Case 02 / 04Global Wellness & Luxury Hotels
Hospitality · End-to-end Service Design · 4 countries · 7 cities
A field study in human-scale hospitality

Immersive Experiencesat Human Scale.

The brief was about immersive experiences. What emerged from the field was something harder to design: the people, the dynamics, and the unwritten rules that no process manual could capture.

Role
End-to-end Service Designer · Researcher
Scope
4 countries · 7 cities
Output
Human Capabilities Manual + Digital Transformation Foundation
Client
Global hotel chain
Field journal · entry 01

I spent weeks eating with hotel staff every day. Not interviewing them — eating with them.

I joined their breaks, learned their routines, and listened to what they talked about when nobody from corporate was in the room. That was the method.You can't design for people you don't understand, and you can't understand people you haven't sat with.

Method · Ethnographic immersion · 4 countries · 7 cities2022 – 2023
01 — Context

The brand promise was “create human connections.” Nobody could agree on what that meant.

Before defining any solution, I interviewed 100 travellers from 45 countries — not hotel guests, not executives. People who travel, who seek experiences, who know the difference between a service that performs and one that genuinely connects.

The answers were as diverse as the cities I was working in. That diversity wasn't a problem to solve. It was the insight that shaped everything.

Fig. 02 · Human connections · 100 travellers · 45 countriesInteractive — diversity as the asset
02 — Challenge

The brief said “scale the service.” The real problem was the people delivering it.

01

No connection between corporate and the people working in the hotels.

There was no connection between the corporate team and the people working in the hotels. Decisions were made far from the context where service actually happened.

02

Each location ran on its own unwritten rules.

Each location operated under its own unwritten rules — shaped by local culture, politics, and community dynamics that no standard process could anticipate.

03

Staff had no framework to make decisions that stayed true to the brand.

The people delivering the service had no framework to make decisions that stayed true to the brand while adapting to their own context.

03 — Approach

The hardest design decision: don't build a process manual. Build a human capabilities manual.

Standard consulting would have produced a standardised process. I did the opposite. Each team faced different pressures, different communities, different definitions of what good service means.

The solution wasn't to standardise the service — it was to develop the judgement of the people delivering it, so they could adapt without losing the brand's essence.

A manual of capabilities, not procedures — written so the staff recognised themselves in it, not the corporate team.
Co-written across kitchens, reception desks, housekeeping break rooms and four management offices. Translated, sentence by sentence, until the language stopped being head-office English and started being shared.
Experience Map · Fig. 01

A hotel experience isn't linear. It's an interconnected system of moments.

Fig. 01Refined grid · system foundations × journey moments

Each element creates sub-experiences that feed back into the whole. The map became the shared language between teams who had never had a common framework before — a way to point at the same thing and mean the same thing.

Experience Map · REFINED GRID · FIG. 01Locked artefact · client work
Decision-making Tools

The artefacts weren't deliverables. They were decision-making tools.

Designed so that the management team could evaluate every experience — proposed, in-flight, or already running — against the brand's essence, without losing it in the process. The tools didn't tell teams what to do. They asked them the right question, in the right order.

Fig. 03 · Artefact set · Capability cards · Dialogue promptsUsed in workshops across 7 cities
Experience Model Canvas

A structured way to reason through new experiences — not to template them.

The canvas was the co-creation tool. It gave teams a structured way to design new experiences — not by following a template, but by reasoning through what each experience needed to achieve, for whom, and why. It was the working surface where head-office strategy and on-the-floor judgement met as equals.

Fig. 04 · Experience Model CanvasCo-creation surface · pilot location
04 — Outcome

The impact wasn't in the manual. It was in the moment people recognised themselves in it.

My role ended with the delivery of the manual. What I witnessed before leaving was a team that felt heard — possibly for the first time in a corporate process.

Staff who had been skeptical of the project started using the language we had built together.

Engagement · pilot location
+0%

Guest participation in hotel experiences.

Programmed activities, local tours and on-property workshops — measured against the same property's prior season.

Local fabric
0partnerships

New local entrepreneur partnerships, integrated into the pilot location.

Independent makers, guides, kitchens — folded into the guest journey via the canvas, not via procurement.

“What happens next is theirs to build. That was always the point.

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