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Building a Great “Fan Experience” Professor Pat West
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Answer Key QuestionWhiteBlueQuestionWhiteBlue 1DD14CD 2CB15DB 3CD16AA 4DB17CD 5CB18DC 6CA19BD 7AC20AA 8DD21-- 9DB22CC 10BC23CD 11DB24AB 12AC25AD 13BD
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Our Mission Objective: Increase teenager attendance at Clippers games Strategy: Enhance the game experience Convert teens into Columbus Clippers loyalists
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Situation Analysis: Company Columbus Clippers: Fan Perceptions Resources Available Strengths & Weaknesses
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Situation Analysis: Consumers Current & Potential Fans: Demographics & Geographical Locations Psychographics Entertainment motive, needs, & wants
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Situation Analysis: Competition Teen Lifestyle & Activities: Preferences Sports Music Food
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Situation Analysis: Collaborators Current: Media (News coverage & Radio stations) Potential:
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Situation Analysis: Context PEST Analysis: Political factors Economic factors Social factors Technological factors
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SWOT Analysis Areas of strength, weakness Potential opportunities and threats Prioritize!!!
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Great Customer Experiences A great customer experience is about how it makes you feel It involves an interaction between an organization and its customers It is a blending of physical performance, senses stimulated, and emotions evoked
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The Role of Customer Perceptions Perception is reality framed by the past We make judgments based on what we expect to happen Experiences are measured intuitively
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Adopting the right perspective “Inside out” Historically companies are internally focused They look at what is good for the company rather than their customer “Outside in” When a company builds itself around what is good for the customer it can build great experiences and develop loyal customers
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Great Customer Experiences are… A source of competitive advantage Created by consistently exceeding customer expectations Differentiated by focusing on stimulating planned emotions Enabled through strong leadership, an empowering culture and empathetic people Designed from the outside in
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Stages in the Customer Journey 1: Expectation setting Expectations are set by advertising, PR, word of mouth, brand image 3: Pre-purchase Information gathering 2: Need Recognition Catalyst that starts the process 4: Purchase Interaction Activities involved in ordering and implementation 5: Consumption Using and consuming the product or service and all interactions involved 6: Post Experience Review Intuitive review of the physical and emotional experience, revising of expectations
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Moment Mapping Touch Points Stages Decision to go to game Travel & parking Purchase ticket Find a seat Concessions / Souvenirs Music & Activities Getting home Expectation Threat Opportunity to exceed expectations Emotion Evoked
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Customer Experience Zones Danger Zone Surviving on a relationship Not achieving on physical side Exceeding emotionally Feel sorry for you Drawing on goodwill High Performance Zone Exceeding physical & emotional High emotional engagement Differentiation on emotional Loyalty generation Dead Zone Out of business Not achieving on physical Not achieving on emotional Unable to survive Commoditization Zone Over-achieve on physical Under-achieve on emotional Faster, quicker, cheaper Running faster but standing still Not sustainable Innovation to imitation Not meeting emotional expectations Meeting Expectations Exceeding emotional expectations Exceeding physical expectations Not Meeting physical expectations
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Assignment: Review your “data” and being the process of idea generation
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