8
Designing Your Customer Experience

Many professionals and researchers have tried to define customer experience. Doing so is a challenge because, after almost 40 years of use, the word is used to cover different realities and points of view. First, with Holbrook and Hirscham’s studies in 1982 [HOL 82], consumer experience was used to define interaction time between an individual and a product; then came the time for research on buying experiences with the emergence of new sales channels, especially the online market. At the same time, the research is focused on the extraordinary experiences of customers in stores, and then, because of digital innovations, with virtual reality for example. Finally, for less than 10 years, the managerial dimension of experience has been explored because the arrival of new places and new forms of interaction complicate the creation of omnichannel experiences [AND 16].

Finally, the experience is a moment of interaction(s) defined in time and space, between an individual and a material environment shaped by the company beforehand. This creates a memory and expectations for a customer’s future experiences of it. Thus, the experience has three dimensions, depending on the point of view adopted:

  • – the experience imagined by the company, called here the desired experience;
  • – the moment of interaction or interactions with the environment, referred to here as lived experience;
  • – the memory of the individual’s experience, referred to here as the perceived experience.

The lived experience can be defined as:

“Customer experience is the evolvement of a person’s sensorial, affective, cognitive, relational, and behavioral responses to a firm or brand by living through a journey of touchpoints and continually judging this journey against response thresholds of co-occurring experiences in a person’s related environment” [HOM 17].

The customer experience takes the customer’s point of view, which is, by nature, broader. It includes all the interactions experienced by the customer during their journey. This goes beyond the levers that can be activated by the company to also include competitors, customers or service providers and partner companies. This point is only addressed by a limited literature, but we can cite as an example the research on other customers, i.e. initially unknown customers but who are present during the customer experience and the consequences on the lived experience and customer satisfaction [CAM 13]. Experience management requires evaluating the experiences of the company’s customers, measuring how the experience is perceived and building new desired experiences.

This lived experience is composed of five elements for the individual [ROE 08]:

  • – sensory elements are all the information captured by the individual’s five senses;
  • – emotional elements represent all types of emotions generated by the experience (anger/frustration, fear/anxiety, abandonment/sadness, humiliation/shame, relief/ serenity, enthusiasm/pleasure, love/feeling, pride) [LAR 09];
  • – cognitive elements include all the elements that allow the individual to decode their environment as well as conscious thoughts;
  • – relational elements include all interactions with other individuals during the experience;
  • – behavioral elements are related to the physical actions performed by the individual to move around (actually in a store as well as virtually on a website) but also to accomplish tasks by interacting with objects (use of an automatic cash register at the store’s exit for example).

The perception of experience is resultant and, depending on the latency time between the experience and the evaluation of the lived experience, the individual will have a more or less vague memory of the latter [FLA 17].

8.1. Designing a new customer experience

Designing or improving customer experience involves five steps [JAC 16] as shown in Figure 8.1.

image

Figure 8.1. The five steps to designing customer experience

8.1.1. Step 1: analyzing past customer experiences

Continuous and discontinuous monitoring systems must be established to monitor the customer experience created. The measurement of experience requires multiple associated measures because the five elements of the lived experience and the perception of past experience(s) must be evaluated [LEM 17].

8.1.1.1. Measuring the lived experience

The measurement of lived experiences has long been limited to quantifying behavioral elements of the experience by observing journeys in a store to determining cold and hot spots. With cookie tracking, the behavioral elements of the Internet experience become easily measurable (time spent on a web page, number of clicks, etc.) as well as certain relational elements that pass through social networks (the sending of photos of the experience by the customer to Instagram, for example). In addition, there is also in-store tracking using iBeacons and the measurement of emotional elements using facial expression decoding [SHA 18]. The measurement of sensory, cognitive and relational elements with other individuals is still beyond the company’s control.

8.1.1.2. Measuring the perceived experience

Measuring the perception of experience often involves measuring service quality and satisfaction with SERVQUAL-type scales, engagement (with the Net Promoter Score [REI 03]) or the perception of the behavioral effort required by the experience (with the Customer Effort Score [DIX 10]).

The difficulties encountered during the experiences are measured because of measures of efficiency and reliability of the interaction points (reliability of a website, response time of a mobile application, processing time of a customer request, etc.) but also the study of complaints or evaluation grids by mystery customers.

The critical incident technique (CIT1) can be used, through qualitative interviews, to determine the moments that generate satisfaction and those that generate irritation during the experiment.

8.1.2. Step 2: taking strategic prerequisites into account

A customer experience can only be conceived if it is backed by prior strategic choices that must be taken into account [LEM 17]. Brand strategy with, for example, a brand platform [KAP 08] allows the desired experience to be aligned with brand positioning.

It is also necessary to have defined the business model associated before with a Canvas Business Model [OST 10], for example. Thus, the desired experience, and therefore the interactions, will embody the value promised to the customer and the ability to capture the determined revenues.

8.1.3. Step 3: prioritizing and determining the place for the desired experience

Defining a desired experience implies that the company determines:

  • – the strategic objective of the experience;
  • – the behavioral, relational, sensorial, emotional and cognitive elements that the customer should experience.

The choice to create/modify/improve certain customer journeys expresses one of five strategic options:

Increasing satisfaction

This is the most common strategic priority. After observing critical incidents on customer journeys, i.e. steps that are crucial to the customer and a source of high satisfaction or dissatisfaction, the company decides to modify the experience in order to provide solutions to increase customer satisfaction. In order to determine the priority moments for improvement, the “tetra-class” model [LLO 97] is a good way to separate the elements of the experience that are essential from the secondary elements.

Saving money

The second priority criterion is financial. This is again a common feature. With the digitization of society, there is great temptation to make physical touchpoints such as stores or call centers disappear in favor of websites and chatbots. This strategic choice leads to two questions:

  • – To what extent is the digitized touchpoint able to offer the same attributes as the touchpoint being removed?
  • – Will we be able to move customers from an old touchpoint to a new one? If so, according to which argument? Will all customers be able to do so?
Implementing an innovation

The third option is the willingness to implement an innovation, for technological experimentation purposes, as a brand image accelerator or simply to follow new uses.

Developing an experiential differentiation

The fourth priority criterion is to develop differentiation through experiential positioning that is better than that of its competitors. The journey will be developed as a priority around this criterion of excellence. The objective is then that experience is a criterion of competitive advantage. This strategic choice includes all the literature on extraordinary experiences. In this context, we can also take the case of Amazon’s strategic choice to offer customer experience based on logistical excellence.

Communicating the desired experience

The experience desired by the company can take the form of a sentence describing the scope and strategic choice, but it is more often presented in the form of storytelling or as an empathy map.

Storytelling takes the form of films, cartoons or stylized comics that tell the desired story of the ideal customer experience [BEN 13]. Storytelling is used to present the behavioral, relational, sensorial, emotional and cognitive elements that the customer should experience. Storytelling tools are not strictly speaking experience design tools but rather internal communication tools showing the desired customer journey. Thus, they are disseminated to initiate the organizational changes necessary to operationalize the journey. They also make it easy for management committees to present new choices in terms of customer experience.

The empathy map, created by Xplane, allows the manager to determine what the customer will see, hear, say and feel. It is a tool focused on the customer’s emotions. The empathy map has a lot of connections with Schmitt’s proposals, considering that customer experience is composed of five dimensions: the senses (SENSE), the affect (FEEL), the mind (THINK), actions (ACT) and social relations (RELATE).

8.1.4. Step 4: operationalizing the journeys that constitute the experience

This desired experience defined in the previous step must then be formalized into one or more customer journeys composed of a series of touchpoints perceived as a way of optimizing customer satisfaction. To do this, it is necessary to define different experience scenarios adapted to the various customer profiles. The company has an interest in drawing the operational outlines of the transformation of experience with:

  • – the temporal scope of the experience to know if it works with regard to a service, on a purchasing act, on the entire relationship or on the period of use of a product in order to precisely describe different contexts and situations of services/ purchasing/relation/use;
  • – the spatial perimeter of the integration of touchpoints by determining whether it works on a particular touchpoint, on several or on all of the proposed touchpoints;
  • – by identifying the company’s internal stakeholders (services concerned) but also the partners and subcontractors involved in the experience.

This phase of route operationalization is the most difficult phase because it requires reflection on:

  • – the changes to be made within organizations and the impacts on the various business lines of the company (IT, Marketing, Sales, HR, etc.);
  • – the project management method including varied and transversal skills within the company;
  • – the development of a new corporate culture including the new dimensions of experience;
  • – transcription of the journeys into business processes but also into information monitoring within information systems;
  • – the practices of testing new courses and accepting the failure of certain measures.

More generally, the question arises as to whether one wishes to make iterative changes by changing the experience as it happens or whether one wishes to make a radical change of experience by removing many elements of the experience in favor of new ones.

8.1.5. Step 5: checking the created journeys

The Service Quality Model [PAR 85] is a model for identifying and correcting service quality problems by detecting gaps between what the customer experiences and their expectations. This model identifies seven sources of discrepancies between customer perception of experience and the company’s desired experience:

  • – the knowledge gap between the experiences of customers’ and managers’ perceptions of them;
  • – the difference in standards between the desired experience and the specifications decided by the manager;
  • – the delivery gap between the customer’s expectations and the experience delivered by the company;
  • – the communication gap between the experience delivered by the company according to the front-office and the promise of communication;
  • – the perceived gap between the experience delivered by the company and the experience perceived by customers;
  • – the difference in the interpretation of communication with the difference between the message given by the communication and what the customer understood of the promise;
  • – the service gap between the customer’s experience and expectations.
image

Figure 8.2. Possible gaps between the target experience and the lived and perceived experiences in service marketing, in blue the company’s work steps and in orange the customer’s work steps [ZEI 90]. For a color version of this figure, see www.iste.co.uk/ngoala/augmented.zip

This model can be used as a basis for creating experience control reporting and gap measurement to define points for continuous improvement.

8.2. Designing customer journeys

The fact of representing the career journeys seems to be a structuring element in the manager’s strategic work, as this quotation underlines:

"Utilize mapping tools to improve the customer experience: both TNT and Guinness mapped out the perfect customer experience to understand and identify opportunities for improvement. Several tools can be used to undertake this task including: process mapping, service-blueprinting, customer activity cycles and customer-firm touchpoint analysis. These techniques are useful in highlighting opportunities for improving customer experience, identifying failure points, re-engineering processes and supporting differentiation. Another outcome can be enhanced employee understanding of their role in achieving a perfect experience for their customers” [FRO 07].

8.2.1. The classic graphic tools: blueprint and contact matrix

8.2.1.1. The blueprint

The blueprint [SHO 82] service technique was initially introduced as a quality assurance process because it had many advantages: it was more precise than a verbal definition and it made it possible to discover deficiencies and solve problems quickly [BIT 08]. This technique is different from flow tasks because it highlights the customer’s actions by defining two lines: an interaction line between the customer and the organization and a line of sight defining what the customer sees and what they do not see. It is used to identify incidents or inconsistencies in a linear customer journey.

The blueprint service tool is cited in a reference research article as the only valid tool to graphically represent a customer journey [LEM 17] because it is the most robust tool to present touchpoints and the impact of these points on the company’s internal organization but also because it requires managers to integrate the customer’s perspective and requires customer data.

A blueprint is composed of five elements: material proof of service, actions taken by the consumer, actions of staff in direct contact with customers, actions of staff invisible to the customer and technical support procedures.

8.2.1.2. The contact matrix

A matrix grid integrates the consumer’s decision-making time in columns, with which communication and online transaction channels are associated. It then indicates which channel can be used at each step of the consumer’s purchasing decision.

Reference can also be made to Moriarty and Moran’s grid [MOR 90]. Payne and Frow [PAY 04] recommend using a channel value chain diagram, which integrates, in a matrix, a logical time journey materialized by arrows. The latter includes the consumer’s decision-making steps: awareness of need, information sought, comparison of offers, and purchase and postpurchase with which a channel is associated. These matrix representations are often cited in managerial articles. Since 2010, David Edelman has published several articles in the Harvard Business Review on customer journey design and is developing a new form of representation in the shape of a circle by taking the classic steps of consumer purchasing decisions. This representation was taken up by Forrester in one of his white papers.

8.2.2. Practicing design thinking by creating personas

T. Brown, a designer, gave this definition of design thinking:

“a discipline that uses the designer’s sensibility and methods to match people’s needs with what is technically feasible and what business strategy can convert into customer value and market opportunities” [BRO 08].

Design thinking is the designer’s ability to reconcile the imperatives of technical feasibility with those of economic profitability and desirability for the individual. Design thinking is perceived as a source of structuring marketing thinking and uses personas in particular.

Personas have often been cited by practitioners and have defined by Brangier et al. [BRA 12]. “The personas method consists of describing probable users in a nominative, archetypal and personalized form”. The persona is the flagship tool in customer journey design, as shown by this testimony from the customer experience director of the musketeers group:

“We prefer to use the persona technique. I am really a fan of the persona concept but not of marketing segmentation. The objective of the persona is really to embody the customer. Often we use four to five people and we truly embody them by creating their photos or their constraints and resources: what their computer equipment could be, their consumption, their needs, their way of thinking about shopping. People, it’s really a great method even if it’s caricatured and fantasized but it’s deeply human”.

Most of the people observed in companies [JAC 16] follow the structure of the model presented in a book [OST 10], proposing to present them with photos and text.

The persona makes it possible to mirror the company’s vision and the customer’s needs. Thus, personas allow us to have a critical vision of managerial work. This is because the persona provides the opportunity to compare the mental representations shared by the company with the persona’s representations in order to challenge the teams’ work. The persona is often linked to marketing segmentation:

“Defining personas also means insisting on the fact that they cannot be assimilated to marketing segmentations, in particular because they do not come from market research and do not represent identified percentages of users” [BRA 12].

The interest in using personas is that the customer appears as a hoped-for and embodied target. Persona practices differ from segmentation because the persona practice is punctual and has no quantitative purpose; however, it should allow the manager to better extract themselves from their vision of the company in order to make them endorse the customer’s clothes. The persona is, therefore, not intended to define quantitative commercial objectives or to serve as a basis for mix marketing.

8.2.3. Interests and limitations of graphic tools

No literature had ever really linked design to customer experience management. Design practices are quite naturally associated with the creation of products, packaging or logos or with the brand image called “design orientation”, aimed at integrating the work of designers within the company. However, design could also define a working position for managers in management [BOL 04] by using tools and designer approaches to create new sources of value for the customer. Design thinking is complementary to managerial decision-making because it can be developed when the problem to be solved is complex and the solutions all contain advantages but also disadvantages. Design thinking should have points in common with the managerial approach such as the desire to create value for the customer, the desire to reduce costs and to rely on the company’s key activities but also strong differentiating points and sources of creativity [RYL 09]. These points of differentiation would be the way (1) to approach problems that are considered difficult and seemingly without a single and final solution [BUC 92]; (2) to work in a pragmatic, iterative and experimental way; and (3) to represent the solutions visually. Finally, design thinking should go beyond product design to be applied to the organization of the company or the design of organized systems. Research shows that the contribution of design thinking to traditional marketing practices makes it possible to improve the visibility of brand positioning [BEV 15] or product innovation design thinking within organizations would make it possible (1) to better understand customer needs by focusing on usage values through qualitative research; (2) to break away from a unique and fixed strategic thinking by creating breakthrough innovations; and (3) to restore the brand’s image to its central role as a guide to marketing design thinking.

The first result is to allow the project team to focus their attention on the customer by reflecting on their needs through a persona, to better understand the proposed routes and to avoid journey dependence by remaining limited to the company’s vision. The persona becomes a common totem for design teams by breaking down customer stereotypes in the company and contextualizing all customer behaviors.

The second result is to facilitate and develop transmission capacities by creating esthetic and simple diagrams to address a complex problem. It is the power of the “simplexity” of design thinking advocated by the designer Ora-Ito and therefore the ability of design thinking tools to disseminate, within companies, this vision of the desired journeys.

Finally, these tools integrate the customer’s desired emotions and thus work on the value created in a global way. This takes up Benoît Heilbrunn’s work on product marketing design showing that:

“What design marketing expects is precisely to project a universe of signs on products to induce purchasing criteria that are no longer the only springboard for the function […]. In this sense, design seems to relay the marketing project, which is to make sense of consumer objects by projecting emotional and imaginary meanings to increase their desirability and perceived value” [HEI 06].

In design thinking, the designer’s unique thinking system is an integral part of the method:

“In its core functioning (i.e. doing it as distinct from studying about it), design thinking is embodied in the design thinker, in terms of behaviours, values, attitudes, intuition, creativity. This is a relativist and constructivist perspective where knowledge is primarily resident in the thinker and context” [DEV 13].

These techniques are, therefore, not free from criticism. In design literature, the personas technique can also present many flaws. For example, many personas created by designers had not been shaped from data collection and were used to support their design choices [AMP 06]. Finally, some designers consider that the persona is counterproductive because it is impersonal. Indeed, some designers consider that the persona goes against the principle of focusing on the individual’s needs, which requires a thorough understanding of the users by meeting them.

The limitations of design thinking also arise from the fact that graphic representations are often not based on any quantitatively measured elements. This limitation explains why they are complementary to the work on the algorithmic representation of the customer’s journey.

8.3. Big data and design: the two necessary areas of expertise

Improving or designing customer experiences will require mastering new skills for the company. On the one hand, understanding and mapping customer journeys by collecting data will make it possible to evaluate current systems and touchpoints. This will require the development of fine allocation models for each touchpoint to contribute to the final purchasing act. Big data will also be able to determine the most popular customer routes in order to optimize them. Skills in statistical data processing are, therefore, an obvious first area of expertise. It will have to be complemented by skills in data visualization and graphic design in order to make the statistical results intelligible to the management committees. This graphic effort should lead teams to better picture experiential issues, make effective strategic decisions and communicate them to other company functions such as front-office employees, for example. Design will also be used in marketing departments to design stores that integrate more and more digital offers (interactive displays, etc.). Design skills must make the different physical and digital touchpoints homogeneous (identical cognitive and ergonomic measures in a store like on the merchandising website, for example) in order to facilitate the customer’s transition from one touchpoint to another.

Beyond design, it is a recruitment and training challenge that awaits companies. It will also be a project management challenge, because designing an experience often means working in different professions (marketing, sales, information systems, logistics), thus creating organizational decompartmentalization. Without a strong managerial willingness on the part of the management committees to transform the company, designing new experiences often remains an unfinished project.

We are moving toward organizational policies that aim to adjust customer journeys in successive waves, first by changing the most common and simple customer journey while gaining organizational experience, and then, in successive waves, to change, touchpoint by touchpoint, different journeys in order to control the organizational transformation.

8.4. References

[AND 16] ANDERL E., SCHUMANN J.H., KUNZ W., “Helping firms reduce complexity in multichannel online data: a new taxonomy-based approach for customer journeys”, Journal of Retailing, vol. 92, no. 2, pp. 185–203, 2016.

[BEN 13] BENMOUSSA F., MAYNADIER B., “Brand storytelling: entre doute et croyance. Une étude des récits de la marque Moleskine”, Décisions Marketing, vol. 70, no. 3, pp. 119–128, 2013.

[BEV 15] BEVERLAND M.B., WILNER S.J.S., MICHELI P., “Reconciling the tension between consistency and relevance: design thinking as a mechanism for brand ambidexterity”, Journal of the Academy of Marketing Science, vol. 43, no. 5, pp. 589–609, 2015.

[BIT 08] BITNER M.J., OSTROM A.L., MORGAN F.N., “Service blueprinting: a practical technique for service innovation”, California Management Review, vol. 50, no. 3, pp. 66–94, 2008.

[BOL 04] BOLAND R., COLLOPY F., Managing as Designing, Stanford University Press, Palo Alto, CA, 2004.

[BRA 12] BRANGIER E., BORNET C., BASTIEN J. et al., “Effets des personas et contraintes fonctionnelles sur l’idéation dans la conception d’une bibliothèque numérique”, Le travail humain, vol. 75, no. 2, pp. 121–145, 2012.

[BRO 08] BROWN T., “Design thinking”, Harvard Business Review, June, pp. 85–92, 2008.

[BUC 92] BUCHANAN R., “Wicked problems in design thinking”, Design Issues, vol. 8, no. 2, pp. 5–21, 1992.

[CAM 13] CAMELIS C., DANO F., GOUDARZI K. et al., “The roles of co-clients and their influence on overall satisfaction during the service experience”, Recherche et Applications en Marketing, vol. 28, no. 1, pp. 46–69, 2013.

[CHA 06] CHAPMAN C.N., MILHAM R.P., “The personas’ new clothes: methodological and practical arguments against a popular method”, Proceedings of the Human Factors and Ergonomics Society Annual Meeting, vol. 50, no. 5, pp. 634–636, 2006.

[DEV 13] DEVITT F., ROBBINS P., “Design, thinking and science”, in HELFERT M., DONNELLAN B. (eds), Design Science: Perspectives from Europe, Springer International Publishing, Geneva, pp. 38–48, 2013.

[DIX 10] DIXON J., MATTHEW F., FREEMAN K. et al., “Stop trying to delight your customers”, Harvard Business Review, vol. 88, nos 7/8, pp. 116–122, 2010.

[EDV 01] EDVARDSSON B.O., ROSS I., “Critical incident techniques: towards a framework for analyzing the criticality of critical incidents”, International Journal of Service Industry Management, vol. 12, pp. 251–268, 2001.

[FLA 17] FLACANDJI M., “De l’expérience au souvenir de l’expérience: étude des invariants et des décalages entre parcours de magasinage et souvenirs immédiats”, Management et Avenir, vol. 86, pp. 79–100, 2017.

[FRO 07] FROW P., PAYNE A., “Towards the ‘perfect’ customer experience”, Journal of Brand Management, vol. 15, no. 2, pp. 89–101, 2007.

[HEI 06] HEILBRUNN, B., “Le marketing à l’épreuve du design”, in FLAMAND, F. (ed.), Le Design: essais sur des théories et des pratiques, Paris, Institut français de la mode et éditions du regard, pp. 277–294, 2006.

[HOM 17] HOMBURG C., JOZIĆ D., KUEHNL C., “Customer experience management: toward implementing an evolving marketing concept”, Journal of the Academy of Marketing Science, vol. 45, no. 3, pp. 377–401, 2017.

[JAC 16] JACOB F., Création d’un artefact modulaire d’aide à la conception de parcours client cross-canal visant à développer les capacités des managers des entreprises du secteur du commerce, PhD Thesis, PSL Research University, Paris, 2016.

[KAP 08] KAPFERER J.N., The New Strategic Brand Management – Creating and Sustaining Brand Equity Long Term, Livro, London, 2008.

[LAR 05] LAROS F.J., STEENKAMP J.B.E., “Emotions in consumer behavior: a hierarchical approach”, Journal of Business Research, vol. 58, no. 10, pp. 1437–1445, 2005.

[LLO 97] LLOSA S., “L’analyse de la contribution des éléments du service à la satisfaction: un modèle tétraclasse”, Décisions Marketing, vol. 10, pp. 81–88, 1997.

[LEM 17] LEMON K.N., VERHOEF P.C., “Understanding customer experience throughout the customer journey”, Journal of Marketing, vol. 46, no. 2, pp. 1–62, 2017.

[LOV 94] LOVELOCK C., Product Plus, McGraw Hill, New York, 1994.

[MOR 90] MORIARTY R., MORAN U., “Managing hybrid marketing systems”, Harvard Business Review, pp. 45–56, 1990.

[OST 10] OSTERWALDER A., PIGNEUR Y., Business Model Generation: a Handbook for Visionaries, Game Changers, and Challengers, John Wiley & Sons, London, 2010.

[PAR 85] PARASURAMAN A., ZEITHAML V., BERRY L.L., “A conceptual model of service quality and its implications for future research”, Journal of Marketing, vol. 49, no. 4, pp. 41–50, 1985.

[PAY 04] PAYNE A., FROW P., “The role of multichannel integration in customer relationship management”, Industrial Marketing Management, vol. 33, no. 6, pp. 527–538, 2004.

[REI 03] REICHHELD F., “The one number you need to grow”, Harvard Business Review, vol. 81, no. 12, pp. 46–55, 2003.

[ROE 08] ROEDERER C., L’expérience de consommation: exploration conceptuelle, méthodologique et stratégique, Thesis, University of Dijon, 2008.

[RYL 09] RYLANDER A., “Design Thinking as knowledge work: epistemological foundations and practical implications”, Journal of Design Management, vol. 1, pp. 1–20, 2009.

[SCH 00] SCHMITT B.H., Experiential Marketing: How to Get Customers to Sense, Feel, Think, Act, Relate, Simon and Schuster, New York, 2000.

[SHA 18] SHAW S.D., BAGOZZI R.P., “The neuropsychology of consumer behavior and marketing”, Consumer Psychology Review, vol. 34, no. 2, pp. 22–40, 2018.

[SHO 87] SHOSTACK G., “Service positioning through structural change”, Journal of Marketing, vol. 51, no. 1, pp. 34–43, 1987.

[ZEI 90] ZEITHAML V.A., PARASURAMAN A., BERRY L.L., Delivering Quality Service, Balancing Customer Perceptions and Expectations, The Free Press, New York, 1990.

Chapter written by Florence JACOB.

..................Content has been hidden....................

You can't read the all page of ebook, please click here login for view all page.
Reset