What is Quality? PDF

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Summary

This document explores the concept of quality, focusing on its various dimensions for both products and services. It details features of services, customer expectations, and five types of customers. Analysis of organizational strategies is also included.

Full Transcript

**What is quality?** Fitness for use. -Joseph Juran This means that the concept of quality is variable to the one defining it. **Products/Goods** are [tangible] items that are manufacture, produced, or assembled and can be physically held or possessed by customers, such as electronics, clothing,...

**What is quality?** Fitness for use. -Joseph Juran This means that the concept of quality is variable to the one defining it. **Products/Goods** are [tangible] items that are manufacture, produced, or assembled and can be physically held or possessed by customers, such as electronics, clothing, or vehicles. **Services** are [intangible] offerings that provide customers with action, expertise, or experiences. **Service Product: Goods and Services** **Product/Goods (Physical Objects)** **Services (Intangible)** **4 Features of Service (IHIP)** 1. **Intangibility** 2. **Inseparability**- take part of the service. 3. **Heterogenous**- inconsistency/variability 4. **Perishable**- it has to be consumed once purchased. [Note: Goods and Services cannot be separated from each other.] **8 Dimension of Quality for Service Products** - **Performance**- how well the service product does its job and meets your needs. - **Features-** extra qualities or options that enhance the service. - **Reliability**- ability to perform the promised service product dependable and accurately. - **Conformance**- service products design and characteristics should meet the standard set. - **Durability**- how long the service lasts without deteriorating. - **Serviceability**- how easy is it to maintain and fix the service if something goes wrong. - **Aesthetics**- appreciation of things, the visual & sensory appeal of the service. - **Perceived Quality**- refers to the quality that customer recognizes via senses. **Guestology**- refers to the study and understanding of guests and customers. **Customer Expectations**- anticipated standards, experiences, and outcomes that customers envision when interacting with a product, service, or brand. **Survey Form**- to collect feedback and opinions from customers about their finding experience at a restaurant. **Common Issues or Criticisms that can arise from a restaurant survey form include the ff.:** - **Food Quality**- complaints about taste, presentation, temperature, or portion size of the dishes served. - **Service**- negative feedback regarding staff behavior. - **Cleanliness**- concerns about the cleanliness the cleanliness of tables utensils. Restrooms, and the gen. environment. - **Ambiance**- criticisms about noise level and all over. - **Pricing**- customer dissatisfaction with menu prices in relation to the quality of food and service. - **Wait Time**- frustration due to long waiting time. - **Communication**- unclear menu descriptions. - **Allergies and Special Requests**- complaints about dietary restrictions. - **Reservation Process**- negative feedback about difficulties in making reservations. - **Online Experience**- problems with online ordering. - **Consistency**- customers may notice variations in quality. - **Hygiene**- concerns about food safety practices. - **Feedback Response**- dissatisfaction when suggestions. - **Payment Process**- issues related to payment methods. - **Lack of Options**- feedback about limited menu choices. **Customers**- used in retail and business contexts. **Guests**- used in the hospitality industry. **Clients**- used in professional service context. **5 Types of Customers** - **Loyal Customer**- someone who keeps coming back to the same brand or business because they really like what they offer. - **Impulse Customer**- someone who buys things on a whim, often much planning. - **Discount Customer**- customer is all about finding the best deals. - **Need-Based Customer**- customer buy things when they have a specific need or problem to solve. - **Wandering Customer**- customers browses around without a clear goal to buy. **PORTER'S GENERIC STRATEGIES** - **Cost Leadership Strategy**- be the cheapest in making something to attract price-sensitive customers. - **Differentiation Strategy**- make something special that stands out so people are willing to pay more of it. - **Focus Strategy**- pay extra attention to a small group of customers or a specific area to do really well there. - **Internal Assessment**- looking within organization to evaluate its resources, capabilities, and performance. - **External Assessment**- focuses on understanding factors outside the organization that can impact its success. - Apple (Iphone) - samsung, xiaomi - Coca Cola - pepsi, rc - McDonalds -- Jollibee - Nike -- adidas, puma - Toyota -- honda - Starbucks -- dunkin donuts **Other Stakeholders and Relevant Groups** **Stakeholders**- all people involve in a business. - **Resource Suppliers**- give the materials a business needs for make it products. - **Capital Suppliers**- give money to a business so it can grow and operate. Ex.: investment firms - **Labor Supply**- group or people who work for a company like employees and workers. **THE GUEST AND THE SERVICE SETTING** **The Servicescapes**- refers to the physical environment and atmosphere in which a service is delivered to customers. Ex.: In restaurant, the décor, lighting, layout, and seating arrangement are all part of the servicescape. **Servicescapes** broader term that encompasses the entire physical settings and its impact on the service experience. **Ambiance** specifically focuses on the emotional of sensory aspects that contribute to the overall fuel pr mood of the environment. **Rutledge's Principles of Design for Tourism and Leisure-Related Establishments** 1. Everything should have a purpose. 2. The design should be for both employees and guests. 3. Function and aesthetics should be present. 4. Set-up a substantial experience for the guests and employees. 5. Set-up appropriate experience for guest and employees. 6. Adhere to technical requirement. 7. Comply with needs at the lowest possible cost. 8. Establish design with less suspension. - **Emotion**- refers to specific and intense feelings that are usually short-lived and triggered by a particular event, situation, or stimulus. Ex.: happiness, sadness, anger, fear, excitement - **Mood**- is a more general and long-lasting state of feeling that isn't necessarily tied to a specific event. Ex.: calm, grumpy, cheerful, melancholic, anxious **Employee Satisfaction**- refers to how content and fulfilled employees are with their jobs and their overall experience working for a company. **SERVICE STAFFING IN TOURISM AND HOSPITALITY INDUSTRY** - **Internal Hiring**- known as internal recruitment or internal promotion, is the practice of filling job vacancies or positions within a company by considering and selecting candidate who are already employed within the same org. - **External Hiring**- practice of recruiting and bringing in new employees from outside the organization to fill job positions. - **Information about the applicant**- refers to the details, data, and insights gathered regarding an individual who has applied for a job or position within an org. - **Fairness of the company**- ensuring that the process is transparent, consistent, and unbiased, providing all eligible employees are equal chance to compete. - **Internal Hiring**- promoting or hiring from within the org. allow you tap into the knowledge. - **Skills Transfer**- the transfer of skills and knowledge from experienced employees to those who are new to the role. - **Cultural Fit**- existing employees are likely aligned with the org. values and culture making them strong candidates for new roles. - **Retention and Motivation**- offering advancement opportunities through internal hiring can boost employee morale, motivation, and job satisfaction. - **Cost and Time Efficiency**- internal hires require less time and resources for onboarding and training since they are already familiar with the company's operations. **Education and Experience are two critical factors that org. consider when evaluating candidates for job positions.** - **Education**- refers to the formal learning and qualifications an individual has acquired through schools, colleges, universities, and specialized training programs. - **Experience**- encompasses the practical skills, knowledge, and insights and individual gains through their work, internships, projects, and involvement real-world situations. **APPROACHES TO HIRING EXTERNAL EMPLOYEES** - **The Internet**- posting job boards to attract candidates from all over the world. - **Print Advertising**- job positions in newspapers. - **Professional Linkages or Groups**- reaching out to industry relating associations or networks to find potential candidates with relevant skills and experience. - **Internships or Work and Travel Program**- offering internships or programs that allow students or travelers to work temporarily. - **Referral or Peer Recommendations**- referring friends, acquaintances often leading to reliable hires. - **Company's Image or Brand**- attracting candidates through a positive company reputation or strong branding that showcases the company as an appealing place to work. - **Walk-In Application**- allowing candidates to physically visit the company's location to drop-off resumes. - **Headhunters**- hiring specialized recruiters. - **Talent Pooling**- building and maintaining a database of potential candidates who have shown interest in the company. **TRAINING THE EMPLOYEES** - **External Hiring**- sending employees to workshops, classes, or seminars outside the company to learn new skills or gain industry knowledge. - **Internal Hiring** - **Personal Training**- one on one training - **On the Job Training**- learning while doing the actuals tasks of the job. - **Classroom Lecture**- traditional teaching method where an instructor impacts knowledge and info to a group of employees in a classroom setting. - **Simulation**- creating scenarios that mimic real work situations for employees to practice problem-solving and decision-making. - **Audiovisual Presentation**- using videos and presentations to deliver training content in a visually engaging way. - **Computer Aided Training**- using digital tools and software to provide, interactive training modules that employees can compete on computers.

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