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Is there more to it than posting a status update?

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Trad<strong>it</strong>ionally cus<strong>to</strong>mers have seen <strong>to</strong> be the last link in the organization, especially for a non-<br />

prof<strong>it</strong> culture organization such as a museum, but when relationship marketing is applied, the<br />

cus<strong>to</strong>mer is seen as an important part of the organization. The strategic focus is shifting from<br />

the cus<strong>to</strong>dial product orientation <strong>to</strong> a cus<strong>to</strong>mer orientation, understanding the need for further<br />

communication and co-creation of value w<strong>it</strong>h the clientele.<br />

3.4.1 Co-creation of value<br />

In the trad<strong>it</strong>ional marketing model cus<strong>to</strong>mers were not included in<strong>to</strong> the processes of an<br />

organization, but merely held as informants, according <strong>to</strong> whose wants and needs products<br />

could be produced. However, since the production and consumption (Ze<strong>it</strong>haml, Parasuraman<br />

& Berry, 1985), not <strong>to</strong> mention delivery, marketing and product development, of services<br />

happen in direct interaction w<strong>it</strong>h the cus<strong>to</strong>mers, <strong>it</strong> would be difficult not <strong>to</strong> include cus<strong>to</strong>mers<br />

in<strong>to</strong> the processes. In fact, if the cus<strong>to</strong>mer does not interact, the service cannot be carried out.<br />

(Gummesson, 1987). Consequently the importance of RM has been highlighted especially for<br />

organizations that produce services (Bendapudi & Berry 1997; Berry 1995).<br />

The earlier mentioned increased expectations on museums, has driven museums <strong>to</strong><br />

contemplate on the experience dimension of a museum vis<strong>it</strong>. The vis<strong>it</strong> needs <strong>to</strong> be made in<strong>to</strong><br />

something else <strong>than</strong> simply viewing art, <strong>it</strong> is made in<strong>to</strong> a cohesive experience. This experience<br />

may begin in the internet, where people increasingly look for information on what <strong>to</strong> do and<br />

where <strong>to</strong> go (Official Statistics of Finland (OSF) 2., 2010). The experience can then e<strong>it</strong>her<br />

take a turn in<strong>to</strong> vis<strong>it</strong>ing the actual museum, or further engaging w<strong>it</strong>h <strong>it</strong> online. After the vis<strong>it</strong><br />

or the online engagement, the cus<strong>to</strong>mer might need some interaction w<strong>it</strong>h the organization, <strong>to</strong><br />

make the experience complete. This can, for example, be the “liking” or “following” of the<br />

organization in social media, and thus receiving their <strong>update</strong>s also after the first experience.<br />

Further, for many visi<strong>to</strong>rs, the reason for going in<strong>to</strong> a museum has <strong>to</strong> do w<strong>it</strong>h e<strong>it</strong>her doing<br />

something nice w<strong>it</strong>h a friend, doing something ”involving culture”, or doing something <strong>to</strong><br />

educate oneself. It might not have anything <strong>to</strong> do w<strong>it</strong>h going in<strong>to</strong> a museum <strong>to</strong> view art, but <strong>it</strong><br />

be the experience the cus<strong>to</strong>mers are looking for (Hannagan 1992, 13). Co-creation of value<br />

means that the visi<strong>to</strong>rs, or cus<strong>to</strong>mers, create a remarkable part of the museum ‘product’<br />

themselves by taking an active role in the creation and consumption of the museum<br />

experience.<br />

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