Queuing and The Age of Context: Release 1 The Digital Consumer Collaborative

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1 The DCC © Copyright Stone Mantel 2014 1 The DCC © Copyright Stone Mantel 2014 QUEUING AND THE AGE OF CONTEXT Release 1 – The Digital Consumer Collaborative Web Seminar FEBRUARY 2014 goStoneMantel.com Slideshare.net/DaveNorton Seminar presentation available on Youtube
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Companies are trying to understand the digital consumer but they often get the basics wrong. Digital consumers are not a segment. They aren't 'early adopters.' Almost every consumer today is a digital consumer. A digital consumer wants to do more with his or her digital tools and will share data to get the job done. Sensors, data, location, social media, and mobile are five forces that create digital context. This deck was presented in February 2014 to 100 companies who are following the general insights gathered from the Digital Consumer Collaborative via web seminar. Release 1 covers - What is the Digital Consumer Collaborative - How to define the digital consumer - Three key attributes of consumer behavior: queuing, topics, and tasks. - The five forces that create digital context - Sensors, data, location, social media, and mobile - Scoble & Israel’s, The Age of Context - Redefining what context means - Digital ethnography and other steps that companies can take to understand the consumer. An audio presentation can be found on Stone Mantel’s website, YouTube, and SlideShare.

Transcript of Queuing and The Age of Context: Release 1 The Digital Consumer Collaborative

Page 1: Queuing and The Age of Context: Release 1 The Digital Consumer Collaborative

1 The  DCC  ©  Copyright  Stone  Mantel  2014   1 The  DCC  ©  Copyright  Stone  Mantel  2014  

QUEUING AND THE AGE OF CONTEXT Release 1 – The Digital Consumer Collaborative Web Seminar FEBRUARY  2014  goStoneMantel.com Slideshare.net/DaveNorton Seminar presentation available on Youtube

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2 The  DCC  ©  Copyright  Stone  Mantel  2014   2 The  DCC  ©  Copyright  Stone  Mantel  2014  

ABOUT THIS DECK

This  deck  was  presented  in  February  2014  to  100  companies  who  are  following  the  general  insights  gathered  from  the  Digital  Consumer  CollaboraHve  via  web  seminar.      Release  1  covers  •  What  is  the  Digital  Consumer  CollaboraHve  •  How  to  define  the  digital  consumer  •  Three  key  aNributes  of  consumer  behavior:  queuing,  topics,  

and  tasks.    •  The  five  forces  that  create  digital  context  

•  Sensors,  data,  locaHon,  social  media,  and  mobile  •  Scoble  &  Israel’s,  The  Age  of  Context  

•  Redefining  what  context  means  •  Digital  ethnography  and  other  steps  that  companies  can  take  

to  understand  the  consumer.    An  audio  presentaHon  can  be  found  on  Stone  Mantel’s  website,  YouTube,  and  SlideShare.      

goStoneMantel.com  

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OUR GOALS FOR THE DIGITAL CONSUMER COLLABORATIVE

1.  Push  our  understanding  of  what  the  digital  consumer  will  want  from  mobile  experiences  in  the  next  three  years.    2.  Find  new  ‘jobs-­‐to-­‐get-­‐done’  in  the  digital  environment  that  increase  customers’  likelihood  to  spend  more  Hme  with  a  business  or  brand.  3.  IdenHfy  strategies  and  tac5cs  to  make  businesses  more  effecHve  in  creaHng  value  from  the  delivery  of  their  experience  to  customers  through  digital  technologies.  4.  Discover  new  ways  of  profiling  target  audiences  based  on  digital  usage.  5.  Develop  techniques  that  aid  in  helping  customers  feel  more  comfortable  in  sharing  data  with  companies  in  the  right  way  and  at  the  right  Hme.    6.  Develop  language,  tools,  and  principles  for  understanding  how  consumers  behave  in  an  increasingly  mobile  environment.  

ABOUT  THE  DCC    Primary  research  and  co-­‐creaHon  for  forward-­‐thinking  customer  experience  strategists,    done  collaboraHvely.      Launched  in  Sept  2013  Finishes  in  Sept  2014    •  10  companies  •  100s  of  hours  of  field  work  •  Discovering  new  jobs  to  do  •  Defining  new  strategies  and  

profiles  •  DemonstraHng  the  value  

produced  •  Act  within  organizaHons  to  

execute  

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WHAT IS THE DIGITAL CONSUMER COLLABORATIVE?

Charter  our  path  

Review  secondary  research  

Digital  Ethnography  Round  1  

F2F  Orlando  Session  

Digital  Ethnography  Round  2  

F2F    Miami  Session  

OUTPUT  

 Primary  research  and  co-­‐creaHon  for  forward-­‐thinking  customer  experience  strategists,  done  collaboraHvely.    

•  CollaboraHve  network  established  

•  Digital  ethnographic  insights  

•  Strategic  frameworks  

September  12,  2013  

November  13-­‐15,  2013  

March  4-­‐6,  2014  

QuanHtaHve  research  

Framing  Sessions  

F2F  Session  

Member  OrganizaHon  ApplicaHon  

F2F    Session   Mastery  

OUTPUT  

•  Quant  findings  •  Concept  development  •  ApplicaHon  to  

organizaHons  •  Design  requirements  

July  2014   Sept  2014  

4  face-­‐to-­‐face  meeHngs    ::  5  virtual  meeHngs  ::  Basecamp  group  ::  3  homework  assignments    

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RELEASE 1 This  presentaHon  includes  some  of  the  general  findings  from  the  first  round  of  digital  ethnography.  General  findings  can  be  shared  with  the  public.  You  must  be  a  member  of  the  Digital  Consumer  CollaboraHve  to  gain  access  to  the  specific  findings.    

What  we  learned  

What  we  are  sharing  

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AGE OF CONTEXT

The  Five  Forces  described  by  Scoble  &  Israel  are    1.  Mobile—they  focus  primarily  on  wearables,  especially  Google  Glass.  2.  Social  Media  3.  Data—specifically  what  they  call  ‘liNle  data.’  4.  Sensors  and  the  internet  of  things.  5.  LocaHon—which  everyone  is  focusing  on.    They  argue  these  forces  emphasize  context  going  forward—and  that’s  a  good  thing.      “Queuing”  suggests  that  the  very  nature  of  context  will  change.    

Publisher:  CreateSpace  Independent  Publishing  Plaform;  1  ediHon  (September  5,  2013)  

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HOW THE PATRIOTS ARE CHANGING THE GAME

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DIGITAL IS NORMAL Digital  consumers  are  not  a  segment  and  they  are  not  excepHonal.  Almost  every  consumer  is  digital  today.  

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DIGITAL IS NORMAL

The  Digital  Consumer  is  Normal  Companies  conHnue  to  debate  whether  the  digital  consumer  is  a  segment,  a  mindset,  or  a  group  of  early  adopters.  They  regularly  discuss  digital  consumer  behavior  as  an  innovaHon  or  an  excepHon  to  how  consumpHon  really  happens.  None  of  this  is  now  true.      Almost  all  adult  consumers  are  digital  consumers.  Digital  is  a  normal,  essenHal  aspect  of  consumer  decision-­‐making  and  to  treat  it  as  excepHonal  is  to  imply  that  the  consumer’s  behavior  is  not  normal  or  that  it  might  go  away.  We  must  start  from  the  standpoint  that  it’s  normal.      

Me  and  a  couple  of  my  favorite  sodas.  And  my  daughter  aNempHng  a  photo  bomb  

Me  waiHng  for  train  to  go  to  work  while  listening  to  music  via  Google  Music  

SELFIES  

I  use  my  iPhone  more  than  I  probably  use  any  other  device.  

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SOME PEOPLE WE MET

DEFINING  TECHIE   I’M  DEPENDENT   MY  LAPTOP  AND  IPAD  

CONVENIENCE  FACTOR   NEVER  BORED  

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DIGITAL ETHNOGRAPHY IS CRITICAL

If  all  consumers  today  are  digital  consumers,  then  shouldn’t  all  research  of  consumers  apply  digital  data  gathering  techniques  and  include  digital  moments?    

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DEFINING THE DIGITAL CONSUMER People  think  differently  when  they  embrace  their  digital  devices.  Topics,  tasks,  and  queuing  are  building  blocks  for  understanding  behavior.    

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THE DEFINITION OF A DIGITAL CONSUMER

At  his  or  her  core,  the  Digital  Consumer  is  a  person  who  wants  to  do  more.      Digital  technology  eliminates  or  reduces  the  gap  between  thinking  about  something  and  gemng  the  job  done.  When  that  gap  is  closed,  the  consumer  desires  to  do  more  things  at  once.      Three  aNributes  of  how  the  consumer  interacts  with  digital  to  accomplish  more  are:      Topics        |          Tasks          |      Queuing  

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THE DEFINITION OF A DIGITAL CONSUMER

When  a  device  or  app  is  introduced  into  a  consumer’s  life,  the  ability  to  act  immediately  changes  his  or  her  thinking  (and  acHng).  The  consumer  becomes  more  enabled  to  close  the  gap  between  thinking  and  gemng  the  job  done.    

Thoughts   Jobs  

Topics   Tasks  

PEOPLE  HAVE    

DIGITAL  HAS  

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THE DEFINITION OF A DIGITAL CONSUMER

The  impact  on  behavior  includes:    Less  investment  in  one  single  act.    The  desire  and  ability  to  do  mulHple  things  at  once.      A  strong  aNachment  to  the  people  and  acHviHes  you  do  through  digital  devices.    The  gap  becomes  something  to  overcome.  They  want  to  close  the  gap.    

Thoughts   Jobs  

Topics   Tasks  

PEOPLE  HAVE    

DIGITAL  HAS  

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THE DEFINITION OF A DIGITAL CONSUMER

The  more  empowered  people  are  to  accomplish  more  in  a  short  period  of  Hme,  the  more  people  meander.  They  move  from  thought  to  task  to  thought  to  another  thought.        Digital  doesn’t  meander.    To  facilitate  the  interacHon  between  digital  tools  and  thought,  people  and  their  devices  queue.      

Thought   Job  

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QUEUING IS THE THOUGHT-TO-TASK INTERFACE

Because  digital  consumers  can  accomplish  mulHple  tasks  at  the  same  Hme  (and  therefore  do  more  jobs)  they  rely  heavily  on  their  devices  to  keep  track  of  where  they  are  at  in  an  acHvity  and  prompt  them  when  they  need  to  pay  aNenHon.  That  connecHve  behavior  is  queuing.  Here  is  how  the  queue  works:    

The  consumer  has  a  job  to  get  done  1.    

“This  morning  I  was  extremely  frustrated  by  my  two-­‐year-­‐old.  Since  I  don't  really  have  someone  to  call  and  vent  to,  I  vented  on  my  blog.  I  let  it  all  out.  It  felt  so  good  to  let  go  of  the  emoHon.”  

Heidi  needs  to  vent  Heidi  needs  to  vent  

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QUEUING IS THE THOUGHT-TO-TASK INTERFACE

Topic  

She  idenHfies  a  digital  tool  (app,  web  content,  device)  to  help  her  accomplish  the  job.  

2.    

“I  vented  on  my  blog;  I  let  it  all  out.”  

Heidi  needs  to  vent  

I  love  Blogger,  Facebook,  and  GO  SMS  Pro  (texHng)  for  the  same  reason:  I  love  communicaHng  with  people.  I  love  to  share  bits  of  my  life  and  get  feedback  from  others,  whether  their  experiences  are  the  same  as  mine  or  completely  different.  I  love  people,  and  digital  tools  allow  me  to  connect.  

BLOG  

FACEBOOK  

GO  SMS  PRO  

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QUEUING IS THE THOUGHT-TO-TASK INTERFACE

Topic  

That  tool  becomes  a  part  of  her  life.    3.    (SomeHmes,  not  always,  for  a  long  period  of  Hme.)  

My  phone  apps  (favorites  are  orange):  aCar  Amazon  Amazon  Kindle  Amazon  MP3  Any.do  B210K  Pro  Barcode  Scanner  Blogger  Calculator  Calendar  Camera  Campus  Portal  Cardio  Trainer  Chord  Wheel  Chrome  CitaHon  Index  Clock  CNN  Contacts  

ConvertPad  DicHonary  Dropbox  Drugs.com  Evernote  Facebook  Fandango  Flashlight  FM  Radio  Gmail  GO  SMS  Pro  Goggles  Goodreads  Google+  Gospel  Art  Book  Gospel  Library  Grocery  IQ  Groupon  Hangouts  

IMDb  Indexing  Instagram  LDS  Hymn  Book  LDS  Temples  LDS  Tools  LDS  Youth  Lookout  Maps  Media  Remote  Mirror  Mobile  Metronome  Mormon  Channel  Music  MyTracks  MyFitnessPal  Next  News  &  Weather  Noom  Coach  

Phone  Pinterest  Play  Store  PPLD  Mobile  Reader  Ringtone  Maker  Run  Double  ShopKick  SoundsHound  SpoHfy  T-­‐Mobile  tapTrak  Translate  TripIt  Tumblr  TwiNer  Voice  Recorder  WebMD  YouTube  

She  decides  to  remember  the  tool.  She  organizes  the  tool  spaHally  into  her  digital  devices.    

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QUEUING IS THE THOUGHT-TO-TASK INTERFACE

The  thought  of  doing  the  job  the  tool  is  designed  to  do  becomes  a  recurring  topic.    4.    

It  is  queued,  becoming  one  more  connector  between  person  and  device.  Heidi  becomes  more  aNached  to  the  device  to  assist  thinking  and  acHng.    

Morning  Hme  

weather  shop  blog  news  

church  Facebook  

email  TV  

Pinterest  phone  

Grocery  IQ  

start  new  topic  

Heidi  needs  to  vent  

Thought   Job  

Her  queue  

A  task  she  does  

A  topic  she  has  queued  

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QUEUING IS THE THOUGHT-TO-TASK INTERFACE

Queuing  empowers  the  consumer  to  accomplish  more  tasks  at  the  same  Hme  and  turns  the  topic  into  an  ongoing,  recurring  event  that  progresses  over  Hme.    5.    

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QUEUING CREATES THE FEELING OF PRODUCTIVITY

TIME  

Topic  

Task  

Because  they  can  quickly  align  what  they  think  with  what  they  want  to  do,  consumers  are  empowered  to  do  more  at  the  same  Hme.  Digital  consumers  can  do  mulHple  things  at  more  or  less  the  same  Hme,  but  they  have  even  more  things  that  they  could  be  doing.  Queues  are  how  people  organize  their  digital  lives.    

Topic  Tools,  apps,  devices,  acHviHes,  content,  interests,  hobbies,  requests—whatever  can  be  thought  of  and  interacted  with  digitally—organized  topically  and  designed  to  recur.      Task  When  the  consumer  acts  on  the  topic  to  accomplish  a  job  the  topic  becomes  a  task.      Queuing  The  thought-­‐to-­‐task  interface  that  connects  the  person  to  mulHple  topics  and  tasks  and  creates  the  feeling  of  producHvity.      

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EVIDENCE OF QUEUING

The  number  of  tabs  along  the  top  tell  the  story.    

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THE APP NEEDS TO KNOW

Because  the  goal  is  to  shorten  the  gap  between  thinking  and  doing,  consumers  almost  always  will  give  up  informaHon  about  their  behavior  if  they  think  the  informaHon  will  reduce  steps  required  and  help  them  accomplish  a  goal.      Consumers  are  increasingly  coming  to  the  opinion  that  if  it’s  digital  it  will  be  shared.    

Heidi  needs  to  vent  

Thought   Job  

Topics   Tasks  

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APPLICATION Context  feels  different  when  digital  enables  you  to  do  more.    

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AGE OF CONTEXT

Google  Glass  

Digital  Cars  

The  New  Urbanists  

The  Contextual  Self  Personal  Contextual  Assistants  

Contextual  Home  

Pinpoint  MarkeHng  

The  Five  Forces  

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MOBILE Phones,  tablets,  and  wearables  

“Mobile  is  the  aggregator  of  the  other  four  forces.  It’s  where  they  all  converge.  It’s  where  the  superstorm  of  context  thunders  into  your  life.”    

Mobile  turns  almost  any  acHvity  into  a  topic.  Wearables  that  reduce  Hme  to  task  will  be  embraced  because  they  allow  the  consumer  to  do  more.    

DCCi  

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WHAT QUEUING TEACHES US Because  people  can  do  more  things  at  once,  they  are  thinking  about  more  than  just  what  is  in  front  of  them.    The  moment  and  the  place  are  not  as  important  as  thinking  about  the  tasks  to  get  done.    

At  this  moment  there  are  10  things  that  the  digital  consumer  could  be  doing.  Only  one  of  them  is  right  in  front  of  him.      

weather  shop  blog  news  

Schedule  a  flight  Facebook  

Dog  simng  app  TV  

Work  email  Facebook  

The  person  I’m  talking  to  

DCCi  

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LOCATION

Why  did  Apple  get  into  maps?  Because  “Without  locaHon,  there  is  no  context.”—Caterina  Fake,  the  Findery.    

Google’s  success  in  maps  came  from  a  core  competency  1.  Build  a  foundaHon.  Buy  and  build  

map  sotware.  2.  Keep  track  of  changes.  Get  users  to  

help  idenHfy  changes.  3.  Personalize  through  integraHon.    

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LOCATION

The  biggest  quesHon  that  adverHsing  must  address  today  is  .  .  .  

In  a  digital  world,  people  can  do  almost  anything  almost  anywhere.      There’s  an  app  for  starHng  your  car—from  another  country.    

how  big  of  a  factor  is  locaHon  in  determining  what  the  individual  is  thinking  about  at  the  moment  they  are  located  somewhere?      It  likely  depends  on  what  else  is  in  his  or  her  queue.      “Contextual”  adverHsing  could  easily  become  more  oten  just  messaging  that  signals  to  consumers  “I  know  you’re  here.”       DCCi  

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SENSORS

The  Internet  of  things  is  maintained  by  sensors.    

Homes  and  cars  are  being  revoluHonized  by  sensors.  These  two  environments  will  be  full  of  sensors  in  the  next  three  years.    

Sensors  perform  faster  than  humans  can.    Sensors  can  reduce  the  burden  of  too  much  to  think  about—or  they  can  make  it  worse.       DCCi  

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LITTLE DATA

“It’s  not  the  big  data  mountain  that  maNers  so  much  to  people,  it’s  those  Hny  spoonfuls  we  extract  whenever  we  search,  chat,  view,  listen,  buy  or  do  anything  online.    .  .  .    LiNle  pieces  make  us  smarter.”    

Companies  do  NOT  need  to  anHcipate  every  next  thing  that  the  consumer  will  need  in  each  moment.      AnHcipate  how  to  get  the  job  done,  not  what  the  consumer  is  going  to  think  next.      BeNer  to  let  them  tell  you  ahead  of  Hme  what  they  want  to  accomplish.         DCCi  

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DIGITAL CONTEXT IS DIFFERENT FROM CONTEXT

 3.  CondiHons  The  condiHons  that  are  unique  to  the  acHon  that  is  taken    

TradiHonally,  context  meant  .  .  .  

1.  Environment  How  the  immediate  situaHon,  environment  or  events  influence  the  individual’s  acHons  

 2.  Meaning  The  meaning  of  a  phrase  or  statement  made  

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DIGITAL CONTEXT IS DIFFERENT FROM CONTEXT

 3.  CondiHons  The  condiHons  that  are  unique  to  the  acHon  taken  are  influenced  heavily  by  what’s  already  in  the  queue.    

Digital  context  shits  things  .  .  .     1.  Environment  As  the  individual  increases  in  ability  to  do  more,  the  situaHon  and  environment  become  less  about  what  is  happening  here/now.    

2.  Meaning  The  volume  of  acHvity  going  on  in  a  moment  affects  the  meaning  of  and  completeness  of  every  decision  (e.g.,  what  exactly  is  a  considered  purchase?)  

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STEPS TO TAKE

Assess  your  digital  porfolio,  especially  mobile.  Do  you  facilitate  queuing?    Do  you  get  the  job  done  for  customers  through  digital  faster  than  your  compeHHon?  

Develop  an  insights  agenda  that  explains  the  digital  context  of  your  target  audience.    

Revisit  your  moments  of  truth  and  customer  journey.  Determine  how  digital  is  changing  the  way  consumers  think  and  interact  with  your  product.      

“Traject”  your  consumer.  Even  if  they  are  not  your  innovaHons,  determine  how  sensors,  social  media,  mobile/wearables,  data,  and  locaHon  will  affect  your  consumer.  

1.    

2.    3.    

4.    

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GET STARTED

Summer  Camp     Digital  Ethnography  

 Ethnography  is  a  powerful  innovaHon  in  research  because  it  captures  context.      Digital  Ethnography  changes  the  way  you  interview,  observe,  and  analyze.  It  addresses  digital  context.    July  17-­‐18  in  Boulder,  Colorado    

Make  beNer  strategic  decisions  •  Consumer  behavior  •  Strategic  framework  use  •  Case  study  format  Charter  the  next  DCC  agenda  Stretch  your  team  (And  bring  your  family)      

Digital  Context  Experience  Audit  

Assess  your  company’s  digital  tools  for  their  ability  to  get  into  the  consumer’s  queue  and  facilitate  queuing.  

goStoneMantel.com  

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ABOUT STONE MANTEL

We  are  a  bouHque  insights  consultancy  with  over  thirty  years  of  experience  producing  meaningful  brand  experiences  for  consumers  and  value  for  companies.      We  build  custom  insights  agendas,  develop  strategic  frameworks,  and  guide  execuHon  of  holisHc  experienHal  offerings.      We  are  the  very  best  at  creaHng  value  from  exisHng  experiences.    

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THE MANTEL METHOD GETS YOU DEEP INTO DIGITAL EXPERIENCE

1

New approaches

New opportunities

2

3

Strategies and tactics

Experience requirements

Prepare to launch

Finalize design

Digital Ethnography

Co-Creative Design

Design the experience Test for time well spent Find experiences that matter

Discover Define Demonstrate

4 Drive organizational change

Create cultural capital

Act

Performance Validation

Take Action

Implement

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Stone Mantel is the very best at producing value from experiences

Dave  Norton,  PhD.    Founder    Stone  Mantel  [email protected]