12.07.2015 Views

White paper on creativity - ebla center

White paper on creativity - ebla center

White paper on creativity - ebla center

SHOW MORE
SHOW LESS

Create successful ePaper yourself

Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.

Part IIMaterial culture goods as goods of bel<strong>on</strong>ging: from generality to identityIn societies of individuals, tastes not <strong>on</strong>ly express the socialisati<strong>on</strong> of individuals, butalso their individualisati<strong>on</strong> and therefore their specific identity, which distinguishesthem from all other members of society. In additi<strong>on</strong> to the demand for socialdistincti<strong>on</strong> and social identity there is also a demand for individual distincti<strong>on</strong> andindividual identity (Barrère and Santagata, 2005). This endows the individual-goodrelati<strong>on</strong>ship with an idiosyncratic character.Material culture and experience goodsExperience is our emotive and cognitive relati<strong>on</strong> with the world and it takes place in aspecific c<strong>on</strong>text. Places act both as the settings for experience and the c<strong>on</strong>texts giving itsignificance. And places may naturally either be physical or virtual.The ec<strong>on</strong>omic importance of experience arises from the simple realisati<strong>on</strong> that thevalue added of a product today is increasingly less linked to the functi<strong>on</strong>al dimensi<strong>on</strong>and more to the capacity to evoke unique and memorable experiences. A positiveexperience thus justifies the extra price paid by the c<strong>on</strong>sumer, strengthens brand loyalty(the c<strong>on</strong>sumer wishes to relive a memorable experience) and above all it encouragesword-of-mouth, a fundamental form of viral marketing.Moreover, experience places c<strong>on</strong>sumers at the centre, giving them a “name” and “role”.Lastly, in a world with informati<strong>on</strong> overload, the <strong>on</strong>ly effective informati<strong>on</strong> will be thatpromising interesting and pleasant experiences. Since today the <strong>on</strong>ly truly limitedresource is attenti<strong>on</strong>, we tend <strong>on</strong>ly to grasp those informati<strong>on</strong> items which promisepositive experiences.Each product or service must therefore c<strong>on</strong>vey to the c<strong>on</strong>sumer a memorable retellableexperience. Often the reas<strong>on</strong> we wish to experience something is to be able torecount it to friends, share it with others, possibly even eliciting a little envy.Designing a (positive) experience means creating its functi<strong>on</strong>al aspects (services andc<strong>on</strong>tent) to meet specific practical needs (which can be made explicit) or a deep desirethat has not yet emerged but can be identified through specific techniques (e.g. socalledethnographic observati<strong>on</strong>). But it also means creating symbolic emoti<strong>on</strong>alactivators able to spread usability and c<strong>on</strong>jure up profound – almost archetypal –images creating an exciting, all-embracing and memorable experience.C<strong>on</strong>venti<strong>on</strong>s of quality and material culture goodsFor c<strong>on</strong>temporary material culture goods, the appreciati<strong>on</strong> of quality evolves in timebecause it refers to values, interpretative codes and the appreciati<strong>on</strong> of exogenousWHITE PAPER ON CREATIVITY 90

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!