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Unit 9: The Service Encounter




                                                                                                  Notes
                                      Figure 9.1: Service Encounter















            Though a complete listing of articles is beyond the scope of this paper, the work of Daniel
            Khaneman and his colleagues provided the initial source of our research. In Chase and Dasu we
            presented some initial applications, and in the process of developing these ideas for a book, the
            following categories were determined to be useful enough, extensive enough, and cohesive
            enough to stand as separate chapters:
                 Understanding emotions

                 Sequence effects
                 Duration effects
                 Shaping attributions

            9.2.1 Understanding Emotions

            Emotions are both an input and an output of an encounter. Creating a good experience requires
            understanding what triggers different types of positive and negative emotions. This allows
            managers at an aggregate level to develop an emotional platform and at a tactical or process
            level to identify stages of the systems that are likely to engender strong emotions and to
            proactively manage them. A useful way of classifying emotional responses is through appraisal
            theory which specifies the conditions that result in different emotions as a result of change from
            a neutral emotional state. According to this theory, the type of emotion (positive or negative)
            we experience depends on whether the outcome:

                 improves our situation or makes it worse,
                 is associated with a penalty or a reward,
                 is certain or just a possibility,

                 is a significant/powerful event that is difficult to cope with or it’s not a very significant
                 event and we can easily cope with the change, and
                 is caused by the individual or an outside agency

            9.2.2 Sequence Effects

            Most service experiences consist of a series of events that occur over time. Lay tendency is to
            focus on a strong start and assume things will take care of themselves as the service encounter
            unfolds. At the other extreme we have service folklore that maintains every minute is significant.
            We now know that neither belief is accurate. According to numerous studies, people focus on
            the peak event, the ending event, and the trend of a sequence. The implications of this for design
            are profound: in the way we present information, for example, in a call center (get the bad news
            out of the way first) to the way we conduct a class (end on a high note, or “stick the dismount”).




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