because pairs are two
individuals who are envisioning similar directions. By challenging each other they will naturally tend
to go deeper in their reflections, without killing their visions. The next step is to move to a newer
direction. We want to compare and combine different hypothesis in order to search for
unprecedented interpretations. For this reason, the pairs assemble into a larger group that we call
a radical circle. Circle because participants have been carefully selected and they work closely
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together, typically in the format of an intense workshop. The next step is to go outside the
organisation, first to interpreters, i.e. experts from far-flung fields who address our strategic context
but from different perspectives and finally to customers, i.e. those who will hopefully love our
products. As we can see from the process, DDI is different from user centred innovation that is based
on users. User centred innovation wants to get close to users in order to understand their needs
and to find the solution that answer to those needs, while DDI comes from inside and from the
capabilities to attract interpreters in order to share knowledge (Verganti 2008). This is based on the
assumption that the market is not given a priori but is the result of an interaction between
consumers and firms: needs are co-created (Verganti 2008). Actually, DDI is closer to technology
push rather than to user centred innovation (Verganti 2008). In fact, market pull innovation start
form an analysis of the users’ needs and then search technologies and languages that can satisfy
those needs. User centred is included in market pull innovation, as both starts from users. Instead,
technology push derives from the discovery of a new technology and DDI propose radical new
meanings that implies a change in sociocultural regimes. As we see in Figure 24, there is an overlap
between technology push and design-driven innovation in the upper left corner that means that
radical technological changes are often associated with radical changes in meanings. This highlights
the fact that shifts in technological paradigms comes with shifts in sociocultural regimes. Indeed, it
happens often that a DDI is realizable thanks to a new technology as for the Nintendo Wii, that has
exploited new sensors for the game field, and that new technologic innovations have to analyse
users’ needs otherwise there is the risk of producing products that nobody wants.
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Figure 3 - Innovations strategies (Verganti 2008)
Regarding retail, the value is generated through the different innovation strategies. Technology
helps retailers to implement innovations. For instance, the integration of the online and offline
channels and the omnichannel retailing are the new technologies that allow firms to implement the
new concept of seamless store. This technological dimension is part of the construct that has been
drafted thanks to empirical research and it is called “how-solution” of retail service innovation
strategy. It regards decisions about new technical solutions that improve end-to-end operations and
satisfy utilitarian needs (Pinto, Dell’Era, Verganti, Bellini 2017). Another dimension regards the
market. Marketing policies and 4Ps have a relevant role in the retail innovation strategies because
value is generated through an analysis of consumers’ needs and behaviours (Berry et al., 1990;
Homburg et al., 2002). The aim is the creation of the perfect experience that attract and engage
customers on a personal level. This market dimension is called “what-experience” of retail service
innovation strategies. It regards decisions about new forms of interaction that satisfy hedonic needs
(Pinto, Dell’Era, Verganti, Bellini 2017). Then, there is the design dimension that in which there is an
innovation of the semantic dimension of the product. Meanings are not given but can be innovated
due to the evolution of the socio-cultural context and the discovery of new technologies (Pinto,
Dell’Era, Verganti, Bellini 2017). This dimension is defined as the “why-meaning” of retail service
innovation strategy and it regards the new meanings of visiting a store. In figure 2, it is summarized
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the construct explained before. The figure explains how retail firms use DDI to obtain competitive
advantage.
Figure 4 - How, What, Why (Pinto, Dell’Era, Verganti, Bellini 2017)
The figure above shows the correlation between the intended meaning found by the firm and the
proposed solution to costumers, but it is not clear how do firm pass from a meaning to a solution.
Are there some steps to follow or is it only a matter of intuition? The framework proposed by
Verganti in 2018 explained before, illustrates some steps but still do not explain how to transform
into practice solution the intended meaning. Therefore, we see now how the literature on NSD has
evolved in order to find an answer to this issue.
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5.2 New Service Development (NSD)
New service development is relatively new compared to new product development and this is a
challenge for companies that have to manage NSD. Regarding NPD, the literature is mature and
convergent to a unique conclusion and the effectiveness of the NPD has been already proven. In
fact, the product development process is a set of activities that the company performs in order to
deliver a new product to the market. The most recognized process by scholars is the one proposed
by Booz, Allen and Hamilton in 1982. The framework has seven stages:
1. New product strategy development: set objectives and requirements that the new product
should comply with
2. Idea generation: search for new product ideas, both internally and externally to the
company;
3. Screening and evaluation: filter all the ideas generated in order to find those ones that are
good and achievable;
4. Business analysis: evaluate the attractiveness of the market, the predicted costs and sales
and to understand if all those constraints satisfy the goals in order to move the concept to
the product development phase;
5. Development: the concept has to become physical. If the company want to test the product,
the R&D should develop a prototype without investing too much, then the prototype is
tested;
6. Testing: the product and its proposed marketing program are tested in realistic market
settings;
7. Commercialization: if the tests are satisfying, the company decide to put the product into
market.
These seven stages are the result of years of studies and nowadays the field agree on this process,
but we cannot say the same for NSD. As said previously, there is a need to have a structured model
for services because the current literature does not fill this gap. Before considering this issue, we
have to understand if we really need a different process for NSD or if can use the same process of
NPD.
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Here there are some divergences among authors. The first researcher who has tried to answer to
this question is Gebauer, who has proved that a structured process for NSD is key for having a
successful NSD (Gebauer 2007). However, this study has a limitation: it concentrates only on
manufacturing companies. Therefore, it is not fully applicable to all the service companies. Anyway,
this research has put the attention on the issue and has attracted other authors such as Edvardsson.
In one of his papers, Edvardsson together with other scholars, has said that what Gebauer has
demonstrated is not true at all but that it depends on the innovation modes. In fact, for some kinds
of innovation, it is necessary a structured process of NSD different from NPD, while for others is not
the key point. Indeed, what really counts for service development is the fit between different
innovation modes and the NSD process, rather than the NSD process per se. This means that NSD
could be different for a radical innovation respect to an incremental innovation. But this discovery
has the same limitation of the Gebauer research: it focuses only on the manufacturing companies.
So, the problem still remains. What if a service company should develop a new service? Can it follow
the NPD process, or it is better to have a different and structured process? Even if the focus was on
manufacturing companies, they agree on the fact that for radical innovation (or ad hoc innovation)
it is necessary a structured process separated form NPD. Edvardssson et al. just add that for a
manufacturing company is not needed to have structured processes different from NPD processes
for an incremental innovation of a complementary service since their focus is on the product. Well,
now considering only service firms, we should understand if they can develop successful services
following NPD processes. The answer is no. Indeed, products and services have different
characteristics that do not allow this. This is the reason why companies do not follow the NSD
process for developing new services (Gremyr, Witell, Löfberg, Edvardsson and Fundin 2014):
because it is built on NPD process without considering the differences between products and
services. There are several factors that are different to products and that affect the development
process (Table 1), one of these is the role that users and service staff can play in NSD.
Product Service
Tangibility Intangibility
Separability Inseparability
Imperishability Perishability
Non-heterogeneity Heterogeneity
Ownership Non-ownership
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Non-fluctuating demand Fluctuating demand
Quality easily measurable Quality difficult to measure
Table 3 – Characteristics of products and services
In fact, subsequently other authors have posed the question of whether it is right to have a unique
process for all the services (Jaakkola, Meiren, Witell, Edvardsson, Schäfer, Reynoso, Sebastiani,
Weitlaner 2017). In fact, services can be very different from each other and therefore, the NSD
process should be adapted to the context. So, if we should have different processes according to
the contexts, it is reasonable to think to have different and separated processes also for NPD and
NSD. Probably the best alternative is to have a structured process for NSD that can be adapted to
the different contexts and innovation modes. In particular, we need a structured process for radical
innovation since it is the more innovative and therefore risky. But even if it is an incremental
innovation, there is a need to have a structured process, otherwise companies will continue to
follow their own processes that are sometimes integrated with NPD processes or that are coincident
to the NPD processes their selves, with more probabilities to fail.
Now that is clear the need of a structured NSD process, let’s try to define NSD. Even on this point
there is not a coherent idea. In fact, some authors follow the more common tradition and consider
NSD a synonymous of service innovation while others consider them two different concepts. As said,
we consider service innovation as “a new or significantly improved service concept that is taken into
practice” because the other definitions of the synthesis perspective overlap with the concept of NSD
process. In fact, we can consider as definition of NSD the one provided by Biemans, Griffin, and
Moenaert in 2015 for both service innovation and NSD “as the process of devising a new or
improved service, from idea or concept generation to market launch”. We use this definition only
for NSD because for what concerns our study it is better to differentiate between the outcome and
the process of a service innovation otherwise it becomes hard to understand why some innovations
succeed and some fail. And since, this is the best definition for the NSD process because it considers
the entire process form the idea to the market launch giving an internal perspective, without
considering the generated value for the consumers, as it would has mean to consider also the
outcome of the process and this is not what we want to do.
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Now that we have a clear idea of what is service innovation and NSD, we have to analyse the NSD
process in order to understand in detail what the companies do to develop a new service. Some
authors have focused on the frameworks, other on the key success factors and best practices. We
see first the key success factors and best practices and then the different frameworks. Edvardsson
and Olsson have argued that it is essential to develop and provide services of the right quality in a
resource effective manner because customers are affected by the perceived quality of the service
(Edvardsson and Olsson 1996). In order to develop the right quality from the start, the process
should adapt to the customers’ logic. In addition, they suggest to develop the service concept that
is the prototype of the service, the service system that are the needed resources and the service
process that is the chain of activities in order to provide the service. If the company is able to adapt
these three developments to the customers’ behaviour, the result is a quality service offer. The
concept of service quality was highlighted also by de Brentani, who suggested that a key success
factor is the developing of improved functional and experiential quality that makes the service
superior to the competitors’ offers (de Brentani 1991). Then, the process and the strengths of the
firm contribute to the developing of the necessary quality. Probably this concept is suitable for the
services in 1990s but, for current services that have to compete in a dynamic, challengeable and
continually innovative environment it is not sufficient to provide a better quality and to adapt to the
customers to be successful, or at least it is sufficient for market pull and technology push innovations
but maybe not for design driven innovation. DDI comes from the individuals and not from an analysis
of the customers’ needs because customers cannot know to have a need of a service that does not
exist yet. Then, the focus has shifted to identifying the customers’ role in the NSD process. For some
managers the customer’s involvement is fundamental, especially for the cocreation. Some authors
have demonstrated that customer co-creation is less critical than previously thought and that it is
important not only to collect data about customers but also to understand what kind of information
are and to integrate that information in the NSD process (Edvardsson, Meiren, Schäfer, and Witell
2013; von Hippel 1994). Managers should focus on how teams interact with customers because the
process should be able to internalize external knowledge in the right stage in order to save time and
money. To do this successfully it is needed a service development strategy that fit existing business,
resources and skills (Edvardsson, Meiren, Schäfer, and Witell 2013). This is a great shift of the
concept of service, from a market category to resources in customers’ value creation process, that
is exactly the idea of service-dominant logic (Vargo and Lusch 2004; 2008; 2017). If managers do not
understand the importance of having a service development strategy that aligns the strategy of the
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firm with the design of the new service, they will pay low attention to the integration of customer’s
information and to the alignment between strategy and resources, capabilities and organizational
units; this will lead to low investments and to a higher probability of failure (Edvardsson, Meiren,
Schäfer, and Witell 2013). Managers should balance the internal resources so that they will have a
higher probability to succeed.
Regarding the frameworks, the first models were drafted by Boers and by Scheuing and Johnson in
1989. The former is an 8-stage model in which the phases are linear and sequential, the latter is a
15-stage model. The model proposed by Bowers has the following stages: New product strategy,
Idea generation, Screening and Evaluation, Business analysis, Development, Market testing,
Commercialization. While the model proposed by Scheuing and Johnson has the following stages:
New service objective and strategy, Idea generation, Idea screening, Concept development, Concept
testing, Business analysis, Project authorization, Service design and testing, Process system design
and testing, Market program design and testing, Personnel training, Service testing and pilot run,
Test marketing, Full scale launch, Post launch review. The model proposed by Scheuing and Johnson
is more comprehensive, probably too much, but still does not include the formation of cross
functional teams, parallel processing of the development stages and cycle time reduction that have
been highlighted in the NPD models. Then, these models have another limitation: they do not
include the interaction with customer even if for service firms, the customer plays an important
role. To solve these problems, Alam and Perry (Alam and Perry 2002) have proposed a new model
that can be both linear and overlapping (Figure 3) and that consider the customer in each stage. The
study highlights an important discovery: small organisations tend to use parallel stages, while large
organisations sequential stages. Even if the research suggests to use a sequential model, as other
authors have concluded (Cooper and Edgett, 1996; de Brentani, 1989; Edvardsson and Olsson,
1996), there are some contexts in which it is better a parallel model. Indeed, in dynamic contexts in
which there is a need to develop services quickly, overlapping stages are more suitable. Overlapping
stages allow firms to start a new phase even if the previous one in not finished yet and therefore to
save time and this is particularly useful in services because innovations are copied quickly in service
industries (Johne and Storey, 1998). The study has given a great contribute to the NSD literature
even the focus was only in business to business financial services. Therefore, other studies in other
fields should prove that it is possible to generalize the model.
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Figure 5 - Alam and Perry linear and parallel models (Alam and Perry 2002)
In another study, Alam has proposed the same model but with other considerations (Figure 4). It
highlights the activities performed by firms and by users as the previous one. Users are essential to
NSD process, they contribute to each stage. Indeed, the customers’ involvement provide several
benefits to the NSD process, according to the study. First, thanks to users’ involvement it is possible
to create differentiated services that provide unique value to customers, then, the cycle time is
reduced as the NSD process can be stimulated. It also helps to tell users how to engage into the
service, about the use and attributes of the new services. Then, for sure there is a more rapid
diffusion of the service that accelerates the market acceptance. This point leads to another benefit
that is the improvement of public relations with customers. The last benefit is the creation of long-
term relationships with users. The study identifies also some modes to engage users: face to face
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interviews, user visit and meetings, brainstorming, users’ observation and feedback, phone, faxes
and emails and focus groups discussion. Interviews and users’ visit and meetings were the most
preferred ones by firms because are less expensive and easier to organize.
Figure 6 - Activities at various stages of the development process (Alam 2002)
This is a comprehensive model that take into consideration different aspects of NSD process.
However, it presents the same limitations of the previous model: the study has considered only
business to business financial services. Then, one could argue that users should not participate in
the stage 5 because how can user select team members if they do not know the internal
organization? As underlined by Alam himself, the creation of cross functional teams is fundamental
for NSD process (Alam and Perry 2002) and if the team is not built correctly, the result could be a
disaster. Therefore, why should external users participate in this decision? Nevertheless, the model
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is improved thanks to the addition of the stage of “formation of cross-functional team”, the
involvement of users and for the fact that it is possible to overlap some stages. In Figure 5 we can
see the comparison between all the models.
Figure 7 - Comparison between NPD and NSD models
The last explained model is the one that has been accepted the most in the field even if in the recent
years Alam and Edvardsson have discussed the importance of having ad hoc model for services since
the environment has now become dynamic. Alam sustains that in dynamic contexts the process
should adapt to the situation, market conditions and type of service and proposes a new model with
only four stages because there is a need of saving time in order to be the first in the market. This
framework is the result of a research conducted in US, Australia and India considering the financial
sector. Therefore, Alam suggest that this new study is more adapt to the new context in which
companies are international. The findings are interesting. Indeed, the research has demonstrated
that the other models are not current anymore because all those stages are redundant and
ineffective. For instance, the strategic planning phase is not used anymore and even the formation
of cross functional teams, that in the previous model was fundamental, is eliminated because there
is a need to have more informal processes and faster NSD cycle time. Customer are still involved in
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all the phases and play a critical role and the first three stages can overlap, so that the cycle time
will be very short. The process is the following and it is showed in Figure 6 and the activities
performed by the customers are showed in Table 3.
Figure 8 - NSD process (Alam 2014)
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Table 4 - Activities performed by the customers (Alam 2002)
This model seems more contemporaneous; however, it has some limitations. First, it focuses only
on financial services and only in three countries. Therefore, it is necessary to extend the research.
Then, the study has collected qualitative data and has suggested conclusion without quantitative
data and did not measure the success or failure of the analysed services, so, it is not clear if the
model works. Another thing is that several service companies still have the stages of strategic
planning and testing, especially start-ups that use the lean start-up approach (Ries, 2011).
Edvardsson and other authors agrees on the fact that it is difficult to have a structured process for
every kind of service and instead it is better that the process adapt to the situation (Jaakkola,
Meiren, Witell, Edvardsson, Schäfer, Reynoso, Sebastiani, Weitlaner 2017). The study provides some
insights for managers regarding the use of an NSD process. Indeed, managers should be flexible and
in particular the author distinguishes between low and high contact intensity and low and high
technological complexity (Figure 7). Contact intensity refers to the degree of contact with the
customers and technological complexity to the complexity and intensity of the involved technology.
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Figure 9 - Services' typologies (Jaakkola, Meiren, Witell, Edvardsson, Schäfer, Reynoso, Sebastiani, Weitlaner
2017)
Each cluster have different methods and tools, for instance knowledge-intensive services use more
formalized process with the interaction with customers and external parties, the opposite of
routine-intensive services. It is interesting the finding that knowledge-intensive services have a high
number of developed services and the highest number of survived services. An explanation could
be that the customers’ involvement helps in the developing of new services with a high contact with
the customers and it seems that contact intensive services should pay a particular attention to the
customization.
In the recent years it is emerged the idea of customers’ involvement in the process and nowadays
it is accepted by the scholars, as they agree on the fundamental role of the customers for developing
new services. This reminds us to the service-dominant logic in which the value is generated through
the cocreation. The underlying idea is that people apply their skills in a reciprocal exchange system
in which someone benefit someone else and in exchange she receives a benefit (Lusch and Vargo,
2014, Vargo and Lusch 2016). Since the interaction with users is a feature of service (John and Storey
1998), the NSD process should focus not only on the service itself by also to the nature of interaction
with users (Shekar 2007). The findings prove that users’ involvement provide benefits to the firms
and managers have to be more proactive in collaborating with users since the first stages (Alam
2002).
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6 Customer Experience
In the recent literature, attention to customer experience has grown, a great number of papers had
touched the topic and companies are more and more attentive to customer experience developing
frameworks and processes to manage it in a proper way. Customer experience, if managed properly,
can provide several benefits to companies because affects customer satisfaction (Liljander and
Strandvik 1997), delivers customer loyalty (Yu and Dean 2001, Pullman and Gross 2004,
Mascarenhas et al. 2006), influences expectations (Johnson and Mathews 1997, Flanagan et al.
2005), instils confidence (Flanagan et al. 2005), supports the brand (Grace and O’Cass 2004, Berry
and Carbone 2007) and also creates emotional bonds with customers or, conversely, leads to
emotional scarring (Pullman and Gross 2004).
Several authors have talked about customer experience as a way to gain competitive differentiation
(Pine and Gilmore 1998, Prahalad and Ramaswamy 2004, Meyer and Schwager 2007). Christopher
et al. (1991) argued that during 1950s and 1960s the differentiation was based on tangible goods
and when tangible goods became a commodity in 1970s, the differentiations moved to services.
Then also services began generic and therefore the differentiation started to be based on
experiences in 1980s. This argument has been taken over by Pine and Gilmore in their “Welcome to
the experience economy” (1998). Another framework to explain the increasing interest in customer
experience is the relationship marketing. Relationship marketing focuses on customer retention and
satisfaction because recognizes the long term value of customer relationships and expands the
communication not only to promotional messages but to a true experience. In fact, a new body of
literature focuses on the emotional aspects of the customer experience given by the service
encounter (Oliver, 1993; Richins, 1997; Barsky and Nash, 2002). But relationship marketing is
challenged by the fact that customers who are satisfied with their relationship may nevertheless
not return to a service provider (Brady and Cronin, 2001; Gerpott et al., 2001), and therefore it has
been criticized. Another framework is the environmental response model which states that since
customer experience regards non utilitarian benefits, it could be expected that interest in customer
experience advances during periods of prolonged economic prosperity. These frameworks present
different perspectives and it is difficult to extract a unified theory; however, the first model finds
more followers, but this confusion does not help. In fact, literature on customer experience has a
gap in defining the nature of experience and in providing the tools that companies can use to
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improve customer experience. From the first perspective we can deduce that that customer
experience is an evolution of the service experience, while the service is a process, customer
experience is the personal interpretation of the service process and interaction and involvement
with it during the journey through the touch points, and how those things make the customers feel
(Csikszentmihalyi 2000, Johnston and Clark 2008, Meyer and Schwager 2007, Pullman and Gross
2004, Shaw and Ivens 2002).
According to Pine and Gilmore, experiences are a distinct economic offering (Pine and Gilmore
1998). In fact, an experience is memorable and personal because exists only in the mind of the
customer. This means that even if customers participate at the same event, they do not live the
same experience because it depends on the personal mood of that moment which is given by
several factors, including past experiences.
Figure 10 - Economic distinctions (Pine and Gilmore 1998)
According to this view, experiences differentiate the offering. Experiences are the next step after
services and in order to be competitive, a company has to stage experiences that sell. It is not
enough to provide a simple experience around goods or services to sell them better, but it is
fundamental to create experiences that require a fee.
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Figure 11 - The progression of economic value
In analysing customer experience, we should consider two perspectives: the traditional information-
processing and decision-oriented approach and the experiential perspective (Payne and Frow 2007).
The former refers to as the cognition, affect and behaviour (CAB) approach, and suggests that the
customers is involved in goal-directed activities, which means to sacrifice something in order to
satisfy a need, while the latter refers to the emotional and non-utilitarian aspects of consumption,
which means that the value resides in the experience of consumption and not in the object (Payne
and Frow 2007). If the company is engaged in a b2b context, it should focus on an information
processing approach as it is a more rational approach, while if the company is in a b2c context, it
should focus on an experiential perspective. However, both perspectives are important it is
necessary to take both of them into consideration. Focusing the attention to the information-
processing means to consider the traditional marketing process that uses leverages such as product,
price, place and promotion in order to catch the attention of customers and creating value selling
products that satisfy their needs. But this approach is not enough, since consumers receive different
stimuli that influence the experience of buying a product or of using a service. Therefore, it is needed
to consider all those aspects that in some ways affect his buying process, for example past
experiences. The reasons behind this is that while goods and services are external to the buyer,
experiences are inherently personal, existing only in the mind of an individual who has been
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engaged on an emotional, physical, intellectual, or even spiritual level. These affirmations seem to
define customer experience as a market entity that differs from goods and services, as Pine and
Gilmore explained in their study (Pine and Gilmore 1998). They also tried to figure out the
characteristic of the experience and identify two axes: customer participation and connection.
Customer participation refers to the degree of the participation of the customer which can be active
if she plays key roles in creating the performance or passive if she does not affect the performance.
Connection instead, refers to absorption in which the customer assimilates the event or immersion
which means that the customer is fully immersed into the experience. Crossing those variables, we
obtain four categories of experiences: entertainment, educational, escapist, aesthetic (Figure 10).
Figure 12 - Dimensions of customer experience
These categories divide customer experience in four types while the two axes are the variables that
allow the distinction, but none of these really describe customer experience. We should first try to
give a definition of customer experience and then figure out the characteristics.
Starting from the definition, we can analyse the definitions provided by the dictionaries, as done by
Palmer (Palmer 2010). The Collins English Dictionary describes experience as “The accumulation of
knowledge or skill that results from direct participation in events or activities” and “…the content of
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direct observation or participation in an event” (Collins, 2007). For the Oxford English Dictionary
experience refers to “Active participation in events or activities, leading to the accumulation of
knowledge or skill” (OUP, 2006). Bothe definitions talk about an outcome and not about a process,
instead a more affective and process based definitions is provided by the American Heritage
Dictionary of the English Language (2006), which defines experience as “The feeling of emotions and
sensations as opposed to thinking” and “…involvement in what is happening rather than abstract
reflection on an event”. According to the Italian dictionary Il Vocabolario Treccani, experience is
“Knowledge of the practical reality considered as a whole” and “…the sum of the knowledge
acquired with the observation and direct contact of life in its many aspects” (Treccani 2017). From
these definitions, we can deduce that there is confusion about the concept of experience. Generally,
it is only an accumulation of knowledge that is translated in a skill but is also the sensation that a
client feels when is engaged in an event. This event implies a direct interaction between the client
and the company and about this argument, there is a quite general consent but still there is
confusion in defining the outcome and the process. This confusion is generated by the fact that the
word experience is both a noun and a verb. Discussions on experiences started during the 50s, when
authors began to notice that people wanted not only products, but experiences. More precisely:
“What people really desire is not products, but satisfying experiences. Experiences are attained
through activities. In order that activities may be carried out, physical objects for the services of
human beings are usually needed. Here lies the connecting link between men’s inner world and the
outer world of economic activity. People want products because they want the experience which
they hope the products will render.” (Abbott 1955). Then Dewey added the characteristic of
uniqueness that makes the experience different from the others, concept that has been taken back
by Pine and Gilmore (1998) in terms of memorable experiences. Recently some authors have
focused the attention to the emotional aspect rather than the utilitarian one. For instance, Schmitt
(1999) stated that experiences “… provide sensory, emotional, cognitive, behavioural and relational
values that replace functional values”. Another similar concept but more all-embracing, is provided
by Gupta and Vajic (2000) who state that “an experience occurs when a customer has any sensation
or knowledge acquisition resulting from some level of interaction with different elements of a
context created by the service provider”. These definitions are more hedonistic and describe
experience as something similar to a delight or a surprise and do not consider the utilitarian aspect
of consumption. This contradicts the marketing view according to which experiences satisfy the
customer needs as well as goods and services. Palmer (2010) argued that the interest in non-
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utilitarian aspects derives from the economic prosperity of the context. In fact, in periods in which
the gap between the richest and poorest segments in UK and US society has widened, this disparity
could be correlated to the rapid growth in “low cost, low frills” operators in sectors as diverse as
retailing, hotels and airlines.
Analysing these definitions, it is clear that there are two different and complementary perspective
regarding the concept customer experience: one refers to the emotional and hedonic aspect and
one refers to the utilitarian and marketing aspect of experience. This distinction creates confusion
in determining a complete definition of the concept and in understanding what are the main
characteristic in order to create a framework that helps company to manage customer experience.
It is clear that customer experience differentiates the offering of a company, but it is still not clear
what is and how to manage it. Palmer has proposed a framework for the construct of customer
experience in which basic stimuli, converged into three higher order constructs and leads to the
development of an attitude. Tangible and process quality refers to the service quality that
contributes to customer satisfaction, for instance the experience of a dining in a restaurant may be
influenced by the lack of parking. Then, brand has become more and more important for consumers
who establish emotional relationships with brands. Brands are chosen when the image that they
create matches the needs, values and lifestyles of the buyer. Even interpersonal relationships are
linked to the brands, especially for service companies because customers have the opportunity to
experience the brand personally in the service encounter. Several authors have highlighted the
importance of designing memorable experiences and According to Chatman (1978), experiences
should have a sequence structure with a story structured in a manner similar to musical pieces.
Creating stories provides sequences of emotions similar to episodes in human life (Deighton, 1992).
Sequencing issues are addressed in discussion of “flow”, described as an experiential state “so
desirable that one wishes to replicate it as often as possible” (Csikszentmihalyi, 1988, p. 16). To
remain in flow, an individual must be presented with progressively more challenging scenarios in
order to ensure that the level of complexity is consistent with their motivation and skills. A way to
provide a story is to use cues, as suggested also by Pine and Gilmore (1998). According to them, in
order to design memorable experience, in addition to them the experience, engage the five sense,
mix in memorabilia, there are harmonize with positive cues and eliminate negative cues. Positive
cues affirm the nature of the experiences to customers. Then, customers are influenced by those
cues and feel different emotions that change over time. Even attitude is likely to be not stable over
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time. It is the attitude that pertains over time that is most likely to subsequently influence
behaviour.
Figure 13 - A conceptual framework for the construct of customer experience (Palmer 2010)
There is evidence of the increasing interest in customer experience looking at the numbers of papers
and also looking at the new solutions proposed by firms that try to manage successfully the
relationships with customers. More and more companies are appointing customer experience
managers who have the role of being integrators in order to deliver value to customers in the form
of the experience that they are looking for. Generally, they fail because there is not a specific process
or framework as a reference that helps those managers in managing the customer experience, even
because from experience derives the value, as Prahald & Ramaswamy (2013) defined value creation
“Value creation is defined by the experience of the specific customer, at a specific point in time &
location, in the context of a specific event”. The encounter is the space in which the experience
happens, and generally it is the store. Therefore, it is interesting to analyse how to design properly
the retail environment.
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6.1 Retail customer experience
Retail customer experience has been addressed by the marketing research for many years, as the
Journal of Retailing demonstrates which has been established in 1925. Marketers have always tried
to understand and enhance the customer experience both in consumer-packaged goods
manufacturing and retailing fields but is still a critical point. Retailing environment evolves fast as
consumers habits and lifestyles change and digital technologies innovate the field. The online
channel has become fundamental, but it is not enough as customers tend to prefer seamless
experiences in order to do not renounce the experience in the store as the store has become the
place in which customers built strong relationship with the brand. Then, nowadays the choice of
products and services available on the market for customer is infinite and therefore they search
cognitive shortcuts in purchasing decision making. Preferences are not consolidated during store
visits, but already in the previous phases during which their needs arise. These considerations
highlight the importance of the research in the retail field that nowadays does not capture all these
changes even if researchers continue the studies trying to provide the literature with new models
that are aligned with the new trends.
One of the most famous models is the organizing framework proposed by Grewal, Levy and Kumar
(2009) showed in Figure 5. According to the framework, there different factors that influence the
retail customer experience: some can be controlled by the firm and some that are external. The
external factors are called Macro factors and refer to the political and economic situation. For
instance, the political and financial stability of the country, the taxes’ regulations and the price
fluctuations are Macro Factors that have an impact on customers’ needs and desire to buy and this
influence the retailing experience that should be offered to customers. If customers live in
prosperity without any worries about their incomes, are more likely to search an experience inside
the store and to build relationships with brands, while if customers have economic difficulties,
maybe are not interested in additional services but want only to satisfy their basic needs. The firm
controlled factors instead are internal because are established by the companies and are:
promotion, price, merchandise, supply chain and location. Generally, it is recognized the importance
of promotions for retailers, that can take different forms such as price promotions, loss leaders, and
in-store displays, but not all the researchers agree. Some analyses have demonstrated the
immediate increase in sales of a promoted item is substantial (Bijmolt, van Heerde, and Pieters
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2005; Pan and Shankar 2008)., while Ailawadi et al.’s (2009) review indicates that consumer “cherry
picking” for special prices has a relatively minor impact on retailer profits; they also conclude that
not all promotions have a positive revenue impact for retailers though. The, price is a very important
factor for a company. It is the fourth marketing P that captures the value generated by the other
three Ps. Setting the right price is fundamental in order to maximize the profit. Indeed, a low price
could indicate low quality and could discourage consumers to buy, while a high price could exclude
some customers from the purchasing. Merchandise is fundamental too, as putting the wrong
products in a store could decrease the profits and could give a wrong image to the brand. In order
to take the right decision, several variables should be considered such as consumers demand,
location of the stores, distribution and costs. Another important factor the influence the retail
customer experience is the supply chain. Years ago, it was common to think that supply chain issues
regard only the company and do not have an impact on customers, but it is wrong, and nowadays
companies are changing their mind. In fact, as the Zara example demonstrates, companies could
gain significant competitive advantages. Recently, companies have offered omnichannel
experiences in order to satisfy customers’ needs and it was successful. Then, the last internal factor
is location. As several scholars have demonstrated (e.g. Samuel, Ghosh, and McLafferty 1984),
location is a key issue for a company success. Some researchers have developed models that help
to take the decision for the best retail sites (Durvasula, Sharma, and Andrews 1992; Ghosh and Craig
1991; Garg et al. 2005; Kaufmann and Dant 1996). Then, it should be noticed the importance of
marketing and financial metrics that help to improve performances. Some metrics are brand value,
customer value, word-of-mouth and referral value, retention and acquisition, cross-buying and up-
buying, multiple channels, and product returns, but there is a need to develop new metrics that are
aligned with the new retail formats. In fact, they should consider other metrics in order to be more
competitive. For instance, it could be an idea to consider the product returns. More than $100 billion
worth of goods get returned every year. How do retailers handle the returns, and can they create a
better customer experience? If handled properly, customers who return products will not only
salvage the sale but also become high value customers (Petersen and Kumar in press).
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Figure 14 - Organizing framework (D. Grewal et al. - 2009)
Another important framework of reference is the conceptual model for experience creation
proposed by Verhoef in 2009. They have tried to fill the gap of the scarcity of systematic scholarly
research on the customer experience construct and customer experience management proposing a
theory-based conceptual framework that can serve as a stimulus and foundation for such research.
The model considers several determinants of customer experience in a certain period t. The first
determinant is social environment. In fact, customers can influence each other by sharing opinions
or simply by watching what the others are doing. Generally, the focus was on creating bonds with
customers and no attention has been given to creating bonds between customers. Indeed,
companies can obtain advantages by managing relationships between customers, for instance
companies can use customers as partial employees not for the production but in order to
disseminate useful customer knowledge that can influence the customer’s experience. Then, it is
relevant how the encounter has been designed, how the company present itself to customers.
Therefore, the service interface is crucial. The behaviour of salespersons, the use of some
technologies or even the possibility to co-create experiences with customers as it happens in
Klepierre inspiration corridor, in which customers can try virtually the clothes, influence customer
experience. Similar to the service interface is the retail atmosphere that is still how the company
present itself to customers, but regards the environment, the design of the spaces. Even the
assortment of products in the stores have an impact on customer experiences, as underlined also
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by Grewal et al. (2009). The variety and quality of products placed on the shelves influence the
perception that customers have about the firm. Another determinant is the price that not only
influences the desire to purchase but also the experience in the store. Then other experiences had
in other channels or in the same store but in the past (t-1) have an impact on customer experience
in the present (t). Indeed, having positive memories of past experiences help the customer to live
positively the new experience but can also turn against the company if it stimulates a comparison
that may not be up to par. The last determinant is the retail brand. The image the company give to
its customers is like a story that they tell, it represents what the product is and what is not, bringing
with it the values of the company as differentiates a product in the marketplace. Then, all these
factors, with the exception of past customer experience, are filtered by situation and consumers
moderators. These moderators are similar to the macro factor of the model proposed by Grewal et
al. (2009). Situation moderators refer to external variables that regards a specific situation such as
the culture or the economic climate and consumer moderators refers to external variables that
regards the customers, such as their attitudes or their willingness of being involved.
Figure 15 - Conceptual model for customer experience creation (Verhoef et al. - 2009)
This framework has the merit of considering past experiences and alternative channels and not only
the 4 Ps. This concept makes the model more dynamic. Another interesting consideration is about
the role of situation and consumer moderators, factors that influence the customer experience but
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that cannot be controlled by the firm, the only thing that the firm can do is to adapt to these factors
and to offer the right service to the right customers in the right situation. However, it does not take
into consideration how consumers respond to the variables that affect customer experience. The
avoidance model proposed by Mehrabian and Russell (1974) instead focus on the emotional and
behavioural responses of consumers to the environment. Indeed, it has been demonstrated that
the shopping environments invoke emotional responses (Machleit and Eroglu, 2000) and that those
emotions influence customer behaviours inside the stores (Donovan and Rossiter, 1982; Darden and
Babin 1994; Sherman et al., 1997). Retailers have to design the store in order to enhance positive
feelings to customers so that they stay inside the store the long as possible, because the longer a
consumer spends in a retail environment, the more he is likely to spend (Donovan et al., 1994;
Wakefield and Baker, 1998).
Figure 16 - Mehrabian and Russell approach - avoidance model (Mehrabian and Russell - 1974)
The Mehrabian and Russell model explains how individuals react to the shopping environment.
Some researchers have demonstrated that individuals affect and are affected by the physical
surroundings, according to the mood they are in while entering the store (Bitner, 1992). For
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Mehrabian and Russell, environmental stimuli and approach-avoidance behaviour is linked through
three states of emotion: pleasure (P), arousal (A) and dominance (D), which they referred to as PAD.
Pleasure refers to affective emotional responses, arousal to activity and intensity of the customer’s
behaviour and dominance to how the behaviour is influenced or autonomous. These primary
emotional responses are caused by, in addition to the personal characteristics of the customers, the
characteristics of the store and personnel such as colours and relationships. Another study tries to
understand the factors that contribute to the customer experiences, how do they contribute. It is
the study conducted by Arnold, Reynolds, Ponder, Lueg (2005). The first table summarizes the
factors and the correspondent sample incidents that are associated with delightful shopping
experiences. They are divided into two categories: interpersonal and non-interpersonal.
Interpersonal factors refer to situations where the actions of the salespersons and service provider
influence the delightful experience, while non-interpersonal factors relate to situations where the
basis of the delightful experience comes out from product procurement or value attainment. Then
there are the outcomes, that summarize if the experience was good or not. The interpersonal
factors regard how the behaviour of the personnel influence the customer experience, for instance
if the salesperson has engaged the customer or has tried to solve the customer problem. The non-
interpersonal factors are more related to the products and therefore for instance of the customer
has found what she was searching or if the price was correct or not. Then the outcomes regard the
whole experience, so, if the customers would recommend the experience or it the experience was
convenient because has satisfied the needs.
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Figure 17 – Samples incidents of delightful shopping experiences (Arnold, Reynolds, Ponder, Lueg – 2005)
The other table refers to terrible experiences it is similar to the previous one as contains the same
variables, but in addition contains also interpersonal factors related to other customers and non-
interpersonal factors related to customers. Interpersonal factors related to other customers are
variables that depend on the other customers present in the store that maybe have made the
experience worse because of their behaviour, for instance they were rude, or the store was too
crowded. The salespersons’ behaviour in order to respond to these situations influence the
shopping experience and the judgement of the customers. Non-interpersonal factors related to
customers, instead, are related to the mood of the customer or the timing of the experience. for
example, if the customer was in a bad mood when she entered the store or if she has waited till the
last minute to do the purchasing (e.g. Christmas Eve).
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Figure 18 - Samples incidents of terrible shopping experiences (Arnold, Reynolds, Ponder, Lueg – 2005)
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Figure 16 (Continues) - Samples incidents of terrible shopping experiences (Arnold, Reynolds, Ponder, Lueg –
2005)
The results of the study are interesting for retailers as it highlights factors that contribute to make
a shopping experience delightful or terrible. Therefore, retailers could focus on these factors when
have to design the encounter and to recruit and train frontline employees.
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6.1.1 Designing the encounter
Recently, a growing attention has been given to the customer shopping experience design in the
retail sector. Retailers want to provide customers with a memorable shopping experience in order
to improve motivation of purchase, built loyalty and manage the relationship with customers, in this
sense the retail becomes a space when events happen. Several studies show that customer
satisfaction can be reached by using cues, stimuli and service encounters (J. Baker, A. Parasuraman,
D. Grewal and G.B. Voss, 2002; M.J. Bitner, 1992; M.K. Brady and J. Cronin, 2001; D. Brocato) at the
touchpoints of the customer journey. There different techniques in the literature that helps to draw
and measure customer experience such as interviews, surveys, ethnographic research and analysis,
etc. However, most researches in this field stops at the definition of the emotional curve
superimposed to the detected map, without proposing a structured method to support designers
and marketing analysts in the identification of use scenarios, interactions at touchpoints, customer
satisfaction evaluation and design of touchpoints to improve CX. Giraldi, Mengoni and Bevilacqua
(2016) try to fill the gap proposing an approach to improve customer experience (CX) in retail in
order to design successful retail touchpoints. Since, the model is for the retail sector, it considers
only the contacts between the company and the customer that occurs in stores. The approach
proposes the following steps:
1. Analysis of customers in retail stores through the direct observation of people interacting
with products and personnel in a specific atmosphere with also Video Interaction Analysis
technique (VIA)
2. Representation of the Customer Journey Map in order to identify the main digital and
physical touchpoints in the store. It is a 2D cartesian space where the x-axis reports the
episodes of the journey and the y-axis the achieved level of loyalty.
3. Identification of critical events by creating an emotional curve in order to represent the level
of customers’ satisfaction and to recognize which touchpoints need to be redesigned. At this
stage, the designer has to list all possible strategies for improving customer satisfaction and
select the best one. At the end of this step, the firm should have the touchpoint
requirements to apply the CX strategy.
4. Design the touchpoints and prototyping the solutions by implementing the identified
strategy.
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5. Experimentation of the prototyped solution in real retail stores and measurement of
customers’ satisfaction. There are different tools such as by ethnographic research or
interviews. Then there is the elaboration of the collected data by representing the feedbacks
in a new emotional curve and by the definition of guidelines to improve CX.
The study conducted by Giraldi, Mengoni, Bevilaqua (2016) is interesting because first analyses the
emotional curve of customers during the journey in the store and try to improve, providing simple
experiences, the moments in which the customer is not satisfied. Then it analyses the differences
mapping the new emotional curve, following the steps listed above. Even if the study concentrates
on fashion stores, it is interesting how the emotional curve can help to design better encounters
and how a simple solution can help to satisfy customers. in that case, the new experience provided
was a game at the end of the journey inside the store. Researchers have noticed that customers
during the payment were annoyed and tried to transform that feeling into a positive emotion. The
solution was a simple game in which customers had to fish from the box a ball. The ball could contain
a prize. It has been noticed that customers felt different emotions such as curiosity and happiness
connected respectively to the possibility to game and to win a prize. In the images below, it is
showed how the emotional curve has changed with the game.
Figure 19 - The emotional curve mapped in the customer journey in fashion stores (Giraldi, Mengoni,
Bevilacqua - 2016)
Figure 20 - The differences in the emotional curves (Giraldi, Mengoni, Bevilacqua - 2016)
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6.2 Co-creation of experience
The model that has given birth to the studies on cocreation is the Service-Dominant logic. Service-
Dominant logic (S-D logic) is a meta-theoretical framework that explains value creations through
service exchange. The underlying idea of S-D logic is that humans apply their competences to benefit
others and reciprocally benefit from others' applied competences through service-for-service
exchange (Vargo and Lusch, 2004). Service-Dominant logic is an alternative to the traditional goods
dominant logic for understanding economic exchange and value creation. The ideas are formulated
into foundational premises.
Table 5 - S-D logic original foundational premises
The first foundational premise FP1 means that the service is at the basis of the economy as the
application of specialized skill(s) and knowledge is basically the definition of service and this the
reason why subsequently Vargo and Lusch modified FP1 substituting the first part of the sentence
with the word service. Then, another change has been made because the expression unit of
exchange seems to refer to goods and not to services. Therefore, the word unit has been replaced
by the word basis. FP2 refers to the fact that the fundamental basis of exchange is not always
apparent. Since there is again the word unit, also this premise has been changed with the word
basis. FP3 highlights the importance of value-in-use because goods gain value when are used, that
is the provided service. FP4 means that the ability to cause desired changes creates the competitive
advantage and this ability is given by the knowledge. Vargo and Lusch modified the premise using
the words operant resources instead of knowledge because it is not only theoretical knowledge but
includes also skills. Ballantyne and Varey (2006) called it knowledge renewal, as the processes of
knowledge renewal operating at micro level are fundamental to gain competitive advantage, but
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Vargo and Lusch preferred to call it operant resources as knowledge renewal seems to be an
elaboration of the premise rather than an integration. FP5 is derived by FP1 but has been modified
by Vargo and Lusch who have substituted services with service, at the singular form. Services refer
to the unit of output, but this is a concept near to the G-D logic, while service refers to the process
of using resources in order to benefit someone. FP6 focuses on co-creation and suggests that value
creation is interactional, and that the customer is one of the actors. Clearly, the lexicon used for this
premise refers again to G-D logic because production is associated to goods. Therefore, is has been
modified with the expression cocreator of value even if the authors have explained that production
could find space in co-creation since is a part of it, is the creation of the core offer but to do not
create misunderstandings, it is better to use co-creation of value. Co-creation has been defined by
Prahalad and Ramaswamy (2004) as “The joint creation of value by the company and the customer;
allowing the customer to co-construct the service experience to suit their context”. Prahalad and
Ramaswamy highlight the importance of co-creating experiences with the customers so that value
is created jointly together with the customer. FP7 is derived from FP6 because it means that the
firm does not creates value alone, but the value is created with the customer and the firm can only
propose the value. In order to make this concept clearer, the premise has been edited, specifying
that the firm cannot deliver the value, but only offer value propositions. FP8 suggests that value
creation is relational in the sense that is an interactive process in which the firm offers value and
the customer is the beneficiary who determines the value. As the customer is the beneficiary,
creation of value is customer-oriented. Vargo and Lusch decided to add the word inherently because
it is not needed a customer orientation on S-D logic as value is always determined by the beneficiary.
Customer orientation was referred more to G-D than to S-D logic, it was a fix to G-D logic, but for S-
D logic it is not needed this fix. Therefore, it has been added inherently. These foundational premises
were the original ones presented by Vargo and Lusch in 2004, then in 2006 it was added FP9.
Table 6 - Foundational premise 9 (2006)
FP9 highlights the role of organizations that are resource integrators. Then it has been edited
because not only organisations are resource integrators but also individuals and households.
The following table summarizes the foundational premises proposed by Vargo and Lusch in 2007.
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Table 7 - S-D logic foundational premises changed by Vargo and Lusch in 2007
As we can see, it has been added FP10 in order to clarify that value is always determined by the
beneficiary. It was not clear because previously value has been defined as experiential and this
concept creates confusion as it reminds to experience such as “Disneyworld event”. Here,
experiential means the phenomenological aspect of value. Then in 2016 the foundational premises
have been updated by Vargo and Lusch, adding also the notion of axiom, that is a foundational
premise that is the basis for other ones. It has been added the FP11, that is also Axiom 5. It focuses
the attention on role of the institutions, that are “humanly devised rules, norms, and beliefs that
enable and constrain action and make social life predictable and meaningful” (Scott 2001). The
following table reports the current axioms and foundational premises of S-D logic, modified in 2016
(Vargo and Lusch 2016).
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Table 8 - S-D Axioms and foundational premises
At the heart of S-D logic there is the identification of service as the fundamental basis of exchange
and this is a profound change respect to the traditional economic system based on goods. It is
interesting to notice that for S-D logic, goods are a distribution mechanism for service provision
(FP3) and therefore all economies are service economies (FP5). Those premises come from the fact
that goods derive their value through use, the service they provide.
Axiom 2 contradicts the traditional view in which the company provides the value and the customer
buys the good or the service in order to satisfy a need. Regarding this point, the literature has
focused the attention on the emerging concept of co-creation and the needs to address. Several
authors have discussed the importance for the firm to develop opportunities to co-create value with
customers but there are few studies about the process of co-creation. The traditional view, the
provider service logic, sees the provider as the creator of value by creating interactions with
customers, while for S-D logic the customer is always involved in co-creation of value. The provider
service logic or goods dominant logic (G-D logic), aims at producing goods to be sold. The production
process of companies, which includes sometimes resources from other companies, embeds value
into the goods, and the value of the goods is then represented by the price. G-D logic therefore
refers to value-in-exchange because does not take into consideration the customer perspective
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about the value and considers only the value provided by the firms and that is then exchanged for
money. For S-D logic value is co-created through the combined efforts of firms, employees,
customers, stockholders, government agencies, and other entities related to any given exchange,
but is always determined by the beneficiary (e.g., customer). Thus, the S-D logic notion of value co-
creation suggests that ‘‘there is no value until an offering is used – experience and perception are
essential to value determination’’ (Vargo and Lusch, 2006). This means that when using resources
provided by a firm together with other resources and applying skills held by them, customers create
value for themselves in their everyday practices, while when creating interactive contacts with
customers during their use of goods and services, the firm develops opportunities to co-create value
with them and for them (Grönroos 2008). The main characteristics of the two perspectives are
summarized in the following table (Figure 19).
Figure 21 - Differences between G-D logic and S-D logic (Vargo, Maglio and Akaka 2008)
Another way to highlight the differences between G-D and S-D logics (or also called provider-
dominant and customer-dominant logics) has been done by Heinonen, Strandvik, and Voima in
2013. They differentiate in terms of How, Where, When, What and Who. They argue that value
formation is not always an active process, which challenges the term “creation”, but is multi-
contextual and multiple dynamic contexts in the life of the customer continuously that influence
how value is longitudinally experienced and formed.
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Figure 22 - Provider-dominant logic to a customer-dominant logic
S-D logic focuses on the value-creating processes that involve the customer as a co-creator of value
(Lusch and Vargo 2006). While the subject of customer value has been addressed by a number of
researchers (e.g., Holbrook 1994; Woodruff 1997), and more recently in the context of S-D logic
(e.g., Berthon and John 2006; Holbrook 2006), there is relatively little direction about how to engage
customers in the co-creation process and therefore hoe to design the process (Payne, Storbacka
and Frow 2008). Payne, Storbacka and Frow propose a framework based on the processes of the
supplier, the customer and the encounter. Customer value-creating processes in a business-to
consumer relationship, refer to the processes, resources and practices which customers use to
manage their activities, while in a business-to-business relationship, the processes are ones which
the customer organization uses to manage its business and its relationships with suppliers. Supplier
value-creating processes refer to the processes, resources and practices which the supplier uses to
manage its business and its relationships with customer. Encounter processes are the processes and
practices of interaction and exchange that take place within customer and supplier relationships
and which need to be managed in order to develop successful co-creation opportunities (Payne,
Storbacka and Frow 2008). The framework is represented in Figure 21.
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Figure 23 - Co-creation framework (Payne, Storbacka and Frow 2008)
From the figure above, we can see that those processes are interconnected, the arrows in the
middle that point in both directions, illustrate the interconnected nature of the encounter process.
Instead, the arrows between Customer process and Customer learning highlights that the customer
is involved in a learning process based on the experience that she lives during the interaction and
this learning process will have an impact in future interactions conditioning the experience. While
the arrows between Supplier process and Organizational learning indicate that as the supplier learns
more about the customer, more opportunities become available for the supplier to further improve
the design of the relationship experience and enhance co-creation with customers. The Customer
process is not only a set of activities that the customer does in order to achieve a goal, but is more
about relationships which the customer has vis-à-vis the total offering. It is a dynamic, interactive,
non-linear, and often unconscious processes. The Relationship experience is divided in three
components: emotion, cognition and behaviour. Cognition focuses on memory-based activities,
while emotion and behaviour regard attitudes and preferences. Then, the customer’s experience of
a supplier and its products is a culmination of the customer’s cognitions, emotions and behaviour
during the relationship. Since Relationship experience leads to Customer learning, the supplier
should be able to influence the interaction which customers perceive as helping them utilize their
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resources. Then customer learning can be divided in three types: remembering, internalization and
proportioning. Remembering regards customer attention and is what marketing focuses the
attention on. Internalization happens when the customer assimilates and reworks the message
while proportioning is the more complex level and is when the customer takes some time to think
about the experience and it could happen that she changes her mind. This reflection will have an
impact on future behaviours. The Supplier processes focus on designing and delivering relevant
customer experiences and facilitating Organizational learning starting from understanding the
customer’s value creating process. Starting with the customer’s process, the supplier can design its
process in a way that is aligned to one of the customers. This is a significant improvement of the
customer-oriented perspective. We start from co-creation opportunities, that are “strategic options
for creating value” and then we analyse planning, testing and prototyping value co-creation
opportunities with customers, implementing customer solutions and managing customer
encounters and developing metrics to assess whether the enterprise is making appropriate value
propositions. Suppliers consider the following types of co-creation opportunities depending on the
nature of the industry: opportunities provided by technological breakthroughs, opportunities
provided by changes in industry logics and opportunities provided by changes in customer
preferences and lifestyles. The first type refers to technology push innovation that creates new way
to engage customer in value co-creation. The second type regards opportunities provided by the
market (market pull innovation), for example the creation of new channels or new industries, while
the third type refers to design driven innovation and is given by changes in people lifestyles.
Contrary to traditional business strategies that are inside-out in the sense that firms plan the
strategy considering their own competences. S-D logic instead is outside-in because starts from
understanding the value creating process of the customer and planning for co-creation aims at
supporting in order to have a better co-creation of value. This means that marketing has to shift
from “making, selling and servicing” to “listening, customizing and co-creating”. Regarding
implementation, prototyping is a fundamental tool to understand customer’s preferences and as of
metrics, developing the rights indicators is a key issue. Payne and Frow (2005) stated that generally
companies use inappropriate metrics to measure and monitor the performance of their customer
relationships. Marketing metrics should be developed in order to assess the value co-creation
potential of customer relationships. Organizational learning is the capacity of the firm to use
acquired knowledge and learning to improve the supplier’s process. There is a quite abundant
literature about knowledge, some authors have spoken about tacit and explicit knowledge (Polanyi
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1958), while others about know-how, know-what, know-why and know-who (Ryle 1945). Mokyr
(2002) has divided knowledge in propositional, which is abstract and prescriptive, which refers to
skills and competences. Apart from these distinctions, knowledge about customers should be not
only theoretical and based only on several data but has to be a deep understanding of the customer
value creating process. The encounter process instead, is represented by two-way arrows that link
the customer processes with the supplier processes because S-D logic is based on a continuous
relationship with the customer. This process involves different functions of the firm, for instance
marketing advertises the service, sales engage the customer and logistic deliver it to the customer.
According to the authors, there are three types of encounters that facilitate value co-creation:
communication encounters, usage encounters and service encounters. Communication encounters
are activities that aim at connecting with customers, usage encounters are activities performed by
customers when using a product or a service, while service encounters are customer interactions
with service personnel or application.
Encounter processes help the firm to be able to provide customers with suitable opportunities to
co-create value. It is a virtuous circle in which the customer becomes aware about the opportunities
provided by the firm that learns how to design better experiences. Each encounter favourites this
process, therefore encounters should be designed from a customer learning perspective. In order
to reach this objective, it is needed to map the processes. There are several techniques suggested
by researchers that help to perform this activity such as flowcharts and business process
reengineering. These include process mapping, service-blueprinting, activity mapping, and
customer–firm touch point analysis (e.g., Shostack 1984; Kingman-Brundage 1989; Grönroos 2003;
Sawhney et al. 2004). Doing so, the company can see the opportunities and the weaknesses and to
redesign the processes in order to provide the best services for the customers. The proposed
approach is based on these concepts but concentrates on the integrative mapping of customer,
supplier and encounter processes. It is necessary to take into considerations that experiences are
non-linear and interactive. The authors have done a study on a European travel company in which
it has been done a workshop with managers and front-line employees. The result is showed in Figure
16. It has been focused the attention on the different types of encounters. In fact, the customer
processes “goals in life” and “travel plans” refers to communication encounters because consider
advertisements and brochures and on service encounters as regards customer consultations and
contact requests, while the following activities such as “decision making” and “preparations” refer
to usage encounters because involve good-to-know information and instruction for use. As Figure
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16 shows, customers have different types of goals according to whether the encounter involves
communication, usage or service, and therefore, taking into account different types of encounters
help in designing the processes. If we analyse the supplier processes, we can see that there are
activities that must be performed by different functions, reinforcing the need for cross-functional
alignment. The resulting customer experience depends on the fit between the content and
execution of different because the promises given to customers in the early stages of the
relationship process need to be met in the later stages. The strength of this framework is that
suppliers can enable customers’ active participation in the process, allowing them to understand
the opportunities available so that value can be created.
Figure 24 - Mapping of Customer, Supplier and Encounter processes (Payne, Storbacka and Frow 2008)
This framework is recognized as one of the most important in the co-creation literature because it
provides several benefits to existent literature and also from a practical perspective. First, it
integrates S-D logic literature as the customer is a co-creator of value together with the supplier,
marketing as a ‘structurer’ of relationships, encounters and dialog, knowledge as a fundamental
source of competitive advantage and the focus on operant resources as the key unit of exchange. It
also focuses on value-in-use and provides a tool for identifying competences as in FP9 of S-D logic.
Then, there are several managerial implications that help managers in managing the process of
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value co-creation. One of all are the required competences to manage co-creation. In fact, the
interdependence of the customer and the supplier processes requires skills that go beyond the limits
of the company. Then, it illustrates the benefits of engaging the customer from the beginning of the
service development and therefore companies should start to consider new co-development
offerings. For instance, prototyping could be a solution. In fact, more and more firms are adopting
prototyping to test the product or service such as Kickstarter, probably it will become more
widespread. Another implication is that encounters are fundamental to engage the customer and
to co-create value and is therefore important to learn to manage encounters in a way to create
positive experiences for the customers. For this purpose, marketing and communication are
extremely important. Then, co-creation opportunities are nothing less than potential value
creations proposed by the suppliers to the customers who are guided in the process. It is also
important to notice that in this framework, relationship experiences are interactive, longitudinal,
individual and contextual and that goods and services development processes are flexible and no
static. The framework has several strengths but the second image that refers to specific processes
is limited to the European travel companies industries, but is a good step forward in the value co-
creation literature and we can see it also from the number of citations that this paper has received.
Even if the paper has been written in 2008, is still the most appreciated in the field.
It must be said that different authors have contributed to the different definitions of value, value
creation and value co-creation. For instance, Grönroos (2008) has defined value in this way “Value
for customers means that after they have been assisted by a self-service process (cooking a meal or
withdrawing cash from an ATM) or a full-service process (eating out at a restaurant or withdrawing
cash over the counter in a bank) they are or feel better off than before.” This is a generic definition
suitable everywhere but that do not consider where value is created. Then Grönroos (2008) defines
also value creation as the customer’s creation of value-in-use. This means that the other parts of
the process such as the planning and the design of the product/service and the production are not
part of co-creation if the customer Is not involved. The value creation concept proposed by
Grönroos reflects the S-D logic because for S-D logic, value-in-use is generated by users during
usage. As shown in Figure 10, if one chooses to use the latter notion of value creation, one cannot
accept value-in-use as a value creation concept. Value for customers is created or in the customer
sphere during the usage or by both the provider and the user in an all-encompassing value-creating
process.
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Figure 25 - Value creation as the customer’s creation of value-in-use or as an all-encompassing process (Grönroos 2011)
The considerations made on the definitions have led to other revisiting of some S-D logic
foundational premises as shown in the following table. The first foundational premise has been
edited in order to highlights the role of the service in the value creating process, that is a mediating
factor and the two-sided aspect of the value creating process that considers the customer and the
provider. FP2 underlines instead the importance of all the resources. Not only goods are a mean for
service provision but all the resources. FP6 is has been modified since the previous one was not
accurate. Indeed, customer and firm are not always value co-creators, but only under certain
circumstances but the user is always a value creator. FP7 has been divided in two statements. The
first one is modified in “Fundamentally, the firm is a facilitator of value for the customer” (No. 7a/1)
for the same reason of the change of FP6. If value creation is the customer creation of value-is-use,
the customer is the value creator and what is the role of the firm? The firm provides the potential
value that can be transformed into value-in-use by the customers. It has also been added “Provided
that the firm can engage with its customers’ value-creating process during direct interactions, it has
opportunities to co-create value jointly with them as well” (No. 7a/2) as the firm can interact with
customers and therefore there is co-creation. Then the other statement of FP7 seems to be aligned
with the goods perspective rather than with the service one. In fact, in S-D logic the firm can
influence customers’ behaviours and value creation. In order to align FP7, it has been changed in
this way “The firm is not restricted to making value propositions but has an opportunity to directly
and actively influence its customers’ value creation as well” (No. 7b). Then FP10 has been edited
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because value creation is defined not as an entity that exists in a particular moment but emerges
over time and the experience of value and the value creation process accumulates as a dynamic
process. Therefore, FP10 becomes “Value is accumulating throughout the customer’s value-creating
process” (No. 10/1) and “Value is always uniquely experientially and contextually perceived and
determined by the customer” (No. 10/2).
Table 9 - Value creation and co-creation revisited (Grönroos 2011)
Another great contribution to the literature has been done by Heinonen, Strandvik, Mickelsson,
Edvardsson, Sundström, and Andersson in 2010. They have included in the framework, as done by
Payne, Storbacka and Frow in their model, the customer’s other activities and life as a whole. The
authors suggest that the focus of companies is not the act of service alone, but customers’
intentions as well as the resultant activities and experiences. Firms should try to understand how
their offer fits in the customers’ life and context. Here it arises the great question of marketers about
how to approach the problem. Marketers have to communicate that the service has a utility that
generates value for customers. This concept is based on the marketing concept defined by Drucker
(1974) when he said “what the customer buys and considers value is never a product. It is always
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utility, that is, what a product or service does for him.” This is in contrast to the classical way to see
the marketing that is sum up in this sentence by Levitt (1960) that describes marketing as “the idea
of satisfying the needs of the product and the whole cluster of things associated with creating,
delivering, and finally consuming it”.
Other succeeding papers try to understand the nature of value and the difference between value
per se, value-in-use and value-in-exchange. Grönroos and Voima (2013) analyse the creation of
value-in-use and value-in-exchange considering value-in-exchange the outcome of value created by
the provider before the interaction with users and value-in-use the value created by the customers
during the usage. They do not consider creation of value-in-use before the interaction between
users and firms and do not focus on co-creation, assuming that is the firm alone that provide the
value that then is transformed in value-in-use by the customer. In this case, the firm provides
potential value-in-use becoming in this way a value facilitator. Then during the interaction, the
customer is co-creator of value together with the firm, while during the usage the customer creates
alone the value.
Figure 26 – Value creation (Grönroos and Voima 2013)
The authors, as in the previous paper, divide the process in three spheres: provider sphere, joint
sphere and customer sphere. The provider sphere generates potential value and the firm’s role is
to be the value facilitator. Here the customer does not have a role. In the joint sphere firm and
customers co-create value, while in the customer sphere the customer uses the product/service
transforming value-in-exchange into value-in-use without the involvement of the firm.
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Figure 27 - Value creation spheres (Grönroos and Voima 2013)
As it is possible to see in the image above, co-creation can only happen in the joint sphere through
direct interactions. Direct interaction then influences customers’ behaviours and may lead to value
destruction if not managed properly, for instance if the firm decides to interact with customers
when they do not want, there is a risk of value destruction. This risk must be reduced by interacting
with customer before the launch of the product or service in order to understanding the customer
process and the context which influence customers’ behaviours. This action is possible because the
sphere in the previous image are not steady but are flexible and it could happen that there is a direct
interaction during the production. The boundaries of the sphere can move introducing broaden
spaces for co-creation with customers. The following figure highlights the provider and customer
roles during the process.
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Figure 28 - Direct and indirect interactions: defining the roles of the customer and service provider
(Grönroos and Voima 2013)
The flexibility of the boundaries aligns the framework to the one proposed by Payne et al. in 2008
and explained in the previous paragraphs. However, there is a small difference between the two
models and relies in the customer sphere. In fact, in the customer sphere the provider plays a
passive role and do not participate in the customer process, while in the model proposed by Payne
et al. the involvement is in every phase of the process allowing the firm to get feedbacks and obtain
organizational learning from the usage by the customers. Customer experience is a constantly
evolving process that makes value creation a temporally accumulative process, emerging through
past, present, and future experiences (Helkkula et al. 2012; Voima et al. 2010). In the reality
interactions happen always from the design to the usage of the product/service thanks to big data
and social networks. For instance, customers ask on social networks or on the company website for
the price of the products/services or for additional information and after the purchase maybe post
the photo on social networks and the company can obtain data for future improvements and
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developments. This kind of interaction is called indirect interaction and is considered by the
framework in the provider and in the customer spheres but is not considered part of the co-creation.
The framework proposed by Grönroos and Voima provide the literature with a discussion on the
concept of value. The authors define value as value-in-use, created by the user during usage of
resources and processes and value creation is the customer’s creation of value-in-use. Then they
propose a reformulation of some foundational premises of S-D logic as in Table 5. FP6 is quite the
same of the one proposed in the previous study and FP7a has been made more precise by adding
“by providing potential value”. The other premises are the same of the previous study.
Table 10 - Revisited foundational premises (Grönroos and Voima 2013)
This framework presents different implication from both the theoretical and the practical point of
view. First of all, it contributes to the clarification of the definitions of value, value creation and
value co-creation and to the distinction of the three spheres, provider, customer and joint. Value
co-creation is related only to direct interactions that happen in the joint sphere in which customers
and firm get in touch. Then, it is noteworthy that the firm creates potential value and has the power
to influence the customers’ experience creating or destroying value. In this sense, marketing and
communication play a fundamental role because have the possibility to attract the customers and
engage them into the co-creation process. Firms not only influence the present experience but also
customers’ future purchasing and consumption behaviour. Firms should make the most of direct
interactions and should create new possibilities for direct interactions. In order to create positive
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effects, companies have to analyse the behavioural logic of their customers so that they can obtain
organizational learning to exploit in the future.
Figure 29 - Customer-dominant logic of service contrasted with service management and service-dominant
logic (Heinonen, Strandvik, Mickelsson, Edvardsson, Sundström, and Andersson, 2010)
This leads to some managerial implications showed in the following table. What is evident is the
managerial aspect of the framework, for instance it is interesting the visibility concept that
highlights that maybe the firms should focus on invisible aspects that lead to value emergence.
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Table 11 - Implications of the customer dominant logic
Payne and Frow instead insert value creation process as a part of the CRM strategy (2005). They
position the value creation process between the strategy development process and the
multichannel integration process with the support of the information management process. In
particular they distinguish between the value the customer receives and the value the organization
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receives. The value the customer receives is the benefits that customer obtains by buying the
product/service the company offers. These benefits are the value propositions that satisfy their
needs and lead to a relationship with the firm. The value the organization receives is instead the
outcome of the coproduction of value, the deployment of improved acquisition and retention
strategies, and the utilization of effective channel management. Value creation process is
fundamental for CRM because it transfer the firm’s strategy into value propositions that
demonstrate what value is to be delivered to customers, and explains what value is to be received
by the organization, including the potential for cocreation. Even if this framework has the merit to
insert value creation process into a strategic vision, it does not go deeper and does not analyse the
customer and the provider roles in the process. The authors just say that the customer and the firm
gain some benefits and that it can happen co-creation between them.
Figure 30 - Value creation process inside the conceptual framework for CRM strategy
The framework below focuses on the degree of co-creation, which includes the scope and the
intensity of co-creation. The scope is how companies are willing to collaborate with customers
across the stages of the NPD process, while intensity is extent to which firms rely on cocreation to
develop products within a particular stage of NPD. An example of a firms that has a great scope and
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intensity is the t-shirt manufacture Threadless.com. Threadless.com works in the following way:
designers submit their designs to Threadless.com, then the community votes what are the more
beautiful and interesting designs and the most voted are sent into production and sale. Designers
obtain a reward for their sold t-shirts. The company’s cocreation efforts do not end with ideation
and product development: they also extend to commercialization and postlaunch activities. Indeed,
Jeffrey Kalmikoff, Chief Creative Officer of Threadless.com has declared “All our efforts are toward
finding ways of expanding word of mouth. If you’re a designer and you want to get chosen, you’re
going to tell everyone you know to go to the site and vote.”
Figure 31 - Conceptual framework of consumer Cocreation (Hoyer, W. D., Chandy, R., Dorotic, M., Krafft, M.,
& Singh, S. S. - 2010)
There are three variables that influence the degree of co-creation: consumer motivators, firm
stimulators and firm impediments. Another interesting aspect of the model is that authors explain
that co-creation can be valuable at all stages of the NPD process which include: ideation, product
development, commercialization, and postlaunch. Then, the degree of co-creation leads to the
outcomes that are firm related and customer related. Regarding consumer motivators, it depends
on the type of consumers. There are customers who are more motivated to co-create and others
who are only interested in buying the products. In order to understand what the motivators are that
drive the co-creation among consumers, it is useful to divide consumers in these segments:
• Innovators: consumers who are the earliest to adopt new products (Moore 1991)
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• Lead users: are people who understand the needs before others in the marketplace and are
therefore well positioned to solve these needs themselves (von Hippel 1986)
• Emergent consumers: individuals who are used to apply intuition and judgments to
improve products’ concepts (Hoffman, Kopalle, and Novak 2010)
• Market mavens: customers who have information about products, stores and markets and
generally start discussions and respond to information requests from other consumers (Feick
and Price 1987).
The consumers listed above are more likely to participate to co-creation activities with firms. Co-
creation involves monetary and psychological aspects, time and efforts by the consumers.
Consumers compare costs and benefits of collaborating. Some financial benefits are monetary
prizing or the sharing of intellectual property rights, then there are social benefits such as visibility,
the status, the social esteem or the recognition of being a unique and important customer for the
firm. Maybe others are interested to gain technology knowledge by participating in forums and
development groups run by the manufacturer. For instance, several companies have forums and
blogs that attract consumers who participate in all stages of the cocreation process and gain
technology knowledge from exchanging ideas and inputs from others in the community. Finally,
some customers are interested in co-creation for psychological reasons such as sense of self-
expression and pride (Csikszentmihalyi 1996; Etgar 2008), positive affect (Burroughs and Mick 2004)
and enjoyment of contributing (Evans and Wolf 2005; Nambisan and Baron 2009). Then, others
participate only for altruism. Then, firms can vary the degree of co-creation because maybe have a
lower propensity to engage in intensive co-creation activities due to organizational impediments.
For instance, sometimes firms do not want to have spillover issues or do not want to share the
property rights with consumers. Then is also depends on the type or product or service because
there are some products for which is very difficult to engage customers for co-creation or it would
complicate the production process. But on the other hand, firms can increase the consumer benefits
and reduce the consumer costs.
An interesting feature of the framework is the co-creation at the postlaunch phase of the NPD
process. As highlighted by the model presented by Payne, Storbacka and Frow in 2008, there are
several opportunities of creating value after the sale. For instance, companies ask for opinions that
can improve the products. Then, the positive or negative outcomes of co-creation can be firm
related or customer related. Firms can increase productivity through incrementing efficiency (e.g.,
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by reducing operational costs) and improve effectiveness (e.g., through an enhancement of a
product value, innovativeness and learning capabilities, and a better fit with consumer needs).
Customers can gain the benefits explained above and therefore are more satisfied and in addition
to this contributing to the improvement to the products, they can have a more fit with their needs
and can increase the relationship with the company.
All those frameworks concentrate on the interaction between firm and customers and in most of
the cases the interactions happen inside the stores. Therefore, it becomes crucial to design the retail
in a way that attracts customers.
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6.2.1 Co-creation and innovation of meaning
Co-creation, even if has been studied quite deeply in the innovation area, it has not been studied in
the field of innovation of meaning. It could be interesting to understand how it could be possible to
develop a co-creation service for an innovation of meaning concept. Even if there is a gap in the
literature, there are already some examples of co-creation of value for an innovation of meaning. A
good example of co-creation and innovation of meaning inside a retail store is Build-A-Bear. Build-
A-Bear is a soft toys shop in which customers can create their own soft toy assembling together
different parts of the toy and inserting the filling. The co-creation happens inside the store and is
generated by an innovation of meaning that allows customers to be the creators of their own soft
toys. It is not only a matter of do it yourself, it is an innovation designed from the beginning, it is
transfer of the meaning identified in the vision into a real solution. In this case the meaning is simple,
immediate and not mis-interpretable. This example demonstrates that co-creation and innovation
of meaning can coexist even if there is a great difference between them. Innovation of meaning is
inside-out and does not consider the user during the planning of the meaning and the designing of
the solution while for co-creation the engagement of the user is a fundamental part and it happens
from the beginning. Even if innovation of meaning does not consider the engagement of the user,
then however there is an interaction with the user. It could be interesting to analyse how an
innovation of meaning is transferred into a co-creation solution. Companies could be interested in
this concept because they need to create memorable experiences and innovation of meaning could
be the successful way to innovate the meaning behind the co-creation experience.
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6.2.2 Measuring co-creation
There are few studies that have systematically explored the nature of the dimensions of customer
value co-creation behaviour. Some studies consider multidimensions approach (e.g., Bettencourt,
1997; Bove, Pervan, Beatty, & Shiu, 2008) to capture the value of the co-creation, while others are
unidimensional (e.g., Cermak, File, & Prince, 1994; Dellande, Gilly, & Graham, 2004; Fang, Palmatier,
& Evans, 2008). However, none of these studies explores the relationship between the overall
construct and its dimensions. The study proposed by Yi and Gong (2013) develops a scale to measure
customer value co-creation behaviour. The model conceptualizes customer value co-creation
behaviour as a multidimensional concept consisting of two higher-order factors, each made up of
multiple dimensions. The two factors are customer participation behaviour and customer
citizenship behaviour. Customer participation behaviour refers to required behaviour necessary for
successful value co-creation and comprise information seeking, information sharing, responsible
behaviour and personal interaction. Information seeking relates to the information that customers
look for when try a service. Generally, customers need information in order to understand if the
service satisfy their needs and to know what to do as co-creators during the experience. giving them
that information, reduces customer uncertainty and enables customers to understand and control
their co-creation environments and their roles as co-creators allowing them to be part of the co-
creation process. Customers seek information in different ways such as asking to other customers
or to the company maybe on the website or on platforms such as TripAdvisor. Information sharing
refers to the information customers have to provide to salespersons so that they can satisfy
customers’ needs. Responsible behaviour relates to the behaviour of the customers in order to
participate to the experience as partial employees. Customers have to be cooperative, observe rules
and accept directions from employees. Personal interaction refers to the relationship between
customers and employees. In order to have a successful value co-creation, customers must have
interpersonal relations with employees as the value co-creation happens in a social context. If the
environment is pleasant, it is more probable that the customers feel a positive experience.
Customer citizenship behaviour is the voluntary behaviour that provides extraordinary value to the
firm but is not necessarily required for value co-creation and includes factors as feedback, advocacy,
helping and tolerance. Feedback includes that information that customers provide to employees
and that help them to improve the service. It is not a requisite for successful service delivery but
contributes to the firm’s promotion and image. Advocacy is the recommendation of the service to
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other people. Advocacy could be done by word-of-mouth and is an indicator of customer loyalty
because does not provide any advantage to the customer. It contributes to firm promotion and
reputation but is not necessary for successful value co-creation. Helping relates to the situations in
which some customers help other customers by teaching them how to use the service or giving
them some advices. Tolerance refers to the customers willingness to be patient when the service is
not delivered correctly or in time.
Table 12 - Customer value co-creation behaviour scale (Yi, Gong - 2013)
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The study presents several contributions to the literature about measuring co-creation of
experience and the findings also suggest a number of important managerial implications. The
proposed scale can help managers in evaluating and rewarding customer performance so that
customer will be more willing to engage in value co-creating activities.
Another important study on value co-creation measurement is the one conducted by Ranjan and
Read (2016). The study presents two dimensions that have an impact on value co-creation: co-
production and value-in-use. Co-production is direct or indirect “coworking with customers” (Hu
and McLoughlin 2012; Nuttavuthisit 2010) or participation in the product/service design process
(Auh et al. 2007; Dato-on and Beasley 2005; Etgar 2008; Fang et al. 2008). It could have different
aspects, for instance it can happen with the sharing of knowledge and information or with the
engagement of the customers in some activities. The model identifies three sub-dimensions of co-
production: knowledge, equity and interaction. Knowledge refers to the sharing of knowledge, ideas
and creativity of customers with the firm. The sharing of information results into better outcomes
as allows to provide customers to what they are looking for. Then, equity refers to the willingness
of the firm to share control with customers. Interaction is the direct participation, engagement and
dialog of customers with the firm. Value-in-use instead, is derived from the user’s use context and
processes, for instance time, location and perceptions. Customers determine the value on the basis
of the specificity of their usage (Edvardsson et al. 2011; Vargo and Lusch 2004, 2008). The model
identifies three components of value-in-use: experience, personalization and relationship.
Experience is the empathetic, emotional, and memorable interaction between customers and firm.
Personalization refers to the uniqueness of the actual or perceived use process, the value being
contingent on individual characteristics. Then, the last factor is relationship that enables
collaboration between customers and firm which results into the creation of value.
The study provides the literature with an important step forward in the direction of illustrating the
complete multidimensional theoretical nature of value co-creation and developing a measurement
instrument aligned with theory. It highlights also the need of other research, for instance better
alignment with the service dominant logic as co-production is not a concept included in the
approach. Co-production reminds to the concept of goods, while for service dominant logic the firm
proposes value through market offerings and then customers continues value creation through use.
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7 Research questions
Having analysed the state of the literature on customer experience and on innovation in services, it
is clear that there is a gap. Service dominant logic has given birth to the studies on co-creation that
is the creation of value together with the customer. Co-creation has been studied first for goods
companies and then for service companies, without considering the typology if innovation that the
firm is pursuing. There are no studies on co-creation of experience for a service firm that has
implemented an innovation of meaning, even if there are already some examples.
Several authors have focused the attention on customer experience, for instance Christopher et al.
(1991) argued that during 1950s and 1960s the differentiation was based on tangible goods and
when tangible goods became a commodity in 1970s, the differentiations moved to services. Then
when services began generic, the differentiation started to be based on experiences in 1980s. From
1980s experiences became the point of difference of the offering and therefore a firm if wants to
be competitive, must stage experiences that sell. Retailers could gain several advantages from the
right management of the customer experience as from experience derives the value. Prahald &
Ramaswamy (2013) defined value creation “Value creation is defined by the experience of the
specific customer, at a specific point in time & location, in the context of a specific event”. The
encounter is the space in which the experience happens, and generally it is the store.
Marketing literature has always focused the attention to the retail. In fact, several researchers have
tried to identify the marketing mix that influence the retail experience and how to enhance the
retail customer experience in order to provide customers with memorable experiences that
convince them to spend more time in the store and to come back several times, but it is still a critical
issue because technological innovation has changed completely the retail environment and
consumers habits and lifestyles has changed during the years. For instance, the online channel has
become a must have but still do not satisfy the need of customers to build strong relationship with
the brand. Then, nowadays customers have the possibility to search information about products,
services and experiences even before entering the store and they infinite choices of products
available on the market. Therefore, it becomes hard for retailers to satisfy customers’ needs in a
brick-and-mortar store. Why should a customer go to a store instead of purchasing online?
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A famous example in the retail is Build-A-Bear, a firm that has been able to change the meaning of
the store offering co-creation with customers in order to provide them with personalized products
and services. The has transformed the store in a workshop. This example highlights that innovation
of meaning and co-creation can coexist and can be successful providing a better customer
experience to customers. In particular, co-creation helps consumers to understand the new
meaning.
Regarding retail, the value is generated through the different innovation strategies. Technology
helps retailers to implement innovations and this dimension is called “how-solution” of retail service
innovation strategy. Another dimension regards the market and is called “what-experience” of retail
service innovation strategies. It regards decisions about new forms of interaction that satisfy
hedonic needs (Pinto, Dell’Era, Verganti, Bellini 2017). Then, there is the design dimension that in
which there is an innovation of the semantic dimension of the product. Meanings are not given but
can be innovated due to the evolution of the socio-cultural context and the discovery of new
technologies (Pinto, Dell’Era, Verganti, Bellini 2017). This dimension is defined as the “why-
meaning” of retail service innovation strategy and it regards the new meanings of visiting a store.
Currently it seems that co-creation literature and service innovation literature are two separated
literatures as there are no tries of making them converge as the Build-A-Bear examples shows.
Therefore, there is a gap in the literature that would be interesting to fulfil. There are already
frameworks on the variables that affect co-creation and frameworks on how or develop successful
innovation of meaning, but how to implement the meaning generated into a retail solution? And
What if the solution is a co-creation experience? It would be interesting to understand if there is a
correlation between co-creation and innovation of meaning and if customers who co-create,
perceive the meaning of the experience. Thus, the research question is the following:
How does the co-creation enable the perception of the new meaning?
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8 Methodology
As mentioned previously, this study wants to examine how retail firms use co-creation to enable
the perception of the new meaning generated. In particular, this research uses the framework
proposed by Payne, Storbacka and Frow (2008) in order to find what are the co-creation activities
that help customers to perceive the innovation of meaning in the retail. Indeed, in order to
understand what the customers perceive, it has been conducted an analysis based on surveys. For
the analysis it has been selected four case studies of retail firms that use co-creation to make
customers aware of the new meaning. The case studies are: Lush, Leroy Merlin, Adidas Runbase and
La Feltrinelli RED. Lush differentiates itself in the cosmetic industry for selling handmade and solid
cosmetics, Leroy Merlin is in the do it yourself and home improvement sector, Adidas Runbase is
one of the major leaders in the sporty wear market and La Feltrinelli RED is a bistro by the famous
Italian publishing company La Feltrinelli.
The survey has been designed taking into considerations the different variables that affect co-
creation according to the co-creation framework. The first section of the survey is dedicated to the
demographic information in order to have a general picture of the kind of people who have
answered the survey and the second section is for segmenting customers according their motivation
to co-create. Then, the other sections were dedicated to what kinds of interaction happen between
customers and firm before, during and after the experience inside the store, according to the co-
creation framework. In particular, it has been dedicated a part to Customer learning to see if
customers perception of the firm and memories of previous experiences affect the present
experience inside the store. Another part has been directed to the relationship experience in order
to capture the kind of relationship that customers have with the company and with the retail. Then,
some questions were dedicated to value creation and value-in-use with the aim of catching the
moment in which value is co-create with the customers. Then the last section has been dedicated
to the innovation of meaning to see if customers perceive that the experience proposed by the retail
firm is radically different form the ones proposed by competitors and to see if customers understand
the meaning of the experience.
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Figure 32 - Co-creation framework (Payne, Storbacka and Frow 2008)
As the first section aimed to capture the demographic information of participants, it was not used
a validation scale (see Attachments 14.1). For the other questions it has been decided to use the
Likert scale as validation scale. The Likert scale is a psychometric scale commonly involved in
research that employs questionnaires. It is the most widely used approach to scaling responses in
survey research.
A Likert item is a statement that the respondent is asked to evaluate by giving it a quantitative value
on any kind of subjective or objective dimension, with level of agreement/disagreement being the
dimension most commonly used. Likert items exhibit both "symmetry" and "balance". Symmetry
means that they contain equal numbers of positive and negative positions whose respective
distances apart are bilaterally symmetric about the "neutral"/zero value (whether or not that value
is presented as a candidate). Balance means that the distance between each candidate value is the
same, allowing for quantitative comparisons such as averaging to be valid across items containing
more than two candidate values. In this case, it was decided to use the five levels scale designed in
the following way:
1. Strongly disagree
2. Disagree
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3. Indifferent
4. Agree
5. Strongly agree
It has been decided to use the Likert scale instead of other scales such as the Thurstone scale
because of its several advantages. First of all, the Likert scale is very clear. In fact, the levels are
unmistakable and help participants to make a net decision. It allows also to order the categories in
a continuum of answers that are translated in numbers, thing that form the statistical analysis point
of view is easily manageable. On the other hand, the levels oblige interviewees to choose a modality
of answer even when she does not know what to answer. Another con is that the third level does
not correspond to a decision, it is like if the interviewee don not know what to answer. Then, the
number of levels could create uncertainty in the mind of the interviewees. For instance, in the seven
levels scale, it could be difficult to choose an answer between the first three choices or between the
last three choices, as they are very similar. For this reason, for this study it has been decided to use
the five levels scale. The Thurstone scale has been discarded because for this study is too much
complex to be managed and more difficult for interviewees to understand.
For this study, four surveys were prepared, one for each selected company. As for statistical reasons,
it is better to have answers from the same interviewees in order to have reliable data, the ideal
situation would have been to have one questionnaire divided in four parts. As the large number of
questions for each case study, the decision has been to predispose two surveys, one for two
companies and the other for the remaining two companies. One survey was dedicated to Lush and
La Feltrinelli RED, while the other one to Adidas Runbase and Leroy Merlin. The questions were the
same for the four firms, except for few differences due to the differences in the service offerings.
During the distribution of the surveys, particular attention was paid to the recommendation to
answer to both the questionnaires. The desired number of answers was around 80-90, in order to
have a sufficient large number of data to complete all the statistical analysis. The complete list of
questions of the two questionnaires is in the Attachment chapter.
For the analysis of the surveys, first of all it has been done a screening of the answers in order to
see if all the answers were reliable. It has been decided to discard the answers of all the people who
have answered “1” to the question “I remember well that I was in a X store” (the X corresponds the
firm to which the survey refers), because their answers were not credible as they probably have not
visited those stores recently and could not answer to the kind of interaction that happens inside the
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store or to the meaning of the experience. Then, the remaining answers were analysed in order to
find the correlation between co-creation and innovation of meaning. To accomplish this task, for
each case study, the answers have been divided in two groups:
1. The first group refers to interviewees who have recognized the meaning generated by the
firm and implemented in the retail, that for Lush and Leroy Merlin is Experiment, for Adidas
Runbase is Sharing and for La Feltrinelli RED is Entertainment;
2. The second group refers to interviewees who have not recognized the meaning mentioned
above.
Then, it has been done an analysis of the questions related to co-creations that enable the
perception of the meaning implemented in the retail in order to identify what are the co-creation
factors that enable that perception. After having selected the questions, it has been done a division
of the answers according to the two groups explained above. The result of this operation is a table
with two groups of answer for each question that affects the perception of the meaning. Since the
aim of the surveys is to prove that there are some co-creation features that enable the perception
of the meaning and therefore, people who participate to co-creation perceive the meaning while
people who do not participate to co-creation do not understand the meaning, the statistical analysis
that allows this research is the T-test. Therefore, it has been conducted a T-test for each question
in order to demonstrate the hypothesis that the averages of answers of the two groups are
statistically different and that that difference is not due to the case. In addition to this, confidence
intervals are used to accompany the estimate of the average with a plausible range of values for
that average.
In order to accomplish the T-test, it would be easier if the data follow a normal distribution and
therefore, we apply a test of normality. It has been decided to apply the Shapiro-Wilk test. The
Shapiro–Wilk test tests the null hypothesis that a sample x1, ..., xn came from a normally distributed
population. The test statistic is:
𝑊 =(∑ 𝑎' ∗ 𝑥('))+
',-.
∑ (𝑥' − �̅�).+',-
Where:
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• xi (with parentheses enclosing the subscript index i; not to be confused with x(i)) is the ith order
statistic, i.e., the ith-smallest number in the sample;
• �̅� = (123⋯315)+
is the sample mean
The coefficients ai are given by:
𝑎' = (𝑎- + ⋯+𝑎+) =𝑚8𝑉:-
𝐶
Where:
• C is a vector norm: 𝐶 = ‖𝑉:-𝑚‖ = (𝑚8𝑉:-𝑉:-𝑚)-/.
• Vector m, 𝑚 = (𝑚- +⋯+𝑚+)8 , is made of the expected values of the order statistics of
independent and identically distributed random variables sampled from the standard normal
distribution
• V is the covariance matrix of those normal order statistics.
The W statistic can have values from 0 to 1 and if is too low, the test rejects the null hypothesis that
the sample values are not normally distributed. Then, it necessary to calculate the correspondent
p-value (or probability value) that is the probability for a given statistical model that, when the null
hypothesis is true, the statistical summary (such as the sample mean difference between two
compared groups) would be greater than or equal to the actual observed results. The null-
hypothesis of the Shapiro-Wilk test is that the population is normally distributed. Thus, on the one
hand, if the p-value is less than the chosen alpha level, then the null hypothesis is rejected and there
is evidence that the data tested are not normally distributed. On the other hand, if the p-value is
greater than the chosen alpha level, then the null hypothesis that the data came from a normally
distributed population cannot be rejected.
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Figure 33 - Explanation of the p-value
If the H0 is rejected, it means that the data are not normally distributed. In this case, we can assume
that the data are distributed according to an unknown distribution, that is not the normal one. We
do not conduct other tests as for the T-test is not necessary to know the distribution of the data.
We go on with the T-test as is a parametric test that can be conducted also for unknown
distributions.
Therefore, we proceed with the T-test in the case in which the two variances are known. We start
from two independent samples, that we can call X1, X2, … , Xn and Y1, Y2, … , Ym coming from two
normal distribution N(𝜇x, 𝜎2x) and N(𝜇y, 𝜎2
y), where µ is the average of the sample, s is the standard
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deviation and therefore 𝜎2 is the variance. The null hypothesis corresponds to the equality of the
two averages, while the hypothesis one to the inequality:
H0: 𝜇x=𝜇y
H1: 𝜇x¹𝜇y
We reject the null hypothesis H0 if:
|𝑋B −𝑌B|
D𝜎1.
𝑛 +𝜎F.𝑚
> 𝑧I.
While we can accept the null hypothesis if:
|𝑋B −𝑌B|
D𝜎1.
𝑛 +𝜎F.𝑚
≤ 𝑧I.
Where 𝑧KL is the z-score corresponding to right-tailed area of α/2.
The T-test has been performed on the Excel software using the formula TTEST(array1; array2; tails;
type), where array1 refers to the first group of values, array2 to the second group of values; tails
indicates if the test is the test is one-tailed or two-tailed and in this case the test is two-tailed as we
are verifying if the average of the two groups of values are equal or not, then the type refers to the
kind of test to perform and can assume three values:
• type=1 if the test is paired
• type=2 if the test if the variances are equal
• type=3 if the test if the variances are not equal
in our case the variances are not equal, therefore the type is 3. The result of the formula is the p-
value, that is the probability associated to the T-test and if the value is lower of 0.05 (we are
considering a=0.05), we can reject the null hypothesis and affirm that there is statistical difference
between the averages and this difference is not due the case.
After the T-test, confidence intervals have been used to understand if the difference between the
two averages is relevant. A confidence interval is the range of values for which we have a certain
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level of confidence that the average that the average belongs to that range. In order to construct a
confidence interval of the mean μ of the population, we need to use the fact that the distribution
of the random variable
�̅� − 𝜇
D𝜎.
𝑛
is approximately equal to that of a Student's t with n - 1 degrees of freedom, where n is the size of
the sample extracted and that approximation improves with the increase of n. We observe that with
the 95% of confidence:
�̅� − 𝑡+:-,I.𝜎√𝑛
< 𝜇 < �̅� + 𝑡+:-,I.𝜎√𝑛
Where 𝑡+:-,KL is the quantile of order 1 - I
. of a Student's t of n - 1 degrees of freedom, that is the
point that on its left there is an area below the t equal to 1 - I.. And therefore, the real average of
the distribution belongs to the following interval:
Q�̅� − 𝑡+:-,I.𝜎√𝑛
, �̅� + 𝑡+:-,I.𝜎√𝑛R
The intervals of confidence have been performed on Excel using the following function:
CONFIDENCE:T(a, standard_dev, size), where a=0.05 because we are considering a confidence of
95%, standard_dev is the standard deviation of the sample and size is the numerosity of the sample.
Then, comparing the intervals of the two group of values, if they do not overlap, it is another
confirmation of the fact that there is a relevant difference between the averages of the two groups
of values.
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9 Case study analysis
As said in the previous chapter, here are presented four case studies that are the object of the
analysis aimed at designing a framework that helps companies to co-create with customers in the
case of innovation of meaning in a retail service. The following companies have been selected
because are particularly innovative, specifically they have developed innovations of meaning and
present a certain level of co-creation.
For each case, it is presented the company, the innovation of meaning using the framework “how,
what, why” presented in the design driven innovation chapter, the characteristics of the store and
how the meaning is reflected in the store and the main competitors of the firm, paying attention on
the differences of the store and the innovation of meaning between the firm and its competitors.
Figure 34 - How, What, Why (Pinto, Dell’Era, Verganti, Bellini 2017)
The results of the surveys are the following:
Lush La Feltrinelli RED Adidas Runbase Leroy Merlin
Total answers 89 89 86 86 Not reliable
answers 10 9 12 6
Total reliable answers 79 80 74 80
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Table 14 - The results of the surveys
The not reliable questions refer to selection explained in chapter 7 Methodology. Now in the charts
below are presented the demographic information regarding the interviewees of the surveys,
without considering the not reliable answers.
Gender
Lush La Feltrinelli RED Adidas Runbase Leroy Merlin
Female 59% 57% 51% 52% Male 41% 43% 49% 48%
Age
Lush La Feltrinelli RED Adidas Runbase Leroy Merlin
£18 3% 2% 8% 7% 19-39 68% 66% 49% 51% 40-59 25% 28% 28% 28% ³60 4% 4% 15% 14%
Education
Lush La Feltrinelli RED Adidas Runbase Leroy Merlin
High School 27% 27% 43% 42% Degree 73% 73% 57% 58%
Occupation
Lush La Feltrinelli RED Adidas Runbase Leroy Merlin
Student 20% 20% 16% 15% Worker 79% 79% 84% 84%
Unemployed 1% 1% 0% 1%
Live in a big city
Lush La Feltrinelli RED Adidas Runbase Leroy Merlin
Yes 90% 87% 88% 89% No 10% 13% 12% 11%
Table 15 - Demographic information of reliable answers
As table 14 demonstrates, comparing the demographic information of the answers of the surveys
of the four case studies, we can observe that the percentages are very similar, with some differences
due to the different customer segments. This demonstration allows us to consider reliable the data
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of the surveys as they have been compilated by the same people. Instead, regarding the no reliable
answers that have been discarded we can see from the table below that those interviewees have
similar characteristics to the interviewees who have been accepted.
Gender
Lush La Feltrinelli RED Adidas Runbase Leroy Merlin
Female 40% 55,56% 75% 50% Male 60% 44,44% 25% 50%
Age
Lush La Feltrinelli RED Adidas Runbase Leroy Merlin
£18 0% 0% 0% 0% 19-39 50% 66,67% 91,67% 66,67% 40-59 20% 0% 0% 16,67% ³60 30% 33,33% 8,33% 16,67%
Education
Lush La Feltrinelli RED Adidas Runbase Leroy Merlin
High School 50% 33,33% 66,67% 33,33% Degree 50% 66,67% 33,33% 66,67%
Occupation
Lush La Feltrinelli RED Adidas Runbase Leroy Merlin
Student 10% 22,22% 8,33% 33,33% Worker 90% 77,78% 75% 66,67%
Unemployed 0% 0% 16,67% 0% Live in a big city
Lush La Feltrinelli RED Adidas Runbase Leroy Merlin
Yes 70% 88,89% 91,67% 83,33% No 30% 11,11% 8,33% 16,67%
Table 16 - Demographic information of not reliable answers
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9.1 Lush
Lush is a cosmetic company with stores located all over the world. It is an English firm famous for
producing solid cosmetics such as creams, soaps, shampoos, shower gels, lotions, moisturizers,
scrubs, masks using only vegetarian or vegan recipes. It has been founded in 1995 by Mark and Mo
Constantine, Liz Weir, Helen Ambrosen, Rowena Bird and Paul Greaves. Originally Mark
Constantine, a trichologist (the trichology is a branch of the dermatology that deals with the
scientific study of the health of hair and scalp), and Liz Weir started as Constantine & Weir, a supplier
to The Body Shop. They developed recipes for bath and beauty products until The Body Shop has
bought the rights of Constantine & Weir's recipes for £11 million. After 5 years, Constantine and
Weir set up a mail order cosmetics company called Cosmetics-To-Go. In 1995 Constantine and Weir
have sold Cosmetics-To-Go because of administration difficulties. Then in 1995 Constantine and
Weir together with Mo Constantine, Helen Ambrosen, Rowena Bird and Paul Greaves from
Cosmetics-To-Go, decided to buy fresh fruits and vegetables at the market and to sell their hand
made products in a shop where at the first floor there were the production and downstairs the
selling. Initially they were used to buy the perfumes but then decided to make them by themselves
as they find out that the perfumes were not always pure. They decided to name the company Lush,
as it means fresh, green, and verdant.
Figure 35 - Lush logo
Nowadays Lush is one of the most famous cosmetic company not only for the quality of the products
but also for the ethics with which they carry out their work. They not only produce fresh hand made
products but have also other principles to respect such as vegetarian, ethical buying, fighting animal
testing, freshest cosmetics online, handmade, naked packaging. These principles reflect a moral
social responsibility that is behind every single decision described by this statement on their
website.
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Figure 36 – The We believe statement
These ethical principles are also fundamental for the marketing activity. In fact, Lush has a “No
advertising policy” that allows only users-generates content. The only activity they do regards the
brand. They manage the brand in a way that when you think at Lush, you link immediately the ethics
behind. Indeed, they put their slogan “Fighting animal testing” on every Lush bag. Fighting animal
testing is not only a statement but is a real practice. Indeed, Lush buy ingredients only from
companies that do test on animals and it is a practice that lasts from 30 years, as they communicate
on their website “We’ve been against animal testing for over 30 years and will continue to inform,
encourage and participate in the fight for animal rights. We’re proud to say that the founders of
LUSH have been passionately fighting against animal testing during all of this time, long before LUSH
was even an idea.” Fighting animal testing contributes to the quality of the product and to the safety
of the customers and to incentive other companies in doing so, they have established the Lush Prize
the award researchers the conduct alternative testing. This is a smart way to end animal testing.
Since they are very proud of this principle, they use to put the Fighting animal testing logo on their
shopping bags.
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Figure 37 - Lush shopping bag
As the do with the fighting animal testing, they use the same philosophy for all the other principles.
They visit personally the suppliers all over the world to trace the ingredients and to assure that each
supplier work with responsibility to the environment and to the employees. In addition to this, the
contribute to the positive change in small communities in poor countries. This assures Lush to have
the freshest products, even for the online channel. The exploit these principles to promote
campaigns that support the social responsibility and the positive change. For instance, it is been
already ten years that Lush fight the plastic bags because they harm the planet and they do it with
charity campaigns. Lush supports also other charity campaigns that aim at giving rights to people
who do not have and at fighting activity that destroy the planet and that harm animals and humans.
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9.1.1 Products and services
Another particularity related to the charity campaign is the naked packaging. In fact, Lush has always
delivered products without packaging and this has two important meanings: first, it supports the
campaign against plastic and second, it allows to see that products are fresh. This peculiarity has
been always appreciated by the customers and it has been become a point of difference. Indeed,
Lush products are famous for the particular and funny shapes and the naked packaging allows
customers to see directly the real shape and colours.
Figure 26 – Example of products
These colourful products reflect not only the principles explained above but also a young and
innovative culture that attracts the customer segment known as young adult women ages 18 and
45. Usually they are urban young adult women who live in highly populated cities. This is the reason
why Lush is located only in prime areas. This customer segment is used to post on social network a
great part of the activity they do, and they feel part of a community. In order to incentive the feeling
of community, on the Lush website there are Lush stories that embody the sensations of being a
Lush customer. Another important feature is Lush labs, project that allows customer to test new
products in the development phase and not already on the market giving feedbacks to the company.
It is a digital solution that enables the digital community to discover new products and to participate
to discussions with other members contributing to the developing of new innovative products.
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9.1.2 The store
Lush stores are the greatest representation of the principles explained above in terms of design and
of experience. First of all, the stores are colourful and scented, characteristic that immerse totally
the customer into the Lush experience. They are similar to groceries as employees wear an apron
and as the client enter the shop, they immediately ask if clients need help and guide them into the
shop helping them to find what they need, by showing the different products.
Figure 39 - An example of Lush store
Customers are involved through the five senses. Indeed, the taste is stimulated through the
presence of pieces of vegetables, spices and fresh fruit in season. The mix of essential oils, which is
released from its products, is so intense that it also becomes an effective tool for attracting people
near the store. Even touch is stimulated thanks to the naked packaging of the products and
customers are invited by employees to try the products. As for the view, the polychrome of the Lush
store should be highlighted, characterized by the multiplicity of the colours of its products. It should
be highlighted also the furnishing that characterizes the shops, where the choice of wood for the
shelves and the counters where the different portions of the products find place prevails. Other
cosmetics are placed on exhibitors that recall the greengrocers' counters or in white refrigerators
necessary for the preservation of some products. Even the choice of music in stores is a component
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that contributes to create the particular atmosphere of Lush. Usually music is chosen characterized
by cheerful and funny rhythms, adapted also according to the time and the season. In addition to
this, the display cases are always colourful, full of products with multiple shapes. The store is also
full of blackboards, strictly black, on which you read sentences that invite the customer to interact
with the products and the Lush’s world. These boards accompany the consumer, with cheerful
phrases, along the entire path in the shop. The atmosphere of Lush stores becomes the main
communication tool thanks to which the company manages to reach its consumers even without
using advertising. By communicating personal values and of a more general nature (ethics, ecology)
and positioning itself diametrically opposite to its competitors, Lush has thus succeeded in
aggregating a universe of consumers.
Figure 26 – Interaction with customers in Lush stores
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9.1.3 Innovation of meaning
In this section, it is presented the retail innovations adopted by Lush based on the three constructs
previously presented: functional solution (how), customer experience (what) and meaning (why).
The analysis focuses on forms of innovation that are considered most representative of retail
services. The most important construct is the Why because represents the meaning behind what
the firm is doing, it is like a guide line for all that the firm wants to do. Lush reflects the meaning of
its values into the store providing customers with an immersive and memorable experience. The
store is like a lab or a workshop in which customer can touch and try the products. Salesperson
explain how to use the products and let the customers participate by asking questions and making
their hands dirty and having fun. In addition to this, the whole environment is designed to create an
immersive experience as it is colourful and scented, and it is similar to a grocery. Indeed, salesperson
wear aprons and products are placed on wood shelves with blackboard that explain the products.
Therefore, we could say that the new meaning proposed by the Lush retail is “Experiment with the
beauty”. Then, the second construct is the What and it is the experience the Lush provides to
customers, while the third construct is the How and represents the solutions that the firm is
implementing.
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Figure 40 - Solution, Experience and Meaning offered through Lush store
The meaning generated by Lush turned out to be a success as the store is attracting more and more
customers and people recognize the meaning. In fact, as the survey demonstrates, the majority of
people who have answered to the survey has recognised that the experience proposed by Lush has
the meaning of “Experiment”.
Meaning Number of answers Percentage
Sharing 1 1,27%
Experiment 46 58,22%
Sustainability 11 13,92%
Entertainment 10 12,66%
No Meaning 10 12,66%
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Other 1 1,27%
Table 17 - Lush meanings
Figure 41 - Percentage of Lush meanings
Table 13 and Figure 38 show that the 58,22% of the answers to the question 26 “The lived experience
contains a meaning similar to…” is experiment. It is clear that people recognize Lush as a store in
which they can make their hands dirty touching and trying products. This finding is in line with the
innovation of meaning generated by Lush and means that people recognise the meaning that Lush
wants to communicate. Another interesting finding is related to the fact that generally, the people
who have recognised that the Lush experience is radically different (question number 26), have
recognised experiment as meaning. In fact, as shown in Table14, the majority of people who have
answered 4 or 5 to question 26, have answered experiment to the question 28.
D 26 D 28
1 2
Experiment 1
No meaning 1
Sharing; 1,27%
Experiment; 58,22%
Sustainability; 13,92%
Entertainment; 12,66%
No Meaning; 12,66%Other; 1,27%
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2 3
Entertainment 1
No meaning 2
3 10
Entertainment 2
Experiment 4
No meaning 2
Sustainability 2
4 30
Other 1
Sharing 1
Entertainment 6
Experiment 14
No meaning 4
Sustainability 4
5 34
Entertainment 1
Experiment 27
No meaning 1
Sustainability 5
Grand Total 79
Table 18 - Correlation between questions 26 and 28
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Figure 42 – Correlation between questions 26 and 28
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9.1.4 Competitors
The main competitor is The Body Shop. The Body Shop is a British cosmetics company founded in
1976 which is very similar to Lush. Indeed, they have the same ethical values: they fight animal
testing, support the fair trade, defend human rights, protect the planet and use the slogan “Enrich,
not exploit”. Even if the principles are quite the same, it does not seem if we look at the stores.
Indeed, as we can see from the images below, The Body Shop stores are tidier and more enlightened
and since they do not have the technology that allows to produce solid shampoos and creams, are
obliged to use the packaging. Therefore, customers cannot touch the products with their hands and
are not immersed into the experience. Then, another difference is the behaviour of the salesmen
who do not make the customers try the products. Even if the two firms are similar, actually Lush
was a supplier of The Body Shop, and have also similar meanings, they have different ways of
demonstrating it. Analysing the data, it seems that Lush is more successful than The Body Shop. In
fact, Lush net income is more than two times the Body Shop income even if The Body Shop has more
stores around the world. Even the interest on social media in higher for Lush.
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Figure 43 - An example of The Body Shop store
Lush is great example of how a successful innovation of meaning is implemented in a retail
environment. Lush was able to transfer to the store the values behind the company. We could
summarize the meaning of The Body Shop in this sentence: “Beauty from the nature”. It is very
similar to the meaning of Lush as they both fight animal testing and use vegan ingredients, but The
Body Shop store does not represent at all the meaning. We could say that The Body Shop was able
to radically innovate the offering, as Lush, but not to innovate the store. As figure 40 shows, The
Body Shop is different form the other cosmetic retailers such as Sephora or L’Oréal because of the
new experience that provides but the meaning of the store has not changed, while Lush has been
able to radically innovate both the experience and the meaning.
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9.1.5 Co-creation
The first results showed regards the categories of questions:
• Customers learning: questions 9-11
• Emotion – Cognition – Behaviour: questions 12-20
• Value creation – Value-in-use: questions 21-25
The first five questions refer to demographic information and the last three questions refer to
meaning, therefore have not been considered for the T-test.
Table 19 - T-test results for Lush, according to the categories of questions
The first line reports the average p-value of the questions of the different categories of questions,
that means that it has been performed the T-test on the average of answers of the questions,
category per category. While the second line refers to the average of the answers of the categories.
The p-value is below 0.05 for all the three categories, which means that there is not a statistical
difference between the group of people who have recognised the meaning and the group of people
who had not recognised the meaning of the Lush experience. The average, instead, shows how
interviewees have answered in general to the questions, category per category. Regarding
Customers learning, we can observe that the average is quite low, which means that this category
does not influence the perception of meaning and the p-value demonstrate that the two groups
have answered similarly. Instead, for Emotion – Cognition – Behaviour and Value creation – Value-
in-use, the average is above 3.5 and the p-value shows that there is a difference between the
answers of the two groups and therefore that these categories affect the perception of the meaning.
The value of the average means that there are several people who have answered with high values
and those people are the ones who have recognised the meaning.
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Now we have to understand if there are particular questions that have affected the general results
of the categories. The results of the T-test performed on the questions from 6 to 25 is showed in
the table below.
Table 20 - T-test results for Lush
If we look at the Customers learning category, we observe that questions 9 and 10 present statistical
differences between the averages of the two groups, while the averages of question 11 are similar.
Question 9 is “I remember well that I was in a Lush store” and therefore that fact there is a difference
between the two groups is due to the fact that who remember well the store it is easier that she
recognizes the meaning. Question 10 is “I remember seeing Lush's charity campaigns” refers to the
capacity of the brand to use the marketing in order to spread its image. It is how customers
remember the brand and internalize it. Question 11 is “I Follow Lush on social networks” and refers
to the same variables. For question 9 we observe also that the average is generally high, while for
questions 10 and 11 is quite low, which means that one of the two groups of interviewees has
answered with high scores, and that group is the one composed of people who have recognised the
meaning. For question 10 the two averages are different but low, therefore we cannot assume that
this element influences the perception of meaning. We can assume the same for question 11, as
there is not a statistical difference between the averages.
Focusing on Emotion – Cognition – Behaviour, we see that questions 12, 15, 16,18 and 19 affect the
perception of the meaning, as there is a difference between the averages of the groups and the
average of each question is high. These questions are the following:
• Question 12: “I look for product information before going to the store”
• Question 15: “Salespersons help me to find the products I am looking for”
• Question 16: “Salespersons offer me the most suitable products for me”
• Question 18: “In the store, I am free to search and try products”
• Question 19: “In the store, I talk with salespersons and other clients”
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For Value creation – Value-in-use category, questions 21, 22, 23, 24 influence the perception of the
meaning and are the following:
• Question 21: “I have enjoyed the experience in the store”
• Question 22: “I am always satisfied of the purchased products”
• Question 23: “The use of technological tool improves the instore experience”
• Question 24: “Every visit to the store is different from the others”
The section regarding customer segments comprises questions 6, 7 and 8 and show which kind of
customers recognises the meaning. In fact, question 6 “I like to try new products / new technologies
as they come out” identify the Innovators, question 7 “I often answer to company questionnaires by
providing opinions on products” refers to Emergent consumers and question 8 “I often exchange
product information with other customers” regards Market mavens. In the case of Lush, Market
mavens have recognised the meaning.
Then the confidence intervals analysis performed on the two groups contributes to highlight where
the averages can be considered statistically different. For each group it is presented the average
and the two ends of the intervals, the positive and the negative ends. We can see in the table below,
that there are some questions in which the two groups present confidence intervals that do not
overlap or that overlap just a bit. The table is divided in the groups of answers of the ones that have
not perceived the meaning and the of answers of the ones that have perceived the meaning. We
can observe that these questions correspond to the questions that the T-test has demonstrated that
have averages statistically different. This is another evidence.
Table 21 - Confidence intervals (Lush)
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9.2 Leroy Merlin
Leroy Merlin is a French company operating in the large-scale retail trade, specializing do-it-yourself
(DIY), construction, gardening, decoration and bathroom furniture. It has stores in Europe, Asia,
South America and Africa. Leroy Merlin was born in France in 1923 by Adolph Leroy and Rose Merlin
who opened a shop in Noeux-Les-Mines of war residues. After a journey of 53 years, which passes
through the inclusion of new collaborators and types of products more oriented to DIY, arrives in
Italy in 1996 with the opening of the first store in Solbiate Arno (VA). Today it has 48 stores
distributed throughout the country with more than 6,900 employees and a turnover of over 1.5
billion euros. Worldwide, Leroy Merlin has 456 stores in 12 countries with over 88,000 employees.
Figure 45 - The Leroy Merlin logo
Leroy Merlin is part of the Group of which Adeo is the parent company. Adeo was founded in 2007
by Adolphe Leroy et Rose Merlin. The director of Adeo, Philipp Zimmermann, defines Adeo as “ADEO
is a community of open, interconnected, human-scale companies. This is a community of 112,000
employees who create new ideas and help people all over the world to make their dream of a better
home come true. Our strength and driving force is to feel useful in everything we do - useful to
ourselves, to those around us, to others, and to the world.”
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Figure 46 - The Adeo logo
Adeo is involved in social and environmental actions in order to make positive contributions to the
world, for instance developing poor communities and assuring responsible wood sources. The Adeo
values must be respected by all the companies of the Group and are Simplicity, Proximity, Spirit of
performance, Generosity, Honesty, Consistency and Respect for others. all the ADEO companies are
autonomous and share the same desire to define themselves by human values. All their actions are
rooted in everyday values, a common ambition, experience and resource sharing.
Figure 47 - Adeo values
The companies of the Group are illustrated in Figure 30 and are present in 15 countries. The Adeo
group is specialised in DIY covers all areas of home improvement, in particular Group companies are
subdivided in the following way:
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• For private individuals:
o Leroy Merlin
o Weldom
o Brico Center
o AKI
o Kbane
o Quotatis
o tikitamoon
o light online
o decoclico
• For home life:
o Zodio
o Alice delice
• For professionals:
o BricoMan
o DomPro
o PROBOX
Figure 48 - The Adeo group around the world
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9.2.1 Products and services
The Leroy Merlin sells tools and materials for self-home and gardening improving therefore the
target customers are people who like DIY or who have to renew their home or garden, generally
between 30 and 60 years old. Some examples of products are tiles, parquet, tools such as drills,
saws, wood cutting machines and electric tools.
Figure 49 - An example of Leroy Merlin catalogue and advertising
Since clients are more and more willing to undertake DIY projects but most of the time, they do not
have the right competences, Leroy Merlin provide clients with free courses inside the stores. The
courses are true DIY lessons about how to use the tools in order to be able to do some works at
home by themselves. Inside the stores there is a room dedicates to the lessons in which employees
explain how to do small house improvements. There are different difficulties and clients have to
subscribe because there are limited spots. Some examples of course are “Place a laminate and vinyl
floor”, “Pruning of fruit trees” and “How to save on the water, light and heating bills”. Some courses
are held outside the stores, for instance there is the category “Bricolage del cuore”, literally “DIY of
the heart”, that are volunteering experiences organised by Leroy Merlin stores in order to help the
community. They are “lessons for good” in which people learn DIY helping needy people, for
instance the Leroy Merlin located in Curno has organised to help an elderly man who needed to
secure some parts of his house. Then on the website, Leroy Merlin tell the story to the community
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and also clients have the opportunity to share DIY experiences or to ask for help. Leroy Merlin was
able to create a network of people who share the DIY passion and to put into practice the values of
the Group regarding the responsibility to the community.
Figure 50 - Examples of Leroy Merlin courses
Another great initiative is the Design Lab, that is a section of the website in which Leroy Merlyn
designers explain with short tutorials how to create original DIY objects. This is an opportunity for
clients to create design objects for the home with the satisfaction of being the builder and the
economic savings. The designers explain what the user has to do in a video and there is also a step
by step guide a list of the needed tools and the link to the online shop. Even this initiative contributes
to the creation of the community of DIYers because provides the tools to become a
designer/builder. This is possible because people do not just want to fix things at home but want to
be creative getting their hands dirty.
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9.2.2 The store
Being a firm for home improvement, Leroy Merlin is a large-scale distribution retail and the stores
are really enormous. The Italian average dimension is around 6500 m2 for the indoor stores and
around 2000 m2 for the outdoor space or expositions and those numbers are smaller respect to the
European average. The internal structure of the store is similar to the large-scale distribution retails
of competitors, there are sections dedicated to home areas such as kitchen, living room, bathroom
and garden and sections dedicated to tools such as ironmongery, tiles and parquet, lighting and
décor. The only differences are the colours that remind to the Leroy Merlin logo and the rooms
dedicated to the lessons. There is no difference also between the employee’s behaviour that is equal
to that of competitors. Recently Leroy Merlin has opened a new store format that is the showroom.
The showroom allows customers to see the products in a real home environment. The showroom is
placed near the retail and which immediately allows the customer to put at his ease, in a space
where she can appreciate - through a renewed dynamic exhibition - the products already present in
the store. The experience of visiting the store starts from the Agora, the new form of relationship
between the customer and the collaborator. There is a unique collaborator who follows the client
inside the showroom from the estimate to the final payment, providing indications on everything
that can be useful: from tax deductions to the Laying Service with selected artisans, or on the
delivery of the products the customer intends to purchase. There is also the possibility of asking for
a team of professionals composed of Architects and Interior Designers, in order to receive a photo
book of their project, also supplied with matching accessories and furnishing accessories. At each
“Punto Consiglio”, and in the central area, it is positioned a “Saltacoda”, a practical system that
allows customers to book their turn, through the withdrawal of a number, to treat every request in
an orderly manner, avoiding the queue; during the waiting, the customer can have a look at the
materials in order to have his own project clearer. There is also a section of the website dedicated
to the showroom which reminds to the online shop.
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9.2.3 Innovation of meaning
In this section, it is presented the retail innovations adopted by Leroy Merlin based on the three
constructs previously presented, as done in the Lush chapter. Leroy Merlin, being a company that
sells tools and products for DIY and having seen the more and more increasing willingness pf people
to create their own style at home, has adopted the new meaning “Express your DIY”. In order to
allow customers to be real DIYs, has understood that was necessary to transfer knowledge and skills
to them. Therefore, Leroy Merlin has realised inside the store the DIY courses that are free and short
courses with expert who help participants to understand the basis of DIY, let them realise simple
products. Another feature is the Design Lab that contribute to transfer skills to DIYs. In addition to
this, Leroy Merlin has been able to create a real community of DIYs thanks to the DIY stories on the
website and to the charitable initiatives of the DIY community organized by Leroy Merlin.
Figure 54 - Solution, Experience and Meaning offered through Leroy Merlin store
Even the meaning generated by Leroy Merlin has turned out to be a success. In fact, the Leroy Merlin
stores are attracting more and more customers and people recognize the meaning, thanks to the
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free course and to design lab. The survey demonstrates that the majority of people who have
answered to the survey has recognised that the experience proposed by Lush has the meaning of
“Experiment”.
Meaning Number of answers Percentage
Sharing 6 7,5%
Experiment 43 53,75%
Sustainability 5 6,25%
Entertainment 11 13,75%
No Meaning 13 16,25%
Other 2 2,5%
Table 22 - Leroy Merlin meanings
Figure 55 - Percentage of Leroy Merlin meanings
Sharing; 7,50%
Experiment; 53,75%Sustainability; 6,25%
Entertainment; 13,75%
No Meaning; 16,25%
Other; 2,50%
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Table 15 and Figure 47 show that the 53,75% of the answers to the question 60 “The lived experience
contains a meaning similar to…” is experiment. The finding is coherent with the new meaning
generated by Leroy Merlin and demonstrates that the firm is able to communicate effectively to
customers the meaning thought the retail. Then, even for Leroy Merlin people who have recognised
that the experience is radically different (question number 60), have recognised experiment as
meaning. In fact, as shown in Table 22, the majority of people who have answered 4 or 5 to question
60, have answered experiment to the question 62.
D 60 D 62 1 5
Experiment 1 No meaning 3 Sustainability 1
2 5 Other 1 Experiment 3 Sustainability 1
3 27 Sharing 1 Entertainment 5 Experiment 11 No meaning 8 Sustainability 2
4 38 Other 1 Sharing 5 Entertainment 5 Experiment 24 No meaning 2 Sustainability 1
5 8 Entertainment 1 Experiment 6 No meaning 1
Grand Total 83
Table 23 - Correlation between questions 60 and 62
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Figure 56 - Correlation between questions 60 and 62
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9.2.4 Competitors
One of the major competitors of Leroy Merlin is OBI. OBI is a German multinational home
improvement supplies retailing company. Founded in 1970, Obi is the largest DIY retailer in Europe,
and the third largest in the world, behind The Home Depot and Lowe's. It belongs to the Tengelmann
Group.
Figure 57 - An OBI store
OBI and Leroy Merlin sell the same typology of products and the meaning is quite the same. The
difference is that OBI has not been able to create the community of DIYers. OBI does not use its
stores to communicate the meaning, their stores are similar to the other competitor stores, while
Leroy Merlin provides customers with free courses and a website that answers to all the needs of
the DIYers community. We can say that OBI’s meaning is “Be a DIYer” as it offers products for DIY
and does not offer a radical experience to customers. The store is similar to the other competitors’
stores. The differences in solution, experience and meaning are summarized in the figure below.
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9.2.5 Co-creation
The first results showed regards the categories of questions:
• Customers learning: questions 42-44
• Emotion – Cognition – Behaviour: questions 45-53
• Value creation – Value-in-use: questions 54-56
As for Lush, the first five questions refer to demographic information and the last three questions
refer to meaning, therefore have not been considered for the T-test.
Table 24 - T-test results for Leroy Merlin, according to the categories of questions
The p-value is higher than 0.05 for all the first two categories, while is lower for the third category.
The average, instead, shows how interviewees have answered in general to the questions, category
per category. Regarding Customers learning, we can observe that the average is quite low. Instead,
for Emotion – Cognition – Behaviour and Value creation – Value-in-use, the average is above 3. The
value of the average means that there are several people who have answered with high values and
those people are the ones who have recognised the meaning.
Table 25 - T-test results for Leroy Merlin
Looking at the Customers learning category, we observe that al the three questions do not present
statistical differences between the averages of the two groups. The questions are the same of the
Lush case study, with the exception of the question 43 that refers to advertising campaigns and not
to charity campaigns. The averages indicate that questions 43 and 44 have a low score, while the
average of question 42 is quite high. For Emotion – Cognition – Behaviour, only question 51, which
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is “In the store, I am free to search and try products” present differences in the averages while there
are some questions that have a high average but is high in general, with no difference between the
two groups. Instead, Value creation – Value-in-use have two question that affect the perception of
the meanings, that are question 54 “I have enjoyed the experience in the store” and question 55 “I
am always satisfied of the purchased products”. Regarding the Customer segments, as for Lush,
Market mavens have recognised the meaning.
Then the confidence intervals analysis performed on the two groups contributes to highlight where
the averages can be considered statistically different. We can observe that almost all of these
questions correspond to the questions that the T-test has demonstrated that have averages
statistically different.
Table 26 - Confidence intervals (Leroy Merlin)
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9.3 Adidas Runbase
Adidas Runbase is the base for the Adidas runners community and is located in the major city of the
world such as Dubai, New York, London, Sydney, Tokyo or Milan. It is an idea coming from Adidas,
that is a multinational corporation, founded and headquartered in Germany, that designs and
manufactures shoes, clothing and accessories. It is the largest sportswear manufacturer in Europe,
and the second largest in the world, after Nike. It is the holding company for the Adidas Group,
which consists of the Reebok sportswear company, TaylorMade golf company (including Ashworth),
Runtastic, an Austrian fitness technology company and 8.33% of German football club Bayern
Munich. The company was started by Adolf Dassler in his mother's house; he was joined by his elder
brother Rudolf in 1924 under the name Dassler Brothers Shoe Factory. Adolf took care of making
the shoes material while Rudolf took care of the distribution and the managerial part. The company
immediately achieved great success and gained international prominence as early as the 1936
Olympic Games, involving the runner Jesse Owens. In 1949, following a breakdown in the
relationship between the brothers, Adolf created Adidas, and Rudolf established Puma, which
became Adidas' business rival. Adidas' logo is three stripes, which is used on the company's clothing
and shoe designs as a marketing aid. The branding, which Adidas bought in 1952 from Finnish sports
company Karhu Sports, became so successful that Dassler described Adidas as "The three stripes
company". The brand name is uncapitalized and is stylized with a lower case "a".
Figure 59 - The Adidas Runners logo
Nowadays Adidas is the supplier of soccer balls used in the World Cup, in the European football
league, in the UEFA Champions League and in the Europa League, in the Africa Cup and in various
football competitions. It is also the technical sponsor of several football clubs in the world and of
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some football national teams. Even if several famous football players sponsor the brand Adidas,
Adidas does not only offer football products, but offers footwear, clothing and accessories for the
following sports: taekwondo, athletics, soccer, running, tennis, basketball, golf, field hockey, cricket,
lacrosse, rugby, gymnastics, skateboarding, karate, judo and motoring, fencing. Recently, these
products have also been joined by the offer of sports accessories and other products such as
perfumes, sports glasses, watches. It has also become a status for different rap lovers, as some
famous rappers and hip-hop bands have started to wear Adidas sneakers and clothes. Regarding
the running, Adidas is also the sponsor of some city marathons such as the Boston Marathon.
Adidas strategy is called Creating the new and aims to translates that competence in sports into
streetwear and fashion because sport is an attitude and a lifestyle. It is built around three strategic
choices:
• Speed – How we deliver: the aim is to provide customers with fresh and desirable products
where and when they want them in order to become the first true fast sports company.
• Cities – Where we deliver: Adidas bets on big cities as most of the global population lives in
cities and cities are shaping global trends and consumers’ perception, perspectives and
buying decisions. They have identified six key cities where to over-proportionally grow share
of mind, share of market and share of trend: London, Los Angeles, New York, Paris, Shanghai
and Tokyo.
• Open Source – How we create: Adidas open the doors to athletes, consumers and partners
to co-create the future of sport and sports culture in order to be innovative, collaborating,
learning and sharing together.
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9.3.1 Products and services
Adidas sells sporty clothes and accessorises, but Adidas Runbase is not a point of sale. Adidas
Runbase is a meeting point for the urban runners’ community, in which they have the possibility to
use the place as a locker room with showers. In addition to this, there are planned trainings with
expert trainers, for every day of the week, so that is a customer wants to go to Runbase, she knows
that there is always someone else there. The interesting fact is that the experience takes place both
inside and outside the store. It is an interesting way to use a store, because it is not a sales point.
Customers do not buy anything in the store, they just use a service and live an experience.
Sometimes it happens that customers do not enter the store and live the experience outside using
the store as a meeting point. It is for sure an innovative concept.
Another interesting feature it is the possibility to test Adidas shoes for free so that customers can
try them before buying. As the Milano Runbase manager said, “In this way, we prepare runners for
the purchasing”. Indeed, after five runs it is required an Adidas running purchase and after 20 runs
a complete running outfit. With the first purchase, customers receive the Adidas Runners t-shirt.
This is to make sure that clients wear Adidas clothes, to increase the sensation of community.
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9.3.2 The store
Adidas has been able to create a great community of runners giving them a base that is for runners
a sort of home away from home. Adidas Runbase was born from the need of runners of being part
of a community that shares the same interest: the run. The number of runners is increasing every
year and it has been a real boom after the economic crisis. Indeed, being a runner is cheap because
you only need a good pair of shoes and everybody is able to run, there is no need to do courses to
learn to run. No other sport requires such a basic and economical level of equipment. Before the
creation of Adidas Runbase, there were already several runners in the major cities of the world, but
Adidas Runbase was able to exploit the opportunity. They have transformed the traditional store in
a locker room in order to allow runners to have a place where to meet and to start to run together.
In an Adidas Runbase there is a space dedicated to the exposition of new Adidas products for
runners, a locker room and a place to train. Adidas Runbase organise events for every day of the
week, generally with limited spots, in which people have to subscribe and then the there are some
trainers that guide the runners during the training. Runners can test the new products and
participate to indoor or outdoor trainings and runs with the help of expert trainers. Everything for
free. The Adidas Runbase are located in the city centre so that it is easy to reach them, and people
can go there before or after work. Several people work or study in the city centre, therefore having
a locker room with showers reachable in few minutes is a good opportunity. In addition to this, big
cities in the centre have several pedestrian areas, therefore it is safe to run and runners do not have
to worry for the traffic.
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Figure 62 - The entrance of an Adidas Runbase with the new Adidas products that clients can test
Figure 63 - Adidas Runbase
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Generally, Adidas runners are people who live in big cities as it is easier to get access to Adidas
Runbase and to the community. A study conducted by Brooks shows that the average age for men
is 43 and 39 for women. 8 out of 10 practice it regularly 12 months a year, between 3 and 4 times a
week, with no fear of winter ice or 35 degrees of August. They run to get fit (77%), to stay healthy
(76%) and to have fun (61%). The most frequented races are half marathons (75%), more than 5 km
(55%) and 10 km (54%). But almost one in two runners (47%) completed at least one marathon. In
Italy there are more or less 6 millions of runners. It is a great community that stay in touch also on
social network. Every Adidas Runbase is on Facebook and on Instagram and people continuously
share their training, results and entertainment in running together. What Adidas has created is not
only a sport club, but a place to meet other people with the same interests. It is the weakly
appointment they wait for, where clients meet other clients to run with and not to compete against
and it has become so popular among runners that when they visit a new city, they go the Adidas
Runbase. This sense of community is shared also by the Group. Indeed, the initiative Gameplan A
created by Adidas, is an online platform where people can share their stories and tell the people
how the sporty attitude helps to be a playmaker and not a spectator. The stories inspire people to
begin the life they want to live.
Figure 64 - Adidas Runners community
It must be also noticed that the design of the store reflects the urban spirit of runners. Stores are
modern, designed with an urban style in which the main materials are metal and wood and the main
colours are grey and yellow that lights the environment providing a creative spirit.
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9.3.3 Innovation of meaning
In this section, it is presented the retail innovations adopted by Adidas Runbase based on the three
constructs previously presented. The strength of Adidas Runbase is feeling of community. Indeed,
it is not a point of sales but a meeting point for runners. In addition to this, for the Adidas runners
the group is very important. They do everything together, not only the trainings. For instance, where
there is a marathon, they train together with the same goal to reach and the day of the run they
meet at Adidas Runbase and eat the breakfast together, then run together wearing the Adidas
runners t-shirt and party together after the run and at the finish line there is always someone that
wait for the Adidas runners. All these features strengthen the feeling of community. The new
meaning of the store is radical and could be expressed by this sentence “Be part of the community
of urban running lovers”. In fact, what is radical is the fact that the experience is outside the store
and is free. In this way Adidas changed completely the meaning of a store that is not anymore a
place where to sell products. It is also fundamental that there is a daily and fixed programming of
the trainings in order to give to runners the feeling of being part of a family. The fact that runners
do everything in group, help them to reach the goal. Indeed, as the Milano Runbase manager has
said “Achieving the goal you have set for the race because it gives you satisfaction. Understand that
you have managed to achieve a goal thanks to the efforts you have made and thanks to the support
of the community. But also, the satisfaction of completing the workouts. I hear so many customers
saying "If I had done this training alone, I would never have done it".” Then, the free runs attract a
wider range of customers as they do not have to pay for using the service. All those characteristics
transmit the positive values of sport, such as the fair play that normally is not associated to the run.
In fact, as the Milano Runbase manager has said “Beyond the running itself, the primary purpose is
to transmit positive values of sport such as fair play, a value that normally people do not associate
with running. Running together highlights this value.”
All these concepts are summarized in the figure below.
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Figure 65 - Solution, Experience and Meaning offered through adidas Runbase store
Even the meaning generated by Leroy Merlin has turned out to be a success. In fact, the Leroy Merlin
stores are attracting more and more customers and people recognize the meaning, thanks to the
free course and to design lab. The survey demonstrates that the majority of people who have
answered to the survey has recognised that the experience proposed by Lush has the meaning of
“Experiment”.
Meaning Number of answers Percentage
Sharing 40 54,05%
Experiment 6 8,11%
Sustainability 4 5,41%
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Entertainment 20 27,03%
No Meaning 3 4,05%
Other 1 1,35%
Table 27 - Adidas Runbase meanings
Figure 66 - Percentage of Adidas Runbase meanings
Table 17 and Figure 58 show that the 54,05% of the answers to the question 31 “The lived experience
contains a meaning similar to…” is sharing. People recognize the importance of the community of
Adidas runners and recognise that Adidas Runbase is the place that allows them to meet and be
part of the community sharing everything together. Then, even for Adidas Runbase people who
have recognised that the experience is radically different (question number 31), have recognised
sharing as meaning. In fact, as shown in Table 27, the majority of people who have answered 4 or 5
to question 31, have answered experiment to the question 33.
Sharing; 54,05%
Experiment; 8,11%
Sustainability; 5,41%
Entertainment; 27,03%
No Meaning; 4,05% Other; 1,35%
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D 31 D 33
1 1 Sharing 1
2 2 Entertainment 1 Sustainability 1
3 5 Entertainment 4 Sustainability 1
4 26 Sharing 9 Entertainment 8 Experiment 5 No meaning 2 Sustainability 2
5 43 Other (fair play) 1 Sharing 33 Entertainment 7 Experiment 1 No meaning 1
Grand Total 77
Table 28 - Correlation between questions 31 and 33
Figure 67 - Correlation between questions 31 and 33
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9.3.4 Competitors
The main competitor of Adidas is Nike. Nike is an American multinational corporation that is
engaged in the design, development, manufacturing, and worldwide marketing and sales of
footwear, apparel, equipment, accessories, and services. It is the world's largest supplier of athletic
shoes and apparel and a major manufacturer of sports equipment. As of 2012, it employed more
than 44,000 people worldwide. In 2014 the brand alone was valued at $19 billion, making it the
most valuable brand among sports businesses. Nowadays it does not sell only technical sporty
products but also more urban sporty clothes. Nike has caught the running boom and has tried to
give an answer, offering an app for runners and organizing events. Nike has developed the app Nike+
Run Club for iOS devices that is the ideal partner for a runner. The app is designed to assist users
before, during and after the run. The app stores the workouts, offering a program tailored to the
users’ level and goals, and with Apple Watch she can monitor in detail the performances. There is
also the possibility to compete with friends and with other users thanks to the rankings and the
ability to share the results with the runners community. Then, with the Nike + Run Club playlist, the
best athletes will encourage other users.
Figure 68 - Some screenshots of the app Nike+ Run Club
Nike has been able to see the opportunity of creating a new service for runners but has not caught
the new meaning. Instead of understanding the importance of the community, Nike has continued
to see the running as a solitary sport. We can summarize the meaning proposed by Nike in this
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sentence: “The ideal partner for your runs”. Indeed, the Nike app is the partner for the runner who
runs alone. Then, Nike does not have a place in which runners can meet and change their clothes
like Adidas Runbase. Another feature that is successful for Adidas Runbase, but that is not
implemented by Nike is the daily programming of trainings. All the solutions implemented by Nike
are built around the concept that running is not for a community, that is actually the strength of
Adidas Runbase. Indeed, even the daily trainings hep to maintain the community united.
Figure 69 - Comparison between Adidas Runbase and Nike+ Run Club
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9.3.5 Co-creation
The first results showed regards the categories of questions:
• Customers learning: questions 9-11
• Emotion – Cognition – Behaviour: questions 12-20
• Value creation – Value-in-use: questions 21-30
As for the other case studies, the first five questions refer to demographic information and the last
three questions refer to meaning, therefore have not been considered for the T-test.
Table 29 - T-test results for Adidas Runbase, according to the categories of questions
Customers learning and Emotion – Cognition – Behaviour categories have a p-values higher than
0.05, while Value creation – Value-in-use lower than 0.05. The averages are similar, only Value
creation – Value-in-use average is a bit higher.
Table 30 - T-test results for Adidas Runbase
Looking at Customers learning, only question 9 “I remember well that I was in an Adidas Runbase
store” affects the perception of the meaning. For Emotion – Cognition – Behaviour only question 20
has a p-value lower than 0.05 but the average is around 2 and therefore cannot be considered a
variable that impacts the perception of the meaning. Instead, if we look at Value creation – Value-
in-use, we see that questions 23, 24, 28 and 29 have an effect on the perception of the meanings.
The questions are the following:
• Question 23: “I enjoy being part of the Adidas Runners community”
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• Question 24: “I participate to the runs in order to be part of the Adidas Runners community”
• Question 28: “Inside the store, I am free to test the new Adidas products”
• Question 29: “Every visit to the store is different from the others”
Regarding Customers’ segments, question 6 “I like to try new products / new technologies as they
come out” that identifies the Innovators, has a p-value higher than 0.05, which means that
Innovators perceive the new meaning in the retail.
Then the confidence intervals analysis performed on the two groups contributes to highlight where
the averages can be considered statistically different. We can observe that, as for the other cases,
almost all of these questions correspond to the questions that the T-test has demonstrated that
have averages statistically different.
Table 31 - Confidence intervals (Adidas Runbase)
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9.4 La Feltrinelli RED
La Feltrinelli RED is the bistro created by the Italian publishing company La Feltrinelli. RED is the
acronym of Read, Eat, Dream because it is a bookshop in which customers can find books and music
albums, eat the Italian cuisine and participate to events such as live music, aperitifs speaking a
foreign language and literary meetings. It is a place where to discover quality foods and books,
where to spend time between events, workshops for children and many other occasions to meet
and socialize. Nowadays, there are five RED in Milan, one in Rome, one in Florence and one in
Verona.
Figure 70 - The La Feltrinelli RED logo
The publishing company was born at the end of 1954 in Milan. Giangiacomo Feltrinelli is its founder,
who in 1949 had given life to the "G. Feltrinelli Library" for the study of contemporary history and
social movements, first transformed into an institute and subsequently into the Giangiacomo
Feltrinelli Foundation. In 2005 the Holding Effe 2005 was founded, which reports under its wing
both the publishing company and the Feltrinelli bookcases. The first result of this new structure is
the La Feltrinelli.it online store. In 2008 the Feltrinelli Group acquired the majority of PDE
(Promozione Distribuzione Publishing), which with its 5,000 points of sale is the second Italian
distribution company. In 2014 Messaggerie and the Feltrinelli Group created a joint venture,
creating a distribution hub of 70 million books a year. In January 2017 it enters with a 37.5% stake
in the SEM (Società Editoriale Milanese) founded a few months earlier by the former head of
Mondadori Libri, Riccardo Cavallero. In October 2017 it acquired 40% of the Marsilio publishing
house with the commitment to reach 55% after two years. With 124 stores in 58 cities, La Feltrinelli
is one of the leading Italian chains of bookstores and music stores
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9.4.1 Products and services
La Feltrinelli RED, as the other stores of La Feltrinelli, sells books and music albums. It is not specific
for a typology of books or music and therefore the clients’ range is wide. There are books for
everyone, from kids to adults, and music from everyone, selling not only CDs but also vinyl. It is
difficult to identify a specific customers segment, it does not depend on the age and on the gender.
We could say that La Feltrinelli attract people interested in culture. In particular, La Feltrinelli RED
attracts customers who are interested also to have fun in a cultural environment.
Figure 72 - La Feltrinelli RED
Since La Feltrinelli is also a publishing house, one of the products offered is the books series, that
are collections of books published by Feltrinelli Editore with similar characteristics. On example is
FOX CRIME/Feltrinelli, that collects mysteries books. Then, La Feltrinelli library is not the only service
offered by La Feltrinelli, there are different points of sales that are divided into different types,
based on products sold and location:
• La Feltrinelli librerie, the most traditional Feltrinelli store, the first of which opened in Pisa in
1957 (32 bookshops)
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• La Feltrinelli Libri and Musica, in which the book offer is supplemented by discs, DVDs and video
games, with 30 stores
• La Feltrinelli Village, 27 bookcases located inside shopping centres
• La Feltrinelli Express, 11 points of sale located inside stations and airports
• La Feltrinelli RED, the modern bistro
• La Feltrinelli Point, a franchise of 15 bookshops open in small and medium-sized cities
In addition to this, on 11 May 2013 the television channel La EFFE was launched, with the
collaboration of the publishing group L'Espresso, on channel 50 of digital terrestrial and on channel
139 of Sky. In 2012, the Feltrinelli Group entered with a 49.8% stake in the share capital of the Scuola
Holden, the writing and storytelling school founded by Alessandro Baricco in 1994.
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9.4.2 The store
Regarding RED, it is interesting how the store has been designed. The customers live a unique
experience for each of the three parts Read, Eat and Dream. The stores are furnished with a modern
style and generally are 350-400 m2 large with around 80 seats and more than 10000 books. The
client, when enters the store, has the perception of being at home as the atmosphere is cosy and
there is an open kitchen. The books welcome and surround the audience in the main hall. There is
also a department of literature in foreign languages, an offer designed for the large tourist crowd
that crowds the neighbourhood every day. A room is reserved for the "Kidz" department, while
there are spaces dedicated to art, contemporary architecture and comics. Then, there is a collection
of vinyl and gifts. The restaurant/café part is interesting too. The menu is packaged like a real book
to browse for an inspiration. Index, chapters and texts tell about dishes, cocktails and desserts.
Stories become suggestions for culinary combinations, or the direct source of recipes. In the list,
each dish is accompanied by a literary quote or by the indication of the novel from which it is taken.
Some examples: the maccheroni with Sicilian ragù are directly inspired by the "Gattopardo" of
Giuseppe Tomasi di Lampedusa; the vegan burger recipe is instead a tribute to "Eating animals" -
the environmental essay by Jonathan Safran Foer, while the black bread with butter and anchovies
wants to recall the pages of Elena Ferrante's "L’amica geniale". The cocoa cake with a melting heart
cannot fail to have a phrase from Roald Dahl's " Charlie and the Chocolate Factory ". And no one
better than Charles Bukowski can talk about wines and drinks.
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Figure 73 - An example of La Feltrinelli RED
In addition to this, RED organizes events such as aperitives in a foreign language, presentations of
new books or CDs and live music. It is a modern bistro in which customers can sit and read a book
or eat and participate to events.
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9.4.3 Innovation of meaning
In this section, it is presented the retail innovations adopted by La Feltrinelli RED based on the three
constructs previously presented, as done in the for the other cases. La Feltrinelli RED proposes a
new format of library that not only give the possibility to customers to buy books, but also to spend
time there to read books, to participate to books or music album presentations, to listen to live
music, to eat excellent food from the Italian tradition or to do aperitives in a foreign language. All
these offerings give the possibility to customers to live the library in a different way. In fact, the new
meaning behind this experience is “Bistro for investing time in culture”.
Figure 75 - Solution, Experience and Meaning offered through La Feltrinelli RED store
The meaning generated by La Feltrinelli RED turned out to be a success as the store is attracting
more and more customers and people recognize the meaning. In fact, as the survey demonstrates,
the majority of people who have answered to the survey has recognised that the experience
proposed by La Feltrinelli RED has the meaning of “Entertainment”.
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Meaning Number of answers Percentage
Sharing 21 26,25%
Experiment 9 11,25%
Sustainability 4 5%
Entertainment 38 47,5%
No Meaning 8 10%
Other 0 0%
Table 32 - La Feltrinelli RED meanings
Figure 76 - Percentage of La Feltrinelli RED meanings
The table and figure above show that the 47,5% of the answers to the question 56 “The lived
experience contains a meaning similar to…” is entertainment. It is clear that people recognize La
Feltrinelli RED as a place in which having fun and not only where to buy books. The fun is related to
the culture as all the planned events are related to culture. This is an interesting finding because it
is not obvious that people see a library as a place where having fun. Even for RED people who have
Sharing; 26,25%
Experiment; 11,25%
Sustainability; 5%
Entertainment; 47,50%
No Meaning; 10% Other; 0%
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recognised that the RED experience is radically different (question number 54), have recognised
entertainment as meaning. In fact, as shown in Table 32, the majority of people who have answered
4 or 5 to question 54, have answered Entertainment to the question 56.
Q 54 Q 56
2 9 Sharing 3
Entertainment 3
No meaning 3
3 15 Sharing 2
Entertainment 7
No meaning 3
Sustainability 3
4 48 Sharing 14 Entertainment 25
Experiment 6 No meaning 2
Sustainability 1
5 8 Sharing 1 Entertainment 6 No meaning 1
Grand Total 80
Table 33 - Correlation between questions 54 and 56
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Figure 77 - Correlation between questions 54 and 56
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9.4.4 Competitors
The main competitor of La Feltrinellli RED is Mondadori, in particular the Mondadori Megastore, a
retail owned by the Arnoldo Mondadori Editore company. The Arnoldo Mondadori Editore, better
known as Mondadori, is the largest Italian publishing house, based in Segrate (MI). it has been
founded in 1907 by Arnoldo Mondadori and is currently controlled by the Fininvest Group.
Mondadori publishes books and newspapers (also in the digital format) in Italy and all over the
world, has an extensive chain of stores, also with the franchising formula, has an advertising
concession in a joint venture with Publitalia 80 and holds 20% of Monradio srl, a company that
produces Radio 101. It is also listed on the Milan Stock Exchange in the FTSE Italy Small Cap and FTSE
Italia STAR indexes. The company's mission is to encourage the dissemination of culture and ideas,
through products, activities and services aimed at satisfying the needs and tastes of the broadest
possible range of people, bringing together a love of culture and editorial quality with a capacity to
identify and anticipate changes in the world of media and communications.
Figure 78 - The Mondadori Megastore in Milan
Mondadori is very similar to La Feltrinelli, it sells the same typology of products and the customers’
segment is the same. Mondadori Megastore has even a bar in order to allow customers to take a
break or to socialise with other customers. However, Mondadori Megastore does not organise
events and this is not the only difference between them. Another difference is the meaning. In fact,
even if the two meanings are similar, La Feltrinelli RED has been able to implement the meaning
effectively in the retail, while Mondadori Megastore is not. We could say that the meaning of
Mondadori Megastore is “Reading and entertainment”, but is transferred to the retail only through
the bar service, the rest is equal to the other competitors such as Giunti library. Adding a bar or a
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cafeteria to the other services is not a radical improvement of the experience, while the concept
developed by La Feltrinelli RED has been implemented in a way that the experience proposed
underlines the new meaning generated (Figure 77).
Figure 79 - Comparison between La Feltrinelli RED and Mondadori Megastore
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9.4.5 Co-creation
The first results showed regards the categories of questions:
• Customers learning: questions 37-39
• Emotion – Cognition – Behaviour: questions 40-46
• Value creation – Value-in-use: questions 47-53
As for the other case studies, the first five questions refer to demographic information and the last
three questions refer to meaning, therefore have not been considered for the T-test.
Table 34 - T-test results for La Feltrinelli RED, according to the categories of questions
Customers learning category has a p-values higher than 0.05, while Emotion – Cognition – Behaviour
and Value creation – Value-in-use lower than 0.05. The average of Customers learning is low, while
the other two average are quite the same.
Table 35 - T-test results for La Feltrinelli RED
Looking at Customers learning, it is interesting to see that none of the questions has a p-value lower
than 0.05, therefore none of those variables affect the perception of the meaning. For Emotion –
Cognition – Behaviour, questions 40, 43 and 46 have an impact on the perception of the meaning.
• Question 40: “I look for product information before going to the store”
• Question 43: “Salespersons help me to find the products I am looking for”
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Instead, if we look at Value creation – Value-in-use, we see that the questions that have an impact
on the perception of the meaning are the following:
• Question 47: “I am free to talk with other customers during the events organised by RED”
• Question 48: “I have enjoyed the experience in the store”
• Question 50: “The use of technological tool improves the instore experience”
• Question 51: “Every visit to the store is different from the others”
Regarding the Customer segments, as for Lush, Market mavens have recognised the meaning.
Then the confidence intervals analysis performed on the two groups contributes to highlight where
the averages can be considered statistically different. We can observe that, as for the other cases,
almost all of these questions correspond to the questions that the T-test has demonstrated that
have averages statistically different.
Table 36 - Confidence intervals (La Feltrinelli RED)
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10 Discussion
If we analyse the results, we see that for Lush, Leroy Merlin and La Feltrinelli RED, Market Mavens
are the customer segment who in majority has recognised the meaning of the experience, while for
Adidas Runbase, Innovators have recognised the meaning in majority. This is an interesting finding
and demonstrates that the meaning of the Adidas Runbase experience is perceived by more
innovative customers who generally are the first ones to try new things. After this finding we can
proceed to see what are the categories that enable the perception of the meaning and in particular
what are the variables, for each case study.
Customer learning enables the perception of the meaning of the retail experience for Lush and
Adidas Runbase and in particular the variable that influence this finding is the fact of remembering
previous experience in the store, while advertising does not play a critical role. For Leroy Merlin and
La Feltrinelli RED, Customer learning is not critical to perception of the meaning. The explanation
could be that these are store which customers visit with a lower frequency respect to Lush and
Adidas Runbase that sell products that people buy often. Emotion – Cognition – Behaviour, that
refers to the Relationship Experience, enables the perception of the meaning for Lush, Leroy Merlin
and La Feltrinelli RED. It means that for these cases, the interaction between customers and
personnel influences the perception of the meaning, while for Adidas Runbase does not happen.
This is because these retails have a great interaction. In fact, in Lush stores the salespersons engage
customers and let them try the products explain how to use them, in Leroy Merlin there are experts
who teach the basis of the DIY and in La Feltrinelli RED there are events such as aperitives in a foreign
language in which customers are invited to talk with other customers. For Adidas Runbase instead
it is different because the sense of community goes beyond the experience in the store or outside
during the runs. There are evidences of these findings: the variables of Lush and La Feltrinelli RED
that affect the perception of the meaning are the search of information before going to the store,
the interaction inside the store with personnel and other customers and the freedom to search and
touch products. For Leroy Merlin is the freedom to search and touch products.
Value creation – Value-in-use enables the perception of the meaning for all the four case studies. In
particular, the variables that allow this are, for Lush, the liking of the experience, the satisfaction of
the purchasing, the use of technology and the fact that evert visit is different from the others. For
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Leroy Merlin, the liking of the experience and the satisfaction of the purchasing. For Adidas Runbase,
the sense of community, the freedom to test the new products and the fact that evert visit is
different from the others. While for La Feltrinelli RED, the liking of the experience, the use of
technology and the freedom to talk with other clients. This finding is important as highlights the
critical role of the encounter during the experience, that is the place in which co-creation happens.
Even for Adidas Runbase we can consider the store as the place where co-creation happens because
the experience starts and ends at the store. Therefore, there are evidences that co-creation in a
retail help to perceive the meaning generated by the firm. All these considerations are summarised
in the constructs below.
We see that for Lush all the three categories, Customer Learning, Relationship Experience and
Encounter Process, enable the perception of the meaning, which means that the co-creation
components that regard the customers of the co-creation framework proposed by Payne, Storbacka
and Frow (2008) have a role in the perception of the meaning generated by the firm and
implemented in the retail. Therefore, there is a link between co-creation and innovation of meaning.
In particular, we could say that the potential value provided by the firm (FP 7a revisited) is embed
in the meaning of the experience and the firm by interacting with customers have the possibility to
influence the customers’ value creation (FP 7b revisited). In fact, the customer is the value creator
(FP6 revisited) as is the one that perceive the meaning by using the service.
Figure 80 - Lush construct
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For Leroy Merlin, only the Relationship Experience and the Encounter Process enable the perception
of the meaning. Customer learning is not a differentiator for the perception of the meaning of the
experience. An explanation could be that Leroy Merlin is a store in which people do not go often,
but only when they need something for their house. The only reason to go more there often is for
the DIY free courses. Therefore, customers maybe do not follow the Leroy Merlin brand as much as
they follow other favourite brands. Despite this, customers have built strong relationships with the
personnel, which allows to have a direct interaction with them. Indeed, it is the fact that they can
build products and use tools inside the store that creates the value.
For Adidas Runbase, Customer Learning and the Encounter Process enable the perception of the
meaning and Relationship Experience does not enable it. The influence of Customer Learning is
probably due to the recognition that the experience is radically different from the ones offered by
competitors. In fact, Nike does not have a store dedicated to runners and does not sponsor the
sense of community among runners. The Encounter is the place and the moment of the interaction
and for Adidas Runbase is fundamental to create the sense of community, and this is the reason
why the Encounter influences the perception of the meaning. Instead, Relationship Experience is
not something that affects the perception of the meaning. The reason is the fact that the majority
of the interviewees has answered that search information before going to the store and inside the
store talk with the personnel and with other clients. Therefore, this category is not something that
makes the difference in the perception n of the meaning. Another consideration should be made
about the customers segment who this service is designed for. Indeed, the majority of people who
Figure 81 - Leroy Merlin construct
202
have recognized the meaning is an Innovator and not a Market Maven as for the other case studies.
Innovators are different from Market Maven as they are the first to do something innovative and to
recognize the innovativeness of an experience. Therefore, they have a different way to behave.
For La Feltrinelli RED, Relationship Experience and the Encounter Process enable the perception of
the meaning, Customer Learning does not. It is equal to Leroy Merlin case and therefore the
explanation is the same. It could be that La Feltrinelli RED is a store in which people do not go often,
but only when they need a book or when want to spend some time in a cultural environment.
Therefore, customers maybe do not follow La Feltrinelli RED brand as much as they follow other
favourite brands. Despite this, customers have built strong relationships with the personnel, which
allows to have a direct interaction with them. Indeed, customers look for information before
entering the store and also ask for help to the salespersons and have a certain degree of freedom
inside the store. The behaviours reflect unconscious processes that stem from the experience that
they feel.
Figure 82 - Adidas Runbase construct
203
Therefore, it has been demonstrated that co-creation enables the perception of the meaning
implemented into a retail experience by a firm and that in particular the co-creation components
Customer Learning, Relationship Experience and Encounter Process enable the perception of the
meaning. There are some differences due to the diversity of the cases studies, but the Encounter
Process is the only one category that enables the perception of the new meaning in all the case
studies. This finding answers to the research question and confirms that the Encounter Process is
the place and moment in which co-creation happens and in addition to this, this kind of co-creation
due to direct interaction with salespersons contributes to highlight the meaning implemented into
the retail solution and make easier for customers to perceive it. Therefore, interaction in the
encounter makes easier for customers to perceive the meaning that has been generated by the firm
and that has been transferred to a retail solution.
Figure 83 - La Feltrinelli RED construct
204
Then, there is another important issue to discuss that is the correlation between the recognition of
Then, there is another important issue to discuss that is the correlation between the recognition of
the radically different experience and the recognition of the meaning of the experience. This is the
confirmation of the already demonstrated fact that the innovation of meaning is a radical
innovation. In fact, according to the innovation strategies framework proposed by Verganti (2008),
the generation of new meanings is a radical innovation. Therefore, the finding is in line with the
literature in design driven innovation.
Figure 85 - Innovation strategies (Verganti 2008)
Figure 84 - How co-creation enables the perception of the new meaning
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11 Conclusion
The results of the study have led to some key points. First the consideration that co-creation and
innovation of meaning are not two separated entities but have a correlation. This correlation is given
by the fact that the customers perceive the meaning that’s has been generated by the firm and
implemented into a retail solution, thanks to co-creation. In fact, the results of the surveys have
highlighted in each of the four cases, that the interaction given by the encounter process, for
instance participation into the personalization of the product or moment of running together with
the community of runners, enable customers to perceive the innovation of meaning. Therefore, we
can link the co-creation with the innovation of meaning frameworks, as the supplier process
generates the meaning that is then transformed into a retail solution and then perceived by
customers thanks to the encounter process.
This study has a particular importance for the literature that has never addressed the topic before
and for practitioners who can gain several advantages. The hope is that this study will be a point of
start for future researchers. There are already several research on co-creation and design driven
innovation. Indeed, the growing attention to design driven innovation has contributed to improve
the research and to create awareness around a topic that has been underestimated for years, the
design as a process and not as the aesthetics of a product, and the more and more in-depth research
on co-creation has enabled firms to create better and meaningful experiences. There is still the need
of continuing the research, and this thesis could be a great start.
In the following sections, are presented the theoretical and managerial implications, the limitation
of the study and some suggestion for possible further researches.
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11.1 Theoretical implications
This study contributes to the co-creation and innovation literature in the sense that opens a
direction for further researches. The impact of co-creation in an innovation of meaning experience
has not been studied until now as it was always thought that they were two separate entities, rather,
it has even always been thought that they were in contrast. Indeed, innovation of meaning comes
from us as individuals and do not involve customers during the generation of the new meaning. This
is because is based on the assumption that the market is not given a priori but is the result of an
interaction between consumers and firms: needs are co-created (Verganti 2008). It is different from
user centred innovation that wants to understand the needs of the users and provided them with
the best solution that answers their needs. Innovation of meaning comes from inside, but at a
certain point of the process, there is the contact with customers, it is unavoidable. When the
solution is offered to customers, there is the contact with them. While, co-creation is based on the
involvement of customers. In fact, co-created value derives from the value-in-use, which is none
other than the personalized unique experience of the customers, and from the relationships that
the firm has with its customers, which provide the firm with organizational learning, and the
customers with new valuable experiences. Therefore, co-creation happens if at a certain point of
the use of the service proposition, customers participate to the experience and personalize it.
Apparently, it seems that innovation of meaning and co-creation cannot have something in
common, rather, they look like two opposite. But, we have already seen that there are examples of
retailers that use co-creation inside the store to help customers to perceive the meaning of the
experience and this has been confirmed by this study. This thesis wants to contribute to possibility
of investigating on the use of co-creation to make the store experience reflect the meaning
generated by the firm and therefore has tried to demonstrate that there is a possible correlation
between the two topics. For sure this is not an end but a starting point for further researches.
209
11.2 Managerial implications
In addition to the theoretical implication, this thesis contributes also to the practice. In fact, there
are several implications for retailers as the proposed framework can help firms to design innovative
retail solutions. The findings suggest using co-creation to highlight the meaning of the in-store
experience. Generating innovative shopping experiences results in many positive outcomes, but
also has the effect of ‘‘raising the bar’’ in the customer’s mind regarding the future performance of
the retailer. The key to successfully deploying delight-producing strategies lies in the selective use
of such approaches. A way to accomplish this is by empowering salespersons to interact in the best
way with customers. For instance, in Lush stores all the salespersons behave in the same way, they
involve customers in some products’ tests explaining them how to use those products. The
behaviour of the personnel reflects the meaning of the experience like the design of the store. The
factors related to direct interaction that happen in the encounter process identified in this study
may also help retailers understand how employees can more effectively interact with customers.
The findings reported here can also assist retailers in differentiating their offering relative to
competitors. Many retailers are recognizing the importance of the shopping experience as the key
differentiating variable in the retail marketplace. Customers are searching more and more
uniqueness and providing them with a new meaning is a way to differentiate the experience. The
study identifies some co-creation variables that affect the encounter process and that if managed
well, can help retailers to reflect the meaning into the store. Of course, there are factors that might
seem external to the firms, for example the mood of the customers or their willingness to spend
time into the store, but these factors can be influenced by the employees’ behaviour with strategies
based on creating an entertaining and fun retail environment.
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11.3 Limitations and further research
The research conducted in this thesis has focused only on four retailers and on a limited sample of
interviewees. Indeed, the surveys have been compiled only by 79 interviewees for Lush, 80 for Leroy
Merlin and La Feltrinelli RED, 74 for Adidas Runbase. It is clear that the number of the sample is not
enough to prove that the framework proposed is valid. Then, in addition to the small number of the
sample, the interviewees are all from Milan or near Milan, and the majority of them is relatively
young being from 19 to 39 years old, and worker with a degree. The study should be expanded by
considering other categories of people in order to generalize the framework. For instance, it could
be interesting to see if students or people who are over 40 years old have the same characteristics
of the sample and recognize the meaning with the same percentage as the others and also if people
who do not live in Milan, that is for sure one of the most innovative cities in Italy and in Europe,
perceive the meaning of the retail experiences. Indeed, the perception of the meaning could change
according to the culture and to the local context. It could be interesting to analyse if people from
different continents and lifestyles live the same experiences and recognize the same meanings.
Although this study illustrates the advantages of co-creation for retailer that have generated new
meanings, the study relates only to four case studies, that even if are international, apart from La
Feltrinelli RED that is present only in Italy, and offer different services, are limited in the terms of
the degree to which industry and relationship specific inferences can be drawn. It is required further
research to test the framework in other retailers that offer other services but that have generated
new meanings and have tried to implement those meanings into the retail solution. Then, it could
be interesting also to expand the research to retailers that innovates in a way that is different form
the innovation of meaning, as the technology push and the market pull innovations. Some examples
could be found in the luxury cars industry that is more and more using the new technology to display
new cars to potential customers in the store. Then, another possibility is to look at other services
different from the retail.
Customer experience and innovation are not new concepts, and historically many successful
companies have used essentially qualitative research techniques to develop distinctive customer
experiences. Developing innovative customer experiences require the involvement of resources,
the willingness to do something new, for sure it is risky but then the advantages are large. One only
needs to find the courage to start the adventure.
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Indeed, the purpose of this thesis has not been to solve a problem, but to activate. Definitive
answers to research on innovation of meaning and on co-creation have not been provided herein.
The goal has been to create awareness about the need of research and to suggest possible directions
for further researches, in a field that is still largely unexplored. The hope is that this thesis is only a
first step in a long exploration effort to come.
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12 Index of Figures and Tables Figure 1 - How co-creation enables the perception of the new meaning ........................................ 22 Figure 2 -How co-creation enables the perception of the new meaning ......................................... 23 Figure 3 - Innovations strategies (Verganti 2008) ............................................................................ 46 Figure 4 - How, What, Why (Pinto, Dell’Era, Verganti, Bellini 2017) ................................................ 47 Figure 5 - Alam and Perry linear and parallel models (Alam and Perry 2002) .................................. 54 Figure 6 - Activities at various stages of the development process (Alam 2002) ............................. 55 Figure 7 - Comparison between NPD and NSD models .................................................................... 56 Figure 8 - NSD process (Alam 2014) ................................................................................................. 57 Figure 9 - Services' typologies (Jaakkola, Meiren, Witell, Edvardsson, Schäfer, Reynoso, Sebastiani, Weitlaner 2017) ................................................................................................................................ 59 Figure 10 - Economic distinctions (Pine and Gilmore 1998) ............................................................. 62 Figure 11 - The progression of economic value ................................................................................ 63 Figure 12 - Dimensions of customer experience .............................................................................. 64 Figure 13 - A conceptual framework for the construct of customer experience (Palmer 2010) ...... 67 Figure 14 - Organizing framework (D. Grewal et al. - 2009) ............................................................. 71 Figure 15 - Conceptual model for customer experience creation (Verhoef et al. - 2009) ................ 72 Figure 16 - Mehrabian and Russell approach - avoidance model (Mehrabian and Russell - 1974) .. 73 Figure 17 – Samples incidents of delightful shopping experiences (Arnold, Reynolds, Ponder, Lueg – 2005) .............................................................................................................................................. 75 Figure 18 - Samples incidents of terrible shopping experiences (Arnold, Reynolds, Ponder, Lueg – 2005) ................................................................................................................................................. 76 Figure 19 - The emotional curve mapped in the customer journey in fashion stores (Giraldi, Mengoni, Bevilacqua - 2016) ............................................................................................................ 80 Figure 20 - The differences in the emotional curves (Giraldi, Mengoni, Bevilacqua - 2016) ............ 80 Figure 21 - Differences between G-D logic and S-D logic (Vargo, Maglio and Akaka 2008) ............. 85 Figure 22 - Provider-dominant logic to a customer-dominant logic ................................................. 86 Figure 23 - Co-creation framework (Payne, Storbacka and Frow 2008) ........................................... 87 Figure 24 - Mapping of Customer, Supplier and Encounter processes (Payne, Storbacka and Frow 2008) ................................................................................................................................................. 90 Figure 25 - Value creation as the customer’s creation of value-in-use or as an all-encompassing process (Grönroos 2011) .................................................................................................................. 92 Figure 26 – Value creation (Grönroos and Voima 2013) .................................................................. 94 Figure 27 - Value creation spheres (Grönroos and Voima 2013) ...................................................... 95 Figure 28 - Direct and indirect interactions: defining the roles of the customer and service provider (Grönroos and Voima 2013) ............................................................................................................. 96 Figure 29 - Customer-dominant logic of service contrasted with service management and service-dominant logic (Heinonen, Strandvik, Mickelsson, Edvardsson, Sundström, and Andersson, 2010) .......................................................................................................................................................... 98 Figure 30 - Value creation process inside the conceptual framework for CRM strategy ............... 101 Figure 31 - Conceptual framework of consumer Cocreation (Hoyer, W. D., Chandy, R., Dorotic, M., Krafft, M., & Singh, S. S. - 2010) ...................................................................................................... 102 Figure 32 - Co-creation framework (Payne, Storbacka and Frow 2008) ......................................... 114 Figure 33 - Explanation of the p-value ............................................................................................ 118 Figure 34 - How, What, Why (Pinto, Dell’Era, Verganti, Bellini 2017) ............................................ 121 Figure 35 - Lush logo ....................................................................................................................... 125 Figure 36 – The We believe statement ........................................................................................... 126
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Figure 37 - Lush shopping bag ........................................................................................................ 127 Figure 38 - The "Ban your Bag" campaign ...................................................................................... 128 Figure 39 - An example of Lush store ............................................................................................. 131 Figure 40 - Solution, Experience and Meaning offered through Lush store ................................... 134 Figure 41 - Percentage of Lush meanings ....................................................................................... 135 Figure 42 – Correlation between questions 26 and 28 ................................................................... 137 Figure 43 - An example of The Body Shop store ............................................................................. 140 Figure 44 - Comparison between Lush and The Body Shop ........................................................... 141 Figure 45 - The Leroy Merlin logo ................................................................................................... 147 Figure 46 - The Adeo logo ............................................................................................................... 148 Figure 47 - Adeo values .................................................................................................................. 148 Figure 48 - The Adeo group around the world ............................................................................... 149 Figure 49 - An example of Leroy Merlin catalogue and advertising ............................................... 151 Figure 50 - Examples of Leroy Merlin courses ................................................................................ 152 Figure 51 - The Design Lab .............................................................................................................. 153 Figure 52 - A Leroy Merlin store seen from above ......................................................................... 156 Figure 53 - A Leroy Merlin Showroom ............................................................................................ 156 Figure 54 - Solution, Experience and Meaning offered through Leroy Merlin store ...................... 157 Figure 55 - Percentage of Leroy Merlin meanings .......................................................................... 158 Figure 56 - Correlation between questions 60 and 62 ................................................................... 160 Figure 57 - An OBI store .................................................................................................................. 161 Figure 58 - Comparison between Leroy Merlin and OBI ................................................................ 162 Figure 59 - The Adidas Runners logo .............................................................................................. 165 Figure 60 - Adidas strategy ............................................................................................................. 167 Figure 61 - The Adidas Runners t-shirt ........................................................................................... 170 Figure 62 - The entrance of an Adidas Runbase with the new Adidas products that clients can test ........................................................................................................................................................ 172 Figure 63 - Adidas Runbase ............................................................................................................ 172 Figure 64 - Adidas Runners community .......................................................................................... 173 Figure 65 - Solution, Experience and Meaning offered through adidas Runbase store ................. 176 Figure 66 - Percentage of Adidas Runbase meanings ..................................................................... 177 Figure 67 - Correlation between questions 31 and 33 ................................................................... 178 Figure 68 - Some screenshots of the app Nike+ Run Club .............................................................. 179 Figure 69 - Comparison between Adidas Runbase and Nike+ Run Club ......................................... 180 Figure 70 - The La Feltrinelli RED logo ............................................................................................ 183 Figure 71 - Read, Eat, Dream .......................................................................................................... 184 Figure 72 - La Feltrinelli RED ........................................................................................................... 185 Figure 73 - An example of La Feltrinelli RED ................................................................................... 188 Figure 74 - The RED in Milan in Isola .............................................................................................. 189 Figure 75 - Solution, Experience and Meaning offered through La Feltrinelli RED store ............... 191 Figure 76 - Percentage of La Feltrinelli RED meanings ................................................................... 192 Figure 77 - Correlation between questions 54 and 56 ................................................................... 194 Figure 78 - The Mondadori Megastore in Milan ............................................................................. 195 Figure 79 - Comparison between La Feltrinelli RED and Mondadori Megastore ........................... 196 Figure 80 - Lush construct .............................................................................................................. 200 Figure 81 - Leroy Merlin construct ................................................................................................. 201 Figure 82 - Adidas Runbase construct ............................................................................................ 202 Figure 83 - La Feltrinelli RED construct ........................................................................................... 203
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Figure 84 - How co-creation enables the perception of the new meaning .................................... 204 Figure 85 - Innovation strategies (Verganti 2008) .......................................................................... 204 Table 1 - Results of the surveys ........................................................................................................ 22 Table 2 - Service innovation definitions ........................................................................................... 39 Table 2 – Characteristics of products and services ........................................................................... 51 Table 3 - Activities performed by the customers (Alam 2002) ......................................................... 58 Table 4 - S-D logic original foundational premises ........................................................................... 81 Table 5 - Foundational premise 9 (2006) .......................................................................................... 82 Table 6 - S-D logic foundational premises changed by Vargo and Lusch in 2007 ............................. 83 Table 7 - S-D Axioms and foundational premises ............................................................................. 84 Table 8 - Value creation and co-creation revisited (Grönroos 2011) ............................................... 93 Table 9 - Revisited foundational premises (Grönroos and Voima 2013) .......................................... 97 Table 10 - Implications of the customer dominant logic ................................................................ 100 Table 11 - Customer value co-creation behaviour scale (Yi, Gong - 2013) ..................................... 108 Table 12 - Dimensions of value co-creation (Ranjan, Read - 2016) ................................................ 110 Table 13 - The results of the surveys .............................................................................................. 122 Table 14 - Demographic information of reliable answers .............................................................. 122 Table 15 - Demographic information of not reliable answers ........................................................ 123 Table 16 - Lush meanings ............................................................................................................... 135 Table 17 - Correlation between questions 26 and 28 ..................................................................... 136 Table 18 - T-test results for Lush, according to the categories of questions .................................. 143 Table 19 - T-test results for Lush .................................................................................................... 144 Table 20 - Confidence intervals (Lush) ............................................................................................ 145 Table 21 - Leroy Merlin meanings .................................................................................................. 158 Table 22 - Correlation between questions 60 and 62 ..................................................................... 159 Table 23 - T-test results for Leroy Merlin, according to the categories of questions ..................... 163 Table 24 - T-test results for Leroy Merlin ....................................................................................... 163 Table 25 - Confidence intervals (Leroy Merlin) .............................................................................. 164 Table 26 - Adidas Runbase meanings ............................................................................................. 177 Table 27 - Correlation between questions 31 and 33 ..................................................................... 178 Table 28 - T-test results for Adidas Runbase, according to the categories of questions ................ 181 Table 29 - T-test results for Adidas Runbase .................................................................................. 181 Table 30 - Confidence intervals (Adidas Runbase) ......................................................................... 182 Table 31 - La Feltrinelli RED meanings ............................................................................................ 192 Table 32 - Correlation between questions 54 and 56 ..................................................................... 193 Table 33 - T-test results for La Feltrinelli RED, according to the categories of questions .............. 197 Table 34 - T-test results for La Feltrinelli RED ................................................................................. 197 Table 35 - Confidence intervals (La Feltrinelli RED) ........................................................................ 198
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14 Attachments 14.1 Surveys
14.1.1 Lush
Informazioni demografiche 1 Genere: � M � F 2 Età: � £18 � 19-39 � 40-59 � ³60 3 Istruzione: � Scuola superiore � Laurea 4 Occupazione: � Lavoratore � Studente � Disoccupato 5 Vivo in una grande città: � Sì � No Consumers’ segments 6 Mi piace provare nuovi prodotti/nuove tecnologie appena escono: � 1 � 2 � 3 � 4 � 5 7 Rispondo spesso ai questionari delle aziende fornendo opinioni sui prodotti: � 1 � 2 � 3 � 4
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� 5 8 Scambio spesso informazioni sui prodotti con altri clienti: � 1 � 2 � 3 � 4 � 5 Customer learning 9 Mi ricordo bene di quando sono stato/a in un negozio Lush: � 1 � 2 � 3 � 4 � 5 10 Mi ricordo di aver visto campagne di beneficenza di Lush: � 1 � 2 � 3 � 4 � 5 11 Seguo Lush sui social: � 1 � 2 � 3 � 4 � 5 Emotion – Cognition – Behaviour 12 Prima di andare in negozio cerco informazioni sui prodotti: � 1 � 2 � 3 � 4 � 5 13 Prima di andare in negozio cerco informazioni su esperienze di altri clienti: � 1 � 2 � 3 � 4 � 5
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14 Chiedo informazioni sui prodotti in negozio: � 1 � 2 � 3 � 4 � 5 15 I commessi mi aiutano a trovare i prodotti che cerco: � 1 � 2 � 3 � 4 � 5 16 I commessi mi propongono i prodotti più adatti a me: � 1 � 2 � 3 � 4 � 5 17 Altri clienti mi aiutano a trovare i prodotti che cerco: � 1 � 2 � 3 � 4 � 5 18 Mentre sono in negozio sono libero/a di cercare e provare i prodotti che voglio: � 1 � 2 � 3 � 4 � 5 19 In negozio parlo con commessi e altri clienti: � 1 � 2 � 3 � 4 � 5 20 Partecipo a discussioni su blog e/o social sui prodotti e sul brand: � 1 � 2 � 3 � 4
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� 5 Value creation – Value-in-Use [Experience, Relationship, Personalization] 21 Mi è piaciuta molto l’esperienza in negozio: � 1 � 2 � 3 � 4 � 5 22 Sono sempre soddisfatto/a dei prodotti comprati: � 1 � 2 � 3 � 4 � 5 23 L’utilizzo di strumenti tecnologici in negozio migliora l’esperienza: � 1 � 2 � 3 � 4 � 5 24 La visita in negozio è diversa ogni volta: � 1 � 2 � 3 � 4 � 5 25 I commessi hanno mostrato interesse nell’ascoltare la mia opinione: � 1 � 2 � 3 � 4 � 5 Meaning 26 L’esperienza vissuta in negozio è radicalmente diversa rispetto alle esperienze proposte da concorrenti: � 1 � 2 � 3 � 4 � 5
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27 E’ stata un’esperienza memorabile per me: � 1 � 2 � 3 � 4 � 5 28 L’esperienza vissuta racchiude un significato simile a: � Condivisione � Esperimento � Sostenibilità � Divertimento � Altro: … � Non ha un significato
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14.1.2 Leroy Merlin
Informazioni demografiche 34 Genere: � M � F 35 Età: � £18 � 19-39 � 40-59 � ³60 36 Istruzione: � Scuola superiore � Laurea 37 Occupazione: � Lavoratore � Studente � Disoccupato 38 Vivo in una grande città: � Sì � No Consumers’ segments 39 Mi piace provare nuovi prodotti/nuove tecnologie appena escono: � 1 � 2 � 3 � 4 � 5 40 Rispondo spesso ai questionari delle aziende fornendo opinioni sui prodotti: � 1 � 2 � 3 � 4 � 5 41 Scambio spesso informazioni sui prodotti con altri clienti: � 1 � 2 � 3
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� 4 � 5 Customer learning 42 Mi ricordo bene di quando sono stato/a in un negozio Leroy Merlin: � 1 � 2 � 3 � 4 � 5 43 Mi ricordo di aver visto campagne pubblicitarie di Leroy Merlin: � 1 � 2 � 3 � 4 � 5 44 Seguo Leroy Merlin sui social e/o sul sito: � 1 � 2 � 3 � 4 � 5 Emotion – Cognition – Behaviour 45 Prima di andare in negozio cerco informazioni sui prodotti: � 1 � 2 � 3 � 4 � 5 46 Prima di andare in negozio cerco informazioni su esperienze di altri clienti: � 1 � 2 � 3 � 4 � 5 47 Chiedo informazioni sui prodotti in negozio: � 1 � 2 � 3 � 4
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� 5 48 I commessi mi aiutano a trovare i prodotti che cerco: � 1 � 2 � 3 � 4 � 5 49 I commessi mi propongono i prodotti più adatti a me: � 1 � 2 � 3 � 4 � 5 50 Altri clienti mi aiutano a trovare i prodotti che cerco: � 1 � 2 � 3 � 4 � 5 51 Mentre sono in negozio sono libero/a di cercare e provare i prodotti che voglio: � 1 � 2 � 3 � 4 � 5 52 Partecipo a discussioni su blog e/o social sui prodotti e sul brand: � 1 � 2 � 3 � 4 � 5 Value creation – Value-in-Use [Experience, Relationship, Personalization] 53 Durante i corsi in negozio, posso personalizzare il prodotto che costruisco: � 1 � 2 � 3 � 4 � 5 54 Mi è piaciuta molto l’esperienza in negozio:
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� 1 � 2 � 3 � 4 � 5 55 Sono sempre soddisfatto/a dei prodotti comprati: � 1 � 2 � 3 � 4 � 5 56 L’utilizzo di strumenti tecnologici in negozio migliora l’esperienza: � 1 � 2 � 3 � 4 � 5 57 In negozio sono libero di guardare e toccare i prodotti: � 1 � 2 � 3 � 4 � 5 58 La visita in negozio è diversa ogni volta: � 1 � 2 � 3 � 4 � 5 59 I commessi hanno mostrato interesse nell’ascoltare la mia opinione: � 1 � 2 � 3 � 4 � 5 Meaning 60 L’esperienza vissuta in negozio è radicalmente diversa rispetto alle esperienze proposte da concorrenti: � 1 � 2
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� 3 � 4 � 5 61 E’ stata un’esperienza memorabile per me: � 1 � 2 � 3 � 4 � 5 62 L’esperienza vissuta racchiude un significato simile a: � Condivisione � Esperimento � Sostenibilità � Divertimento � Altro: … � Non ha un significato
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14.1.3 Adidas Runbase
Informazioni demografiche 1 Genere: � M � F 2 Età: � £18 � 19-39 � 40-59 � ³60 3 Istruzione: � Scuola superiore � Laurea 4 Occupazione: � Lavoratore � Studente � Disoccupato 5 Vivo in una grande città: � Sì � No Consumers’ segments 6 Mi piace provare nuovi prodotti/nuove tecnologie appena escono: � 1 � 2 � 3 � 4 � 5 7 Rispondo spesso ai questionari delle aziende fornendo opinioni sui prodotti: � 1 � 2 � 3 � 4 � 5 8 Scambio spesso informazioni sui prodotti con altri clienti: � 1 � 2 � 3
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� 4 � 5 Customer learning 9 Mi ricordo bene di quando sono stato/a in un negozio Adidas Runbase: � 1 � 2 � 3 � 4 � 5 10 Mi ricordo di aver visto campagne pubblicitarie di Adidas Runners: � 1 � 2 � 3 � 4 � 5 11 Seguo Adidas Runners sui social: � 1 � 2 � 3 � 4 � 5 Emotion – Cognition – Behaviour 12 Prima di andare in negozio cerco informazioni sul servizio: � 1 � 2 � 3 � 4 � 5 13 Prima di andare in negozio cerco informazioni su esperienze di altri clienti: � 1 � 2 � 3 � 4 � 5 14 In negozio chiedo informazioni sul servizio: � 1 � 2 � 3
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� 4 � 5 15 Il personale mi aiuta a trovare il piano di allenamento di adatto a me: � 1 � 2 � 3 � 4 � 5 16 Il personale mi propone il servizio più adatto a me: � 1 � 2 � 3 � 4 � 5 17 Altri clienti mi aiutano a trovare il piano di allenamento che cerco: � 1 � 2 � 3 � 4 � 5 18 Sono libero/a di scegliere il piano di allenamento che voglio: � 1 � 2 � 3 � 4 � 5 19 In negozio parlo con commessi e altri clienti: � 1 � 2 � 3 � 4 � 5 20 Partecipo a discussioni su blog e/o social sui prodotti e sul brand: � 1 � 2 � 3 � 4 � 5 Value creation – Value-in-Use [Experience, Relationship, Personalization] 21 Posso personalizzare il piano d’allenamento scegliendo gli esercizi:
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� 1 � 2 � 3 � 4 � 5 22 Mi è piaciuta molto l’esperienza in negozio: � 1 � 2 � 3 � 4 � 5 23 Mi piace far parte della community degli Adidas Runners: � 1 � 2 � 3 � 4 � 5 24 Partecipo alle corse per far parte della community degli Adidas Runners: � 1 � 2 � 3 � 4 � 5 25 Mantengo i contatti con gli Adidas Runners sui social (es. gruppo Facebook, Instagram): � 1 � 2 � 3 � 4 � 5 26 Sono sempre soddisfatto/a dei prodotti comprati: � 1 � 2 � 3 � 4 � 5 27 L’utilizzo di strumenti tecnologici in negozio migliora l’esperienza: � 1 � 2 � 3 � 4
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� 5 28 In negozio sono libero di testare i nuovi prodotti Adidas: � 1 � 2 � 3 � 4 � 5 29 La visita in negozio è diversa ogni volta: � 1 � 2 � 3 � 4 � 5 30 I commessi hanno mostrato interesse nell’ascoltare la mia opinione: � 1 � 2 � 3 � 4 � 5 Meaning 31 L’esperienza vissuta in negozio è radicalmente diversa rispetto alle esperienze proposte da concorrenti: � 1 � 2 � 3 � 4 � 5 32 E’ stata un’esperienza memorabile per me: � 1 � 2 � 3 � 4 � 5 33 L’esperienza vissuta racchiude un significato simile a: � Condivisione � Esperimento � Sostenibilità � Divertimento � Altro: … � Non ha un significato
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14.1.4 La Feltrinelli RED
Informazioni demografiche 29 Genere: � M � F 30 Età: � £18 � 19-39 � 40-59 � ³60 31 Istruzione: � Scuola superiore � Laurea 32 Occupazione: � Lavoratore � Studente � Disoccupato 33 Vivo in una grande città: � Sì � No Consumers’ segments 34 Mi piace provare nuovi prodotti/nuove tecnologie appena escono: � 1 � 2 � 3 � 4 � 5 35 Rispondo spesso ai questionari delle aziende fornendo opinioni sui prodotti: � 1 � 2 � 3 � 4 � 5 36 Scambio spesso informazioni sui prodotti con altri clienti: � 1 � 2 � 3
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� 4 � 5 Customer learning 37 Mi ricordo bene di quando sono stato/a in un negozio La Feltrinelli RED: � 1 � 2 � 3 � 4 � 5 38 Mi ricordo di aver visto campagne pubblicitarie di La Feltrinelli RED: � 1 � 2 � 3 � 4 � 5 39 Seguo La Feltrinelli RED sui social: � 1 � 2 � 3 � 4 � 5 Emotion – Cognition – Behaviour 40 Prima di andare in negozio cerco informazioni sui prodotti: � 1 � 2 � 3 � 4 � 5 41 Prima di andare in negozio cerco informazioni su esperienze di altri clienti: � 1 � 2 � 3 � 4 � 5 42 Chiedo informazioni sui prodotti in negozio: � 1 � 2 � 3 � 4
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� 5 43 I commessi mi aiutano a trovare i prodotti che cerco: � 1 � 2 � 3 � 4 � 5 44 I commessi mi propongono i prodotti più adatti a me: � 1 � 2 � 3 � 4 � 5 45 Altri clienti mi aiutano a trovare i prodotti che cerco: � 1 � 2 � 3 � 4 � 5 46 Partecipo a discussioni su blog e/o social su RED, prodotti o eventi: � 1 � 2 � 3 � 4 � 5 Value creation – Value-in-Use [Experience, Relationship, Personalization] 47 Sono libero/a di parlare con altri clienti durante gli eventi organizzati da RED: � 1 � 2 � 3 � 4 � 5 48 Mi è piaciuta molto l’esperienza in negozio: � 1 � 2 � 3 � 4 � 5 49 Sono sempre soddisfatto/a dei prodotti comprati:
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� 1 � 2 � 3 � 4 � 5 50 L’utilizzo di strumenti tecnologici in negozio migliora l’esperienza: � 1 � 2 � 3 � 4 � 5 51 In negozio sono libero di guardare e toccare i prodotti: � 1 � 2 � 3 � 4 � 5 52 La visita in negozio è diversa ogni volta: � 1 � 2 � 3 � 4 � 5 53 I commessi hanno mostrato interesse nell’ascoltare la mia opinione: � 1 � 2 � 3 � 4 � 5 Meaning 54 L’esperienza vissuta in negozio è radicalmente diversa rispetto alle esperienze proposte da concorrenti: � 1 � 2 � 3 � 4 � 5 55 E’ stata un’esperienza memorabile per me: � 1 � 2
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� 3 � 4 � 5 56 L’esperienza vissuta racchiude un significato simile a: � Condivisione � Esperimento � Sostenibilità � Divertimento � Altro: … � Non ha un significato