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Customer Experience Management
Customer experience (CX) is a totality of Cognition, cognitive, Affect (psychology), affective, Sensory processing, sensory, and behavioral consumer responses during all stages of the consumption (economics), consumption process including pre-purchase, consumption, and post-purchase stages. Pine and Gilmore described the The Experience Economy, experience economy as the next level after commodities, goods, and services with memorable events as the final business product. Four realms of experience include esthetic, escapist, entertainment, and educational components. Different dimensions of customer experience include senses, emotions, feelings, perceptions, cognitive evaluations, involvement, Memory, memories, as well as spiritual components, and Theory of planned behavior, behavioral intentions. The pre-consumption anticipation experience can be described as the amount of pleasure or displeasure received from savoring future events, while the remembered experience is related to a ...
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Four Realms Of Customer Experience
4 (four) is a number, numeral (linguistics), numeral and numerical digit, digit. It is the natural number following 3 and preceding 5. It is the smallest semiprime and composite number, and is tetraphobia, considered unlucky in many East Asian cultures. In mathematics Four is the smallest composite number, its proper divisors being and . Four is the sum and product of two with itself: 2 + 2 = 4 = 2 x 2, the only number b such that a + a = b = a x a, which also makes four the smallest squared prime number p^. In Knuth's up-arrow notation, , and so forth, for any number of up arrows. By consequence, four is the only square one more than a prime number, specifically 3, three. The sum of the first four prime numbers 2, two + 3, three + 5, five + 7, seven is the only sum of four consecutive prime numbers that yields an Parity (mathematics), odd prime number, 17 (number), seventeen, which is the fourth super-prime. Four lies between the first proper pair of twin primes, 3, three and ...
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Interaction
Interaction is action that occurs between two or more objects, with broad use in philosophy and the sciences. It may refer to: Science * Interaction hypothesis, a theory of second language acquisition * Interaction (statistics) * Interactions of actors theory, created by cybernetician Gordon Pask * Fundamental interaction, in physics * Human–computer interaction * Social interaction between people Biology * Biological interaction * Cell–cell interaction * Drug interaction * Gene–environment interaction * Protein–protein interaction Chemistry * Aromatic interaction * Cation-pi interaction * Metallophilic interaction Arts and media * Interaction (album), ''Interaction'' (album), 1963, by Art Farmer's Quartet * ACM Interactions, ACM ''Interactions'', a magazine published by the Association for Computing Machinery * Interactions (The Spectacular Spider-Man), "Interactions" (''The Spectacular Spider-Man''), an episode of the animated television series * 63rd World Science F ...
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Adobe Inc
Adobe Inc. ( ), originally called Adobe Systems Incorporated, is an American multinational computer software company incorporated in Delaware and headquartered in San Jose, California. It has historically specialized in software for the creation and publication of a wide range of content, including graphics, photography, illustration, animation, multimedia/video, motion pictures, and print. Its flagship products include Adobe Photoshop image editing software; Adobe Illustrator vector-based illustration software; Adobe Acrobat Reader and the Portable Document Format (PDF); and a host of tools primarily for audio-visual content creation, editing and publishing. Adobe offered a bundled solution of its products named Adobe Creative Suite, which evolved into a subscription software as a service (SaaS) offering named Adobe Creative Cloud. The company also expanded into digital marketing software and in 2021 was considered one of the top global leaders in Customer Experience Manageme ...
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CAGR
Compound annual growth rate (CAGR) is a business and investing specific term for the geometric progression ratio that provides a constant rate of return over the time period. CAGR is not an accounting term, but it is often used to describe some element of the business, for example revenue, units delivered, registered users, etc. CAGR dampens the effect of volatility of periodic returns that can render arithmetic means irrelevant. It is particularly useful to compare growth rates from various data sets of common domain such as revenue growth of companies in the same industry or sector. CAGR is equivalent to the more generic exponential growth rate when the exponential growth interval is one year. Formula CAGR is defined as: :\mathrm(t_0,t_n) = \left( \frac \right)^\frac - 1 where V(t_0) is the initial value, V(t_n) is the end value, and t_n - t_0 is the number of years. Actual or normalized values may be used for calculation as long as they retain the same mathematical propor ...
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Christian Hedonism
Christian hedonism is a Christian doctrine believed by some evangelicals. The term was coined by Baptist pastor John Piper in his 1986 book ''Desiring God'' based on Vernard Eller's earlier use of the term ''hedonism'' to describe the same concept. Piper summarizes this philosophy of the Christian life as "God is most glorified in us when we are most satisfied in Him." Doctrine The Westminster Shorter Catechism summarizes the "chief end of man" as "to glorify God, and to enjoy him forever." Piper has suggested that this would be more correct as "to glorify God ''by'' enjoying Him forever." Many Christian hedonists, such as Matt Chandler, point to figures such as Blaise Pascal and Jonathan Edwards as exemplars of Christian hedonism from the past, though their lives predate the term. Christian hedonism was developed in opposition to the deontology of Immanuel Kant. Kant argued that actions should be considered praiseworthy only if they do not proceed from the actor's desires or ex ...
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Escapism
Escapism is mental diversion from unpleasant or boring aspects of daily life, typically through activities involving imagination or entertainment. Escapism may be used to occupy one's self away from persistent feelings of depression or general sadness. Perceptions Entire industries have sprung up to foster a growing tendency of people to remove themselves from the rigors of daily life – especially into the digital world. Many activities that are normal parts of a healthy existence (e.g., eating, sleeping, exercise, sexual activity) can also become avenues of escapism when taken to extremes or out of proper context; and as a result the word "escapism" often carries a negative connotation, suggesting that escapists are unhappy, with an inability or unwillingness to connect meaningfully with the world and to take necessary action. Indeed, the ''Oxford English Dictionary'' defined escapism as "The tendency to seek, or the practice of seeking, distraction from what normally has t ...
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Inner Peace
Inner peace (or peace of mind) refers to a deliberate state of psychological or spiritual calm despite the potential presence of stressors. Being "at peace" is considered by many to be healthy (homeostasis) and the opposite of being stressed or anxious, and is considered to be a state where our mind performs at an optimal level with positive outcomes. Peace of mind is thus generally associated with bliss, happiness and contentment. Peace of mind, serenity, and calmness are descriptions of a disposition free from the effects of stress. In some cultures, inner peace is considered a state of consciousness or enlightenment that may be cultivated by various forms of training, such as breathing exercises, prayer, meditation, tai chi or yoga, for example. Many spiritual practices refer to this peace as an experience of knowing oneself. People have difficulties embracing their inner spirituality because everyday stressors get the best of them; finding peace and happiness in the litt ...
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Logo
A logo (abbreviation of logotype; ) is a graphic mark, emblem, or symbol used to aid and promote public identification and recognition. It may be of an abstract or figurative design or include the text of the name it represents as in a wordmark. In the days of hot metal typesetting, a logotype was one word cast as a single piece of type (e.g. "The" in ATF Garamond), as opposed to a Typographic ligature, ligature, which is two or more letters joined, but not forming a word. By extension, the term was also used for a uniquely set and arranged typeface or colophon (publishing), colophon. At the level of mass communication and in common usage, a company's logo is today often synonymous with its trademark or brand.Wheeler, Alina. ''Designing Brand Identity'' © 2006 John Wiley & Sons, Inc. (page 4) Etymology Online Etymology Dictionary, Douglas Harper's Online Etymology Dictionary states that the term 'logo' used in 1937 "probably a shortening of logogram". History Numerous inv ...
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Brand Recognition
Brand awareness is the extent to which customers are able to recall or recognize a brand under different conditions. Brand awareness is one of two dimensions from brand knowledge, an associative network memory model. Brand awareness is a key consideration in Consumer Behaviour, consumer behavior, advertising management, and brand management. The consumer's ability to recognize or recall a brand is central to purchasing decision-making. Purchasing cannot proceed unless a consumer is first aware of a product category and a brand within that category. Awareness does not necessarily mean that the consumer must be able to recall a specific brand name, but they must be able to recall enough distinguishing features for purchasing to proceed. Creating brand awareness is the main step in advertising a new product or bringing back the older brand in light. Brand awareness consists of two components: brand recall and brand recognition. Several studies have shown that these two components oper ...
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Brand Loyalty
In marketing, brand loyalty describes a consumer's positive feelings towards a brand, and their dedication to purchasing the brand's products and/or services repeatedly, regardless of deficiencies, a competitor's actions, or changes in the environment. It can also be demonstrated with other behaviors such as positive word-of-mouth advocacy. Corporate brand loyalty is where an individual buys products from the same manufacturer repeatedly and without wavering, rather than from other suppliers. Loyalty implies dedication and should not be confused with habit with its less-than-emotional engagement and commitment. Businesses whose financial and ethical values (for example, ESG responsibilities) rest in large part on their brand loyalty are said to use the loyalty business model. Marketing Brand loyalty, in marketing, consists of a consumer's commitment to repurchase or continue to use the brand. Consumers can demonstrate brand loyalty by repeatedly buying a product, service, or by ...
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Touchpoint
A touchpoint can be defined as any way consumers can interact with a business organization, whether it be person-to-person, through a website, an app or any form of communication (“Touchpoint Glossary”, n.d.). When consumers come in contact with these touchpoints it gives them the opportunity to compare their prior perceptions of the business and form an opinion (Stein, & Ramaseshan, 2016). Touchpoints in marketing communications are the varying ways that a brand interacts and displays information to prospective customers and current customers. Touchpoints allow customers to have experiences every time they “touch’ any part of the product, service, brand or organization, across multiple channels and various points in time (Pantano and Viassone, 2015 and Zomerdijk and Voss, 2010). Customers' opinions and perceptions are largely influenced by the contact that is made with these touchpoints, which can be positive or negative depending wholly on the individual person (Meyer ...
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Experience Management
Experience management is an effort by organizations to measure and improve the experiences they provide to customers as well as stakeholders like vendors, suppliers, employees, and shareholders. The concept posits the notion that experiences comprise distinct economic offerings that create economic value and competitive advantage. Organizations have begun to collect experience data in addition to operational data, since experiences are seen as a competitive advantage. Experience management platforms provide various services to automate the process of identifying and improving experiences across an organization. Broader than customer experience, experience management now encompasses customer experience along with other areas, such as brand experience, employee experience and product experience, which are all seen as interrelated. History In 1994 Steve Haeckel and Lou Carbone collaborated on a seminal early article on experience management, titled "Engineering Customer Experienc ...
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