The job of a marketer becomes one creating positive encounters; encounters which influence the customer's ability, willingness and opportunities to co-create with firm. (Payne, 2009).
The process of co-creation is evolving. In 2004,Prahalad and Ramaswamy, describe the building blocks of interactions. To co-create, a firm needed to facilitate dialogues, create access to information, understand the risk-benefits tradeoff and be transparent in is business deals. In 2008, Vargo and Lusch created a model of value creations and service-dominant logic. It represented the movement from product focus to customer focus. It consisted of a circle divided into quarters and each quarter contained a different phase of value creation. Each quarter was labeled an internal or external force, which had impact on it. The pairs for each quarter are:
Upper left quarter: Co-create service offering & draw upon internal resources
Lower left quarter: Co-create value processes and networks & overcome internal resistance
Upper right quarter: Co-create value proposition & draw upon external resources
Lower right quarter: Co-create conversation and dialogue & overcome external resistance.
In 2009, Payne et al. built upon these earlier models to develop more complete model for co-creating the brand relationship experience. Being true to the service-dominant logic, Payne and his colleagues using an interactive research methodology, worked with senior level executive and their direct reports to create and refine this new model. The model has four elements to it: 1) the suppliers brand relationship processes, 2) the customer relationship processes, 3) the encounters between these two processes and 4) additional resources of brand knowledge, including customer to customer interactions, employee to customer interactions, stakeholders endorsements and event, channels and origination and then information about competitive brands.
Let's move from the theoretical to the actual. In interview with G. Piccirilli, a former marketing executive at AT&T, suggested that one approach to creating meaningful encounters is to establish a customer lifecycle, moving the customer from prospect to brand advocate. To do this, a firm needs to partner with an existing customer and prospective buyer to learn about their likes and dislikes at different points in the relationship. The company has a better understanding of their customer and can now create processes, which will satisfy existing customer and attract new ones.
For some products the purchasing process can be very painful, having cable services installed, switching to a new health plan and buying a car all come to mind. Customers prepare themselves to go into battle before they call the cable company, before select their insurance plan during open enrollment and when be set foot into a dealership.
Car dealers have a history of selling the same car at many different prices and because of this car dealers are thought to be the lowest form of human beings walking the earth. (Please note this isn't true of most car salesman, but there are few for which this description is accurate. This description was used to emphasis the hatred that some people have for dealers.) Customers walk into a dealership expecting to be cheated; car sales people have not earned the trust of the consumer and the consumer begrudges the thought of negotiating a price. The relationship of the seller and the by is natural flawed and complex. The customer wants to get the lowest possible price for a car and the dealer wants to get the highest price possible.
In 1983, GM set out to create a brand new automobile company. They assemble a team of talented employees and assigned them the task of creating an automobile company from scratch. They were not obligated to replicate or use existing processes. This team could design the company and its products and services in a way that would meet the consumer's needs.
When the Saturn Corporation finally launched its first automobile in 1990, it was evident that they had used a co-creation process. For example, Saturn asked people about their experiences in buying a car. Through the stories told by their potential customers, Saturn was educated on the aspects of buying a car that the prospective car buyer did not like Saturn then set out to improve the acquisition experience.
When designing the purchasing experience Saturn worked hard to make it pleasant. Dealers were trained to create a low-pressure sale environment. To eliminate aggressive sales tactics, many dealers put their sales people on salary rather than on commission. Saturn also initiated a no haggling policy: the price of a car was the price on the sticker - period....
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