Alexander Senning

Alexander Senning

Alexander Senning


Ich glaube, dass Marken gewinnen, weil Menschen sie wollen, nicht weil sie sie kennen. Begehrlichkeit entsteht nicht aus Reichweite, sondern aus Haltung, Konsequenz und dem Mut, für etwas zu stehen. In über 18 Jahren internationaler Erfahrung habe ich Marken neu aufgestellt, globale Kampagnen geführt und Teams aufgebaut, die eine Marke nicht nur sichtbar machen, sondern begehrenswert.

I believe brands win because people want them, not because people know them. Desire does not come from reach. It comes from having a point of view and the nerve to hold it. In more than 18 years across international markets I have repositioned brands, led global campaigns and built the teams that make a brand not just visible, but wanted.

我相信,品牌之所以胜出,是因为人们想要它,而不是因为人们知道它。渴望并非来自曝光,而是来自鲜明的主张、始终如一的坚持,以及为之承担的勇气。在十八年以上的国际经验中,我重塑过品牌,主导过全球营销战役,也组建过让品牌不只是被看见、而是被渴望的团队。


Alexander Senning

Retail experience design: the store as a brand medium

Leerer Ladenraum mit heller Rasterdecke und spiegelndem Betonboden, Bühne für Retail Experience Design

KI-generiertes BildAI-generated image人工智能生成的图片

Retail experience design is the point at which a brand stops being a claim. Everything else can be asserted. A campaign can show a stance the company does not actually live. A website can suggest a level of care the supply chain does not have. A store cannot. Anyone who walks in tests the brand with their body, and they test it within seconds.

  • The store is a medium, not a shelf.
  • Shopfitting does not solve a brand problem.
  • Five principles decide whether a floor carries.
  • What can be measured is less than what matters.

Why retail experience design is not a shopfitting question

For a long time I believed a store was a sales channel that should also look good. That is the view you develop in marketing when you know retail through numbers rather than through hours on the floor. It changed for me on a Friday afternoon in a store where everything was right and nothing happened. The product was placed correctly, the lighting was expensive, the music was considered. What was missing was an answer to why anyone should stay longer than four minutes.

That is exactly where retail experience design begins. It does not ask what the space looks like, it asks what the space does to a person. The distinction sounds academic and is not. Shopfitting plans surfaces, materials and furniture. Retail experience design plans transitions: the moment of entering, the moment of orientation, the moment someone touches something, and the moment they decide whether to ask or to leave. Those moments can be designed, and they can be measured.

The shift also has an economic basis. Retail is under a pressure that assortment breadth no longer solves, because online every assortment is broader. The annual industry report State of Fashion by McKinsey and Business of Fashion has described the same movement across several editions: growth no longer comes from floor space, it comes from relevance per visit. The store therefore has to deliver something the screen cannot, otherwise it is the most expensive channel in the mix.

Five principles I use to judge a floor

When I assess a floor against the standards of retail experience design, I do not walk in with a checklist but with five questions. They come from mistakes, not from theory.

  • Entry. What does someone see in the first three seconds, and does that answer the question of what kind of place they have walked into? Most floors give this moment away to promotional stock.
  • Orientation. Can someone read the room without asking? A good space explains its own logic. A bad space forces a question that many people do not want to ask.
  • Touch. Is there a reason to pick something up? Product nobody touches does not get bought. That is the hardest and least discussed metric on the floor.
  • Conversation. Are staff in a role they can actually fill? Anyone asked to sell and to move stock at the same time does both halfway.
  • Departure. What does someone take with them if they buy nothing? In a premium environment that is the real investment, because the purchase often happens later and elsewhere.

These five questions are the core of retail experience design as I understand it. They force you to look at the store from the perspective of a person who knows nothing about the brand and does not want to learn anything about it before they have a reason to.

The store as a medium, not a shelf

Retail experience design becomes more tangible once you treat the floor as a channel rather than a place. A channel has reach, dwell time, a message and an effect. A well run floor in a city centre location reaches more people in a month than most owned media channels of a mid-sized brand reach in a year, and it reaches them at a quality of attention that does not exist online. Once you have done that calculation, you read the lease differently.

An uncomfortable consequence follows. If the store is a medium, it needs an editor. It needs someone who decides which story is told this quarter and who defends that decision against the temptation to show something different every week. In my experience retail experience design almost never fails on the concept and almost always fails on that defence. The floor is the one marketing instrument every department feels entitled to touch.

How strongly the space works also depends on whether it fits the role of the channel. Anyone running wholesale, own stores and platforms at the same time has to give each channel its own job, otherwise they compete for the same demand. I have written elsewhere about how wholesale, D2C and platforms can be sensibly divided. Retail experience design is the part of that division that becomes visible.

What can be measured and what cannot

The most common defence against investing in retail experience design is that the effect cannot be measured. That is only partly true for brand building and not true at all for behaviour in the room. Footfall, dwell time, share of visitors with staff contact, conversion per visit and return rate all exist or can be collected. What is usually missing is not the number but the willingness to hold it against a design decision.

For retail experience design I find it honest to separate two groups of numbers. The first group shows whether the space works. It belongs in the weekly conversation and is allowed to correct the design. The second group shows whether the brand is growing, and it moves in quarters. Anyone who queries the second group weekly gets noise and then makes decisions on noise. The mistake is common and expensive.

An example from my own work. We had rebuilt a floor and saw revenue per visitor drop in the first three weeks. The reflex in the business was to reverse the rebuild. Instead we looked at dwell time, which had risen sharply, and at return rate, which followed after six weeks. Revenue came later. Had we decided after three weeks, we would have buried the right decision with the wrong numbers.

Where retail experience design runs into limits

There are two situations in which I advise against ambitious concepts. The first is a brand whose product does not carry the expectation the space builds. An excellently designed store raises the drop. Putting mediocre product into an ambitious room makes the weakness more visible, not smaller. The second is an organisation without a staffing concept. The best space is devalued by unprepared staff within four weeks, because people shape a floor more strongly than any material.

Conversely, retail experience design carries furthest where a brand has something to explain. An unusual material, an uncommon construction, an origin you have to see to believe. Arguments like that almost always lose online and almost always win in a room. That is why I consider the floor the most important channel for brands that need explaining, rather than the most expensive one.

In the end retail experience design is a leadership question. It is not decided in the design but in the willingness to hold a floor consistently across several quarters, to staff it with people who know their role, and not to rearrange it after every weak week. Do that and you get a medium with no competition. Fail to do it and you get a shelf in a good location.

How I bring visitors onto a finished floor I have described in retail campaigns.

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