Abstract
Given the sheer amount of communication channels between consumers and brands that exist today, consumers feel increasingly overstimulated. The users’ attention has become a global currency, with so-called attention merchants selling their screen time to the highest bidder. But there can be witnessed a rising awareness of these mechanics. And as our world is becoming increasingly fast-paced, complex, and confusing, the ubiquitous dogma of the pursuit of money, status, and personal achievements is steadily being replaced by a pursuit of a life that is well-balanced and interconnected with other people and the environment. Tailoring customer experience and user experience according to these needs and values is crucial for being successful in the battle for the users’ attention.
This chapter was written by Felix van de Sand.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Allen, M. (2017). Sean Parker unloads on Facebook: “God only knows what it’s doing to our children’s brains.” Retrieved July 3, 2019, from https://www.axios.com/sean-parker-unloads-on-facebook-god-only-knows-what-its-doing-to-our-childrens-brains-1513306792-f855e7b4-4e99-4d60-8d51-2775559c2671.html
Beber, H. (2018). 4 Ways to break through the noise and capture consumers’ attention. Retrieved July 3, 2019, from https://www.adweek.com/brand-marketing/4-ways-to-break-through-the-noise-and-capture-consumers-attention/
Brakus, J. J., Schmitt, B., & Zhang, S. (2014). Experiential product attributes and preferences for new products: The role of processing fluency. Journal of Business Research, 67(11), 2291–2298.
Bughin, J. (2015). Brand success in an era of Digital Darwinism. Retrieved July 3, 2019, from https://www.mckinsey.com/industries/high-tech/our-insights/brand-success-in-an-era-of-digital-darwinism
Castellion, G., & Markham, S.K. (2013). Myths about new product failure rates. Retrieved July 3, 2019, from https://newproductsuccess.org/white-papers/new-product-failure-rates-2013-jpim-30-pp-976-979/
Christensen, C. (2011). Clay Christensen’s milkshake marketing. Retrieved July 3, 2019, from http://hbswk.hbs.edu/item/clay-christensens-milkshake-marketing
Desmet, P. (2013). Positive design. Inaugural lecture, TU Delft, Faculty of Industrial Design Engineering. 24 May 2013. Retrieved July 3, 2019, from http://www.academia.edu/6085124/Faculty_of_Industrial_Design_Engineering_Inaugural_lecture
Diefenbach, S., & Hassenzahl, M. (2017). Psychologie in der nutzerzentrierten Produktgestaltung: Mensch-Technik-Interaktion-Erlebnis. Berlin: Springer.
Eyal, N., & Hoover, R. (2014). Hooked: How to build habit-forming products. Princeton, NJ: Princeton University Press.
Forrester. (2016). Age of the customer. Retrieved July 3, 2019, from https://go.forrester.com/age-of-the-customer/
Gaggioli, A., Riva, G., Peters, D., & Calvo, R. A. (2017). Positive technology, computing, and design: Shaping a future in which technology promotes psychological well-being. In M. Jeon (Ed.), Emotions and affect in human factors and human-computer interaction (pp. 477–502). San Diego, CA: Elsevier Academic Press.
Gibbs, S. (2018). Apple’s Tim Cook: “I don’t want my nephew on a social network”. The Guardian. Retrieved July 3, 2019, from https://www.theguardian.com/technology/2018/jan/19/tim-cook-i-dont-want-my-nephew-on-a-social-network
Google. (2019). Material design. Retrieved July 3, 2019, from https://material.io/design/
Kaplan, K. (2016). Brand is experience in the digital age. Retrieved July 3, 2019, from https://www.nngroup.com/articles/brand-experience-ux/
Leslie, I. (2016). The scientists who make apps addictive. Retrieved July 3, 2019, from https://www.1843magazine.com/features/the-scientists-who-make-apps-addictive
Lewis, P. (2017). “Our minds can be hijacked”: The tech insiders who fear a smartphone dystopia. The Guardian. Retrieved July 3, 2019, from https://www.theguardian.com/technology/2017/oct/05/smartphone-addiction-silicon-valley-dystopia
Lovelace, B. (2017). Chamath Palihapitiya: Social media confuses truth and popularity. Retrieved July 3, 2019, from https://www.cnbc.com/2017/12/12/chamath-palihapitiya-social-media-confuses-truth-and-popularity.html
Meyer, C., & Schwager, A. (2007). Understanding customer experience. Harvard Business Review. Retrieved July 3, 2019, from http://www.dlls.univr.it/documenti/Avviso/all/all999201.pdf
Nir and Far. (2018). Apple and Google want you hooked, not addicted. Retrieved July 3, 2019, from https://www.nirandfar.com/2018/06/google-apple-less-phone-use.html
Olsen, D. R., ACM Digital Library, & ACM Special Interest Group on Computer-Human Interaction. (2009). Proceedings of the 27th international conference on Human factors in computing systems. New York, NY: ACM. Retrieved July 3, 2019, from http://dl.acm.org/citation.cfm?id=1518701
SB Insights & Harris Poll. (2017). Enabling the good life. Retrieved July 3, 2019, from https://s3.amazonaws.com/sbweb/docs/SB-Report-The-Good-Life.pdf
Sheppard, B., Sarrazin, H., Kouyoumjian, G., & Dore, F. (2018). The business value of design | McKinsey. Retrieved July 3, 2019, from https://www.mckinsey.com/business-functions/mckinsey-design/our-insights/the-business-value-of-design
Shillum, M. (2016). Brands as patterns. Retrieved July 3, 2019, from https://medium.com/method-perspectives/brands-as-patterns-b265d10ee7c7
Walker. (2013): Customers 2020: A progress report. Retrieved July 3, 2019, from https://www.walkerinfo.com/knowledge-center/featured-research-reports/customers-2020-a-progress-report
Watermark. (2019): The customer experience ROI study. Retrieved July 3, 2019, from https://www.watermarkconsult.net/blog/2019/01/14/customer-experience-roi-study/
Wu, T. (2016). The attention merchants: The epic scramble to get inside our heads (1st ed.). New York: Alfred A. Knopf.
Author information
Authors and Affiliations
Rights and permissions
Copyright information
© 2020 Springer Nature Switzerland AG
About this chapter
Cite this chapter
van de Sand, F., Frison, AK., Zotz, P., Riener, A., Holl, K. (2020). The Battle for Attention. In: User Experience Is Brand Experience. Management for Professionals. Springer, Cham. https://doi.org/10.1007/978-3-030-29868-5_1
Download citation
DOI: https://doi.org/10.1007/978-3-030-29868-5_1
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-030-29867-8
Online ISBN: 978-3-030-29868-5
eBook Packages: Business and ManagementBusiness and Management (R0)