STHM 1113 Lecture 9: Business of Leisure 9

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Heuristics
A heuristic is an approach to problem solving or learning that is practical, but not guaranteed
to produce the right results
Generally sufficient for immediate goals
System 1 Heuristic
Experience is key to this heuristics
Make decisions based on past experience
Good for quick decisions
Domain Assumptions
System 2 Heuristics
Better for long terms, business decisions
Takes into account more information
Corrective of system 1
Requires a great deal of effort
WYSIATI
“What you see is all there is"
When making a business decision, often what you see is what you get
World is multivariate
Yet, what is obvious is not always correct
Domain assumptions
Color out decisions, though we do not know it
Different perspectives
The Experiences Axis
Is an experience only about entertaining?
No. It is about engaging the customer more than just entertaining them.
Two axis
Horizontal: Passive or active participation
Vertical: Connection or environmental relation
Absorption or immersion
Entertainment
Highly absorbing and passive at the same time
Consumer takes in the experience, but generally from a distance
A movie, a play, ect
Education
Highly absorbing, but more immersed
To be educational, people must be highly involved
Escapist
Highly active and immersive experience
consumer is an active participant
Not the outdoorsy stuff, but gambling, internet, simulator, ect
Generally includes some sort of travel, whether physical or mental
Esthetic
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Document Summary

Heuristics: a heuristic is an approach to problem solving or learning that is practical, but not guaranteed to produce the right results. Color out decisions, though we do not know it. Wysiati: what you see is all there is, when making a business decision, often what you see is what you get, yet, what is obvious is not always correct, different perspectives. The experiences axis: is an experience only about entertaining, two axis, entertainment, education, escapist, esthetic. It is about engaging the customer more than just entertaining them. Highly absorbing and passive at the same time. Consumer takes in the experience, but generally from a distance. To be educational, people must be highly involved. Highly active and immersive experience consumer is an active participant. Not the outdoorsy stuff, but gambling, internet, simulator, ect. Generally includes some sort of travel, whether physical or mental.

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