STHM 1113 Lecture 9: Business of Leisure 9
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
find more resources at oneclass.com
find more resources at oneclass.com
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.