3. Experiences Value is created through the quality – and ease of obtaining and enjoying – entertainment and cultural experiences Content versus platform is an unhelpful split – the medium is part of the experience Whilst digital is important, consumers live in the real world People don’t strongly differentiate between one kind of creative work or another – they just want ‘interesting stuff’ of all kinds Findings from a GMV joint event with
6. Dynamic The Internet enables creative enterprises to move to having more direct relationships with end users No single business model will be the answer for any one media proposition Data is significantly underexploited and insufficiently understood by creative and media organisations Findings from a GMV joint event with
9. Co-design Involvement of users in design of products & services Users as co-authors? – done ‘with’ not ‘to’ Their needs and behaviours rather than wants & opinions Across the whole design process (not just prototyping or product testing) ktn.innovateuk.org/web/the-creative-consumer
10. How are customers involved? ktn.innovateuk.org/web/the-creative-consumer
1. But we now have vastly higher expectations of these experiences – all of us, not just digital natives.2. It’s more useful to think in terms of creative works (that are mixtures of tools, apps, platform, content, etc).3. The link from digital to physical – live performances and shared experiences – is vital, and creating a smooth round-trip between the two is no longer a nice-to-have.4. Cross-media or transmedia propositions (eg combinations of films, books, editorial, music etc accessed across multiple platforms) are proliferating.
The Internet enables creative – often small to medium – enterprises to move to having more direct relationships with end users – but they are often not able to service or exploit this fully.Data about the performance of services and the tastes and preferences of users, and metadata describing content and creative works of all kinds, are significantly underexploited and insufficiently understood by creative and media organisations.No single business model will be the answer for any one media proposition. Continually evolving ways of monetising entertainment and cultural experiences requires reporting and analysis systems and skills that are in short supply.
Packages of content designed by end users, venue holders and organisations/societies