Index

Marketing and Design in the Service Sector

ISBN: 978-1-83797-277-7, eISBN: 978-1-83797-276-0

Publication date: 30 September 2024

This content is currently only available as a PDF

Citation

(2024), "Index", Tabari, S., Chen, W. and Kladou, S. (Ed.) Marketing and Design in the Service Sector, Emerald Publishing Limited, Leeds, pp. 187-194. https://doi.org/10.1108/978-1-83797-276-020241014

Publisher

:

Emerald Publishing Limited

Copyright © 2024 Saloomeh Tabari, Wei Chen and Stella Kladou. Published under exclusive licence by Emerald Publishing Limited


INDEX

Aesthetic experience
, 13

Aesthetically pleasing
, 8–9

Aesthetics
, 8–9, 11–12, 59, 180–181

Agile management
, 70

Airbnb
, 36

Ambiance
, 36, 39, 168

Ambience
, 22, 39–40

Ambient conditions
, 39

Amusement parks
, 64, 104

Ansoff model
, 17

Anthropometric designs
, 15–16

Architecture
, 51–53

Artefacts
, 39

Artificial intelligence (AI)
, 14–15, 181

chatbots
, 70

riven algorithms
, 103

Asia-Pacific (APAC) region
, 160–161

Atmosphere
, 23–24, 26, 36–37

Atmospherics
, 36–37

Augmented reality (AR) (see also Virtual reality (VR))
, 4, 68–69, 105, 107, 181

Authentic
, 22–23, 26, 97

Authentic-seeking
, 23

Authenticity
, 22–24

Auto-ethnographic approach
, 3

Automation technologies in hospitality industry
, 71

impact of
, 72

use of
, 71–72

Background music
, 26, 36–37

Behaviour
, 176

Behavioural
, 138–140

Big Data analysis
, 84

Bitner’s servicescape model
, 39

Brand management
, 154

Branding
, 1

importance of industrial design in
, 13–14

Businesses
, 68

Café
, 21

bar culture
, 27

case studies
, 25–30

conceptual framework
, 25

data analysis
, 30

experiences
, 23

flaneurs
, 25–26, 30

Gainsborough
, 27–28

industry
, 27

Lincoln
, 28–30

Manchester’s Northern Quarter
, 26–27

methodology
, 24–25

Challenges
, 2, 8, 14–15, 87, 98, 157

Changing customs
, 52

Chatbots
, 66, 105, 181–182

Chi-square
, 57

goodness of fit test
, 56

City-based hotels
, 52–53

Classical music
, 36–37

Co-creation
, 66, 76–77

Coffee Republic
, 21–22

Coffee shops
, 22

Cognitive ergonomics
, 15–16

Cognitive responses
, 39, 42, 138, 156–157

Color
, 145–147

Color scheme
, 145–147

Commercial spaces
, 102

Communication
, 4–5, 15–16, 84–85, 149–150

Community spirit
, 27

Competition
, 67–68

Competitive market
, 8, 65, 69, 177

Consumer behaviour
, 13–14, 37, 112–113, 154, 184

Consumer experience
, 37–39, 106, 138, 154

Consumer research
, 1

Consumerism
, 23

Consumption
, 1, 22, 38, 55, 141

Content analysis
, 5, 142–143

Context
, 1–2

Correlation analysis
, 87

Costa
, 21–22

Counter culture
, 25, 28–29

COVID-19 pandemic
, 176, 181

Cradle-to-cradle design
, 12

Creating experience
, 138

Creativity
, 8–9

Crisis
, 2, 67–68

Crypto-assets
, 112

Cryptocurrencies
, 112

Cultural ergonomics
, 15–16

Culture
, 23, 30, 44, 67

Customer centricity
, 9–10

Customer choice
, 51–52

Customer engagement
, 103, 148

Customer expectations
, 14, 138–139, 181

Customer experiences (CXs)
, 1, 36, 64, 138–140, 154–155, 176

aesthetics
, 180–181

AR, VR and IoT
, 68–69

automation technologies in hospitality industry
, 71

benefits of technology in hospitality
, 65–67

co-creation
, 76–77

customer opinion of product worth, customer satisfaction and loyalty of customer
, 75–76

data analysis
, 162–163

definition, management and significance
, 156–157

delimitation of study
, 78

digital marketing and age of personalisation
, 179–180

dynamics of people strategy and
, 182–184

enhancing through industrial design
, 11–12

in field of sports
, 157–160

future research recommendations
, 79

game changer
, 74

importance in industrial design
, 8–9

innovation in hospitality industry leadership and services
, 70

innovation in processes
, 72

innovation in product and services
, 67

innovation in product design
, 68

innovation in service design
, 69–70

latest hospitality technology trends
, 71

latest technology and automation
, 70–71

limitations of study
, 77–78

literature review
, 67

managerial implication of study
, 79

measuring and evaluating customer experience in
, 13

methodology
, 160–163

paradigm shift in
, 177–178

participants and procedure
, 161–162

personalised services
, 77

practical applications
, 168–169

process innovation and service innovation
, 67–68

product design
, 74–75

research
, 1

research questions
, 64–65

results
, 163

security breach in hospitality industry
, 73

smart check-ins in hotels
, 72–73

in sports and recreational environments
, 5

in sports retail
, 140–141

technology
, 181–182

technology importance in hospitality industry
, 65

theoretical applications
, 163–168

theoretical framework
, 156–160

validity and reliability of property management system software
, 73–74

Customer journey
, 156–157, 176

Customer needs
, 1, 3–4, 15, 54, 149–150, 186

Customer opinion of product worth
, 75–76

Customer psychology
, 55

Customer satisfaction
, 14–15, 36, 55, 75–76

musical variables impact on
, 37–39

Customer-centred marketing, ergonomics in
, 15–17

Customer-centric service design, future of industrial design for
, 14–15

Customer-oriented services
, 1

Customer’s Booking Decision
, 104

Customers benefit
, 1

Customers' decision making
, 30

Customer's emotions
, 39

Customers' physical needs
, 15–16

Cutting-edge
, 64, 66, 70–71

Cybercriminals
, 114

Cybersecurity
, 66

Decision-making
, 3, 14, 103, 178

Décor guest rooms
, 109–110

Deep learning (DL)
, 14–15

Demographics
, 8–9

Design
, 8–9, 13–14, 177

Design aesthetics
, 11–12

Design and space
, 1

Design elements
, 8–9, 11–12

Design hotels
, 54

Design thinking (DT)
, 2–3, 9–10

Design–Atmosphere–Social–Test model (DAST model)
, 139–140, 157–158

Designers
, 8–9

Designscape
, 1

Destination marketing organisation (DMO)
, 104

Detox tourism
, 4, 120, 122–123

Digital
, 102, 121

Digital age
, 14–15, 102

Digital detox
, 120–121

Digital detox holiday (see Digital detox tourism)

Digital detox tourism
, 4, 120, 122–123

activities
, 124–127

case studies
, 127–133

methodology and results
, 128–133

motivation factors
, 123–124

Digital innovation
, 2

Digital marketing
, 176–177, 179–180

Digital modelling
, 102

Digital technologies
, 4, 14–15, 120

Digital-free tourism/holiday/travel (see Digital detox tourism)

Digitalisation
, 84, 120, 140

Disconfirmation paradigm
, 12

Disconnected tourism (see Digital detox tourism)

Drink
, 102

E-commerce strategies
, 89–96

E-marketing (see Online marketing)

Eco-design
, 12

Eco-friendly building
, 75

Economic
, 5, 13, 141

Effectiveness
, 12–13

Efficiency
, 12–13

Electronic commerce
, 71

Email newsletters
, 66

Emotional
, 1–3, 8, 39, 163

Emotional design
, 11–12, 14–15

Emotional engagement
, 2–3

Emotional reactions
, 3

Empathy
, 8–9

Engelab sports and recreational club in Iran
, 5

Enjoyable
, 42, 77, 140, 177

Enjoyment
, 39, 106, 158

Enqelab Sports Club
, 160–161

Environmental
, 12, 52–53, 157–158

Environmental awareness
, 68

Environmental ergonomics
, 15–16

Environmental psychology
, 52–53, 55

Environmentally-conscious
, 12

Ergonomics in customer-centred marketing
, 15–17

Ethical practices
, 5, 184

Ethnographic research
, 24

European Union (EU)
, 112

Existential authenticity
, 23

Experience design
, 1–2, 54–55, 66

Experience-centric services
, 1–2

Experiential marketing
, 1, 47

Exterior
, 1, 3–4, 46, 148–149

External design
, 60

External environment
, 2

Face-to-face communication
, 55

Fashionable
, 52–53

Fast music
, 37–38

Fast-paced
, 64, 66

Final template
, 30–31

Flaneur
, 23

Food
, 102

Gainsborough, Café
, 27–28

Game changer
, 74

General Data Protection Regulation (GDPR)
, 66, 112

Genius loci
, 23–24, 32

Genre
, 38

Geographical location
, 59

Guest accounts
, 65

Guest experiences
, 103

Guests
, 54, 65

‘Guests’ expectations
, 4

Head-mounted displays (HMDs)
, 110

Health
, 4, 106–107, 124, 161

Healthcare
, 1–2

Heritage building
, 27–28

Hipster-ish
, 26

Hospitality industry
, 3, 5, 64, 102, 176

automation technologies in
, 71

game changer
, 74

security breach in
, 73

technology importance in
, 65

Hospitality technology
, 71

Hotel architecture
, 53

Hotel design
, 51–52

architecture and physical surroundings
, 52–53

customer psychology
, 55

development and trend for
, 52

findings
, 56–58

international hotels
, 58–59

managerial implications
, 60

methodology
, 55–56

product and service design
, 53–54

public preferences and aesthetics
, 59

Hotel lobby
, 36

findings
, 41–44

findings of interviews
, 44

importance of music within service environment
, 39–40

methodology
, 41

musical variables impact on customer satisfaction
, 37–39

musicscape
, 37

physical environment
, 39

Hotel room design
, 3–4

Housekeeping
, 65

Housing
, 102

Human-machine interactions
, 84

Human–technology interactions
, 114

Hypothesis
, 84

In-depth interviews
, 4

Inauthentic
, 32

Industrial design
, 8

competitive advantage
, 14

design thinking and customer centricity
, 9–10

enhancing customer experience through
, 11–12

ergonomics in customer-centred marketing
, 15–17

future of industrial design for customer-centric service design
, 14–15

importance of customer experience in
, 8–9

importance of industrial design in marketing and branding
, 13–14

measuring and evaluating customer experience in industrial design
, 13

product–service system approaches in
, 10–11

service design in
, 11

for sustainable customer experience
, 12

for user experience
, 12–13

Industrial Design Society of America (IDSA)
, 8–9

Industrial designers
, 2–3, 8, 15–16

Initial template
, 30

Innovation
, 67, 84

in hospitality industry leadership and services
, 70

marketing tools
, 86

in processes
, 72

in product and services
, 67

in product design
, 68

service
, 67–68

in service design
, 69–70

Instagram
, 4, 84, 86–88, 96

Instantaneous service
, 177

Intangible
, 24, 105–106

Intentionally
, 4

Interaction
, 4–5, 40, 106, 140, 149–150, 178

Interdependency
, 2–3

Interior
, 1, 3–4, 46, 148–149

Internal and external environment
, 1

Internal decoration
, 51–52

Internal design
, 60

Internal environment
, 2

International hotels
, 58–59

Internet marketing. (see Online marketing)

Internet of Things (IoT)
, 14–15, 68–69, 181

Interviews
, 3–4, 41, 44, 88, 142, 161–162

Inventory management
, 65

Iran
, 4–5, 141–142, 160–161

Kanban
, 70

Landscape
, 3–4, 58–59, 98, 184

Latham hotel & resort
, 53

Lean
, 70

Lighting
, 39, 54, 65, 148, 183

Lincoln, Café
, 28–30

Lobbies
, 36

Loyalty
, 2–3, 8, 65, 159–160, 185

client
, 77

of customer
, 75–76

Machine learning (ML)
, 74

Macro-ergonomics
, 15–16

Management by objective (MBO)
, 70

Manchester’s Northern Quarter, Café
, 26–27

Marketing
, 10–11

importance of industrial design in
, 13–14

managers
, 154

strategies
, 4–5, 84, 88, 185

Marketing 1.0
, 85

Marketing 2.0
, 85

Marketing 3.0
, 85

Marketing 4.0
, 85

Marketing 5.0
, 85

MAXQDA 2020 software
, 129

Media analytics
, 70

Memorable
, 1–3, 5, 36–37, 65, 168, 186

Metaverse

definition and explanation of
, 107

inclusion and integration with VR
, 107–108

Micro-ergonomics
, 15–16

Mixed
, 31

Mixed methods approach
, 3

Mobile ordering
, 70

Multilingual
, 40

Music
, 36–37, 40

Music background
, 36–37

Musical variables impact on customer satisfaction
, 37–39

genre
, 38

tempo
, 37–38

volume
, 38

Musicscape
, 37

Non-fungible tokens (NFTs)
, 112

NVivo
, 142–143, 162–163

Offline spaces
, 1

One-way ANOVA
, 58

Online
, 1, 3–4, 41, 84

Online brand communities
, 70

Online interviews
, 3, 41

Online marketing
, 1, 4, 84

characteristics of interviewed companies
, 87

findings
, 88–98

key extracts
, 89–96

literature review and development of research questions
, 84–86

methodology
, 86–88

Online spaces
, 1

Open coding
, 88

Pandemic
, 2, 105, 184

People strategy
, 182–184

Personal experiences
, 24, 158, 182

Personalisation
, 66, 179–180

Personalised services
, 77

Physical environment
, 39

Physical location
, 184

Physical setting
, 1–2

Place attachment
, 22

Place identity
, 3

Pleasure
, 12–13, 39–40, 69

Poland
, 4

Portofino Bay Hotel
, 40

Positive experience
, 11–12, 15–16, 77, 168–169

Postmodern consumer culture
, 154

Postmodern philosophy
, 154

Process innovation
, 67–68

Product and service design
, 53–54

Product design
, 74–75

eco-friendly building
, 75

in-room entertainment
, 74–75

Product hedonic value
, 13

Product–service system (PSS)
, 2–3, 8

approaches in industrial design
, 10–11

Property management system software, validity and reliability of
, 73–74

Psychological
, 3–4, 15, 55, 131–132

Psychology
, 55

Public preferences and aesthetics
, 59

Purchasing intentions
, 13

Purposive sampling
, 41

Qualitative research
, 4–5, 41, 124, 128, 162–163

Quantitative research
, 41

Questionnaires
, 14, 41, 54

Recreational environments
, 5

Recreational sports complexes
, 159–160

Recycling materials
, 68

Restaurants
, 109–110

Retail
, 1, 36–37, 159–160

Returns on investment (ROI)
, 70

Robotics
, 70

Robotics in hospitality
, 104–105

Robots
, 2, 105

Room reservations
, 65

Satisfaction
, 12–13, 44, 47, 59–60, 176

Scoring questions
, 55–56

Scrum
, 70

Search Engine Marketing (SEM)
, 179

Search Engine Optimization (SEO)
, 66, 179

Security breach in hospitality industry
, 73

Self-expression
, 4, 132

Sensory
, 5, 138, 156–157

Service
, 11

Service design (see also Product design)
, 1–3, 8

in industrial design
, 11

process
, 64

Service digitalisation
, 2

Service environment
, 36

customer’s point of view
, 39–40

employees’ and service providers’ point of view
, 40

importance of music within
, 39–40

Service experience
, 2–3, 10–11, 55

Service innovation
, 67–68

Service performance
, 1, 140, 149

Service robots
, 105

Service-dominant logic
, 1

Services marketing
, 1

Servicescape
, 22, 36–37, 39

Servitisation
, 3

Shabby chic
, 26

Shape
, 11–12, 139, 154–155

Shoppers
, 36–37

Significance of personal
, 24

Signs
, 39

Slow tempo music
, 37–38

Small and medium-sized enterprises (SMEs)
, 84

Small companies
, 4

‘SmartStaySafety’ operation
, 105

Social bonding
, 4, 131

Social impact assessments
, 13–14

Social interactions
, 1–2

Social life cycle assessments
, 13–14

Social media
, 66, 85

Sociological impressionism
, 24

Sound
, 22, 39, 157–158

Sound marketing
, 36–37

South of the UK
, 3, 41

Space
, 1, 39, 41, 180

Spacescape
, 1

Spiritually
, 23

Sport retailers
, 168

Sports customers
, 159

Sports equipment retailers
, 138–139

Sports industry
, 155–156

Sports marketing
, 164–167

Sports organisations
, 155–156

Sports-recreational complexes, research context–Iran and establishment of
, 160–161

Sportswear retail stores
, 4–5

data analysis
, 142–143

methodology
, 141–143

participants and procedure
, 142

research context
, 141–142

results
, 143–144

theoretical framework
, 139–141

Sportswear stores
, 138–139

Staff responsiveness to guest
, 109–110

Stakeholders
, 154–155

Starbucks
, 21–22

Storytelling
, 11–12

Strategic model
, 154

Stress-free experience
, 2

Structured interviews
, 56

Subjective questions
, 55–56

Surrounding environment
, 23–24, 52–53, 59–60

Sustainability
, 2–3, 12, 68

Sustainable
, 1, 12, 103–104

Sustainable customer experience, industrial design for
, 12

Symbols
, 39

Tangibles
, 1

Technological
, 65, 67, 88, 107, 177

Technology
, 181–182

benefits
, 65–67

importance
, 65

Temperature
, 22, 36–37, 39, 44

Template Analysis (TeA)
, 30

Tempo
, 37–38, 47

Tensions
, 36–37

Texture
, 11–13

The internal and external environment
, 1

Thematic analysis
, 4, 162–163

Toronto Shangri-La Hotel lobby
, 39–40

Total quality management (TQM)
, 70

Tourist experience
, 120

‘Tourists’ demands
, 53

Tripadvisor
, 4, 120

21st century
, 28, 84

Unique environments
, 3

United Kingdom (UK)
, 3

Unplugged tourism (see Digital detox tourism)

User experience (UX)
, 12–13

industrial design for
, 12–13

User interface/user experience (UI/UX)
, 69

User-friendly
, 8, 12–13, 69

‘Users’ satisfaction
, 10–11

Utilitarian value
, 13

Virtual assistants
, 72

Virtual design (VD)
, 4, 102

augmented reality
, 105–107

décor guest rooms, restaurants, staff responsiveness to guest
, 109–110

definition
, 102–103

definition and explanation of metaverse
, 107

delimitation of study
, 112–114

future research recommendations
, 114

in hospitality
, 103–104

limitations of study
, 110–112

managerial implication of study
, 114–115

metaverse inclusion and integration with VR
, 107–108

robotics in hospitality
, 104–105

VR
, 104–105, 107

Virtual reality (VR)
, 4, 68–69, 104–105, 107, 181

metaverse inclusion and integration with
, 107–108

Visual experience
, 60

Volume
, 38

Web Content Accessibility rules (WCAG)
, 108

Website
, 66, 84, 104, 177, 184

Wellbeing
, 126

YOTEL Boston
, 105