Before the first pitch, the customer experience has already started.
The fan has found the event, figured out tickets, traveled to the venue, found parking, stood in line, interacted with staff, and formed a pretty strong opinion about whether the organization actually thought about them.
That is what makes the Savannah Bananas such an interesting customer experience case.
Their “Fans First” philosophy could easily be another slogan. Plenty of organizations say they are customer-first. The difference is that the Bananas appear to use the idea as a decision-making filter for the experience itself.
The interesting marketing question is not whether they care about fans.
It is what changes when Fans First becomes an operating system instead of a tagline.
What This Case Teaches
The primary concept in this case is customer experience, supported by service design, customer journey mapping, touchpoints, customer friction, delight, participation, brand promise, and memory-making.
It works particularly well in Principles of Marketing, Services Marketing, Consumer Behavior, Brand Management, Sports Marketing, and Marketing Strategy.
The central question for students is:
What changes when customer experience stops being a department and starts becoming part of the product?
Customer Experience Starts Earlier Than Most Companies Think
One of the easiest mistakes companies make is defining the customer experience too narrowly.
A restaurant might think the experience starts when the food arrives. A university might think it begins when class starts. A baseball team might think it begins with the first pitch.
The customer usually disagrees.
The experience begins when someone first tries to understand the offer, find information, make a purchase, navigate a process, arrive, wait, ask a question, or figure out what happens next.
That matters because many of the moments customers remember most happen outside the core product.
A great product can still sit inside a frustrating experience.
The Savannah Bananas are useful because they make the broader journey easy to see. The experience does not begin when Banana Ball starts. It includes anticipation, ticket access, arrival, pregame energy, interactions with staff, participation during the game, and the story fans carry with them afterward.
The game matters.
But the game is not the entire experience.
The Bananas first changed the category people compare the event with, then had to deliver the promise that new category makes. Read the Savannah Bananas Category Creation case for the strategy behind that shift.
Fans First as a Decision-Making Filter
“Customer first” is easy to say because almost nobody is going to publicly announce the opposite.
The interesting part is what happens when an organization uses that language to make actual decisions.
The Savannah Bananas have built their brand around the question of whether something creates fans and whether it puts fans first.
That kind of filter can become uncomfortable because it forces an organization to question things it may consider normal: fees, waiting, rules, internal convenience, communication, traditions, policies, and processes that exist mostly because they have always existed.
That is the difference between a brand promise and an operating principle.
A promise tells customers what you value.
An operating principle changes what you do.
Customer Experience Is the Whole Journey
A useful way to teach customer experience is to map three stages:
Before. During. After.
Before the game, fans discover the brand, try to get tickets, travel, park, wait, and build expectations.
During the game, they interact with staff, watch, participate, react, record, share, and experience the actual product.
After the game, they leave, talk about what happened, share content, tell friends, remember specific moments, and decide whether the experience was worth repeating.
Marketing does not stop at the transaction.
Neither does customer experience.
Every one of those stages gives the brand opportunities to create value or introduce friction.
Friction Matters More Than Confetti
Customer experience sometimes gets reduced to delight.
Add a surprise. Add a handwritten note. Add a fun sign. Add a clever social post. Add something Instagrammable.
Those things can be great.
But delight cannot rescue a fundamentally frustrating experience.
If buying is confusing, waiting feels endless, communication is unclear, employees do not know what is happening, or the process feels designed entirely around the organization’s convenience, adding something cute at the end does not solve the problem.
The Bananas are useful because much of their experience design attacks friction first.
Traditional baseball can involve waiting, passive spectatorship, distance between players and fans, quiet stretches, and an assumption that people already know how to enjoy the sport.
Banana Ball changes many of those conditions.
The result is not simply “more fun.”
The customer has a different role in the experience.
Participation Changes the Product
One of the strongest parts of the Savannah Bananas experience is the shift from spectator to participant.
Traditional sporting events usually have a clear boundary. The athletes create the product. The audience watches the product.
The Bananas constantly blur that line.
Fans participate, react, record, interact, and become part of what makes the event feel different.
That matters because participation changes the emotional relationship between the customer and the experience.
A spectator evaluates something happening in front of them.
A participant feels like something happened with them.
That is much harder to recreate with advertising.
The Service Design Connection
Service design gives instructors a useful framework for breaking this down.
Rather than asking only whether customers were satisfied, ask:
What does the customer do?
What does the customer feel?
Where does the customer experience friction?
Those three questions can be applied to every stage of the journey.
Before the game, a fan may be excited but confused about access or logistics. During the game, that same fan may feel surprised, included, or overwhelmed. Afterward, the experience may end cleanly or simply disappear.
The job of service design is to see those touchpoints as one connected experience instead of a collection of unrelated departments.
The customer does not care which internal team owns parking, ticketing, customer service, entertainment, email, signage, or social media.
They experience one brand.
The Disney Parks Parallel
Disney Parks are a useful comparison because the attraction itself is only part of what guests remember.
People may name a ride when describing the trip, but the experience around the ride matters too: employees, signage, music, cleanliness, lines, food, anticipation, language, and hundreds of small environmental details.
Disney designs the world around the attraction.
The Savannah Bananas design the world around the game.
Different settings, same customer experience lesson:
If you want people to remember the product, design the entire journey around the feeling you want them to carry home.
Why This Is Hard to Copy
Competitors can copy visible tactics.
They can add entertainment. They can make funny videos. They can put employees in unusual uniforms. They can create pregame activities or introduce a mascot with absolutely no adult supervision.
Those things may get attention.
But copying individual touchpoints is not the same as copying an experience system.
The Bananas work because the visible pieces reinforce the same promise. The rules, staff interactions, entertainment, pacing, participation, communication, and brand personality all point toward the fan.
That alignment is much harder to copy than any individual stunt.
Why This Works in a Marketing Class
Students already have strong opinions about customer experience because they experience it constantly.
They know what a confusing website feels like. They know what waiting without information feels like. They know what happens when an organization makes a process easy for itself but miserable for the customer.
That gives instructors an easy entry point.
Start by asking:
When does the customer experience actually begin?
Then pick something students know personally, such as airports, college advising, doctor’s offices, restaurants, banking, grocery pickup, gyms, or youth sports registration.
Map the experience before, during, and after the main transaction.
The discussion quickly moves away from abstract definitions and toward actual service design.
Try It in Class
Have students choose a service experience that people often find frustrating, boring, confusing, or stressful.
Ask them to map what happens before, during, and after the main service. At each stage, identify what the customer is doing, what the customer may be feeling, and where friction appears.
Then give the experience the “Fans First” treatment.
The goal is not simply to make it more entertaining.
The goal is to redesign the experience around the customer’s emotional journey.
What would you remove? What would you clarify? Where would you reduce uncertainty? What could happen earlier? What could happen after the transaction? What feeling should the customer leave with?
That is service design.
Questions to Bring Into Class
A strong discussion can begin with the difference between customer service and customer experience. Customer service is one part of the relationship. Customer experience includes the full series of interactions surrounding the product.
Then move into the harder questions.
Where does the Savannah Bananas experience actually begin? Which moments are designed to reduce friction rather than simply add entertainment? Why does participation matter? Which parts of the experience would be easiest for another organization to copy, and which would be hardest?
For an upper-level class, push further. What organizational systems must exist for a Fans First promise to remain believable as the company grows? How would you measure whether fans actually feel like participants? What happens when a brand’s stated customer promise conflicts with operational efficiency?
Those questions turn “customer experience” from a nice phrase into a strategic problem.
The Marketing Lesson
Customer experience is not what happens after something goes wrong.
It is not one department, one survey, one support interaction, or one clever moment of delight.
It is the full journey customers experience around the product.
That is why the Savannah Bananas are useful.
They do not simply tell fans that they matter. The organization keeps looking for ways to make the experience prove it.
Your brand promise is not what you say you care about. It is what your customer can feel you designed around.
What Is Customer Experience in Marketing?
Customer experience includes every interaction a person has with a brand before, during, and after a transaction. Learn how customer journeys, touchpoints, friction, service design, and emotional outcomes work together.
Explore Customer ExperienceBring Fans First Into Class
The Savannah Bananas Fans First Teaching Kit turns this case into a ready-to-teach lesson with the lesson plan, classroom activity, discussion questions, instructor notes, student materials, and teaching resources.
View the Teaching Kit