Your company can provide any or all of the following types of offerings:
- products
- services
- information
- experiences
- transformations
For most companies, it is desirable to expand into all five types of offerings for maximum coverage. If you choose not to, then you should have partners complement your offerings for full coverage.
We’re all familiar with the phrase “products and services.” Many businesspeople take for granted that those are the only two types of offerings that companies provide.
Information should be treated separately from products and services, although the defining lines can be drawn in a variety of ways. Here’s how Living Widgets defines it:
- If information is packaged up, for example, on a CD-ROM or in a book, then it is a product.
- If information is used by employees to solve problems, then it is a service.
- If information is available without any intervention from an employee for each transaction, then it is pure information. This distinction has the virtue that we can state unequivocally that the incremental cost for the delivery of information is always $0.
Information will typically be provided via the Internet. However, notice that this is not the only option. For example, if you give users permission to copy content from a CD-ROM, then the information is stand-alone. You might do this for free information, but you could also use a registration system, requiring new users to register online, paying a fee to take full advantage of the information provided.
The concept of offering an experience was first formally described in the 1999 book The Experience Economy, by B. Joseph Pine II and James H. Gilmore.
Although experiences were originally conceptualized by futurist Alvin Toffler as something extremely valuable, an experience is now considered anything that a customer is willing to pay for that goes beyond the products, services, and information delivered. Customers pay for feelings of wonder, excitement, belonging, security, and much more. An experience results from a combination of tangible and intangible actions. Often, marketing contributes to the experience.
A trip to Disney World is not just a series of services (rides) and products (food and merchandise). Disney knows how to implant a memorable experience in the consumer’s mind. Attention to tangible details pertaining to timing, cleanliness, friendliness, and more create the setting for the experience. However, Disney employees then immerse themselves in the environment, providing countless subtle (often intangible) contributions to the experience. Smiles, thoughtful gestures, and so on all add to the base experience that Disney engineered.
In The Experience Economy, the authors explain how experiences are becoming pervasive as a means of adding value to what would otherwise be a commodity. Many people pay high prices for coffee at Starbucks not so much because they appreciate the fine distinction in the coffee, but because they have bought into “the experience” of Starbucks.
Using traditional terminology, The Experience Economy defines a commodity as an undifferentiated product, where competition is purely price-based. For Living Widgets, there can be commodity services and information as well.
The Experience Economy also defines transformations, describing them as transcending experiences. A transformation creates more than a feeling in the customer, as in the case of an experience; they create an actual transformation in the customer, providing long-term benefits.
Each level of offering has an implicit warranty. If someone pays for a birthday party experience, but the children are not satisfied with the quality, then the experience has not been delivered, even if the cake, refreshments, decorations, and activities have all been provided as per the contract.
If diligent customers pay for and commit to a transformation, such as education, and they keep their end of the bargain, they will not consider the transformation to be delivered unless they are indeed transformed in some measurable way, such as finding employment in a new field.
Because of these implicit warranties, higher-end offerings cost more. If a warranty is not met, then the customer may end up receiving lower price products, services, or experiences at no cost. The goal is to provide free products, services, or experiences until the warranty has been met. This approach generally lets everybody win, since the vendor can keep the revenues and the customer gets the promised deliverable. In most cases, this approach is even preferable if it would be cheaper to just return the customer’s money, since it maintains the vendor’s reputation.