CREATING A STRATEGY TO TARGET YOUR USER
WITH TELECOMMUNICATIONS,
THE DISTANCE BETWEEN
POINTS IN THE NETWORK
HAS REDUCED SIGNIFICANTLY.
TIME AND SPACE
ARE LESS IMPORTANT THAN
STORY & PARTICIPATION
TODAY,
 CUSTOMER EXPERIENCE IS
 TRANSFORMING BUSINESSES.

  1900-1960          1960-1990          1990-2010        2010-?


                                                   
   AGE OF              AGE OF             AGE OR        AGE OF
MANUFACTURING       DISTRIBUTION       INFORMATION   THE CUSTOMER
THE PROGRESSION OF ECONOMIC VALUE

High Relevance                                                                                                              High Differentiation




                                                                             Cu
                                                                        sto
                                                                                             INFORMATION SERVICE




                                                                                      n
                                                                            m


                                                                                  tio
                                                                      iz


                                                                                  a
                                                                                                   Optimum Experiences




                                                                   a


                                                                             itiz
                                                                     tio




                                                                                                                                      POSITIONED COMPETITIVELY
                                                                             od
                                                                         n

                                                                         m
                                                                       m
          CUSTOMER NEEDS




                                                                     Co
                                                           Cu
                                                              s
                                                                                          LATE INDUSTRIAL
                                                      om  t

                                                               ion
                                                      iz
                                                                                             Essential Services
                                                  at


                                                            at
                                                     io


                                                           itiz
                                                  n


                                                          od
                                                      m
                                                    m
                                                  Co




                                                                         EARLY INDUSTRIAL
                                            ion




                                                                                          Basic Goods
                                             at
                                         itiz
                                      od
                                    m
                                   m
                                 Co




                                                           AGRARIAN
                                                  Core Commodities
Low Relevance                                                                                                               Low Differentiation
                           Cost Driven                                                                            Premium
                                                                  PRICING STRATEGY
THE CONSUMER IS INFORMED, IN CONTROL
AND ENGAGES WHEN HE/ SHE FEELS LIKE IT
The traditional view of brands telling consumers what they should
know, is gone. They have little control over what is said about them.
CONSPIRING MORE THAN FOLLOWING
Consumers cultivate lines of sight to information and
ideas that reinforce a sense of identity and kinship.
REACHING THEM IS A CHALLENGE,
ESTABLISHING DIFFERENTIATION
IS EVEN MORE DIFFICULT
OLD       NEW
Demographics       Culture
        Testing    Discovery
         A vs. B   Narrative
Historical Data    Real-Time Data
  Surveillance     Sousveillance
SUBJECTIVE / QUALITATIVE
                            Focusd on
                          EXPERIENCES
                      (People, Activites, Context)




              IDENTITY                          Has personal significance
                             MEANINGFUL


          EMOTIONS           PLEASURABLE          Memorable Experience

                              CONVENIENT              Easy to use, Intuitive
         VALUES
                                USABLE                   Can be used without difficulty

                               RELIABLE                      Is available & accurate
PERFORMANCE
                              FUNCTIONAL                         Work as programmed


                              Focusd on
                               TASKS
                         (Products, Features)
                     OBJECTIVE / QUANTIFIABLE
WHAT DOES RELEVANCE
TO THE USER MEAN?
? WHAT DOES YOUR BUSINESS DO?
? AND WHY?
KODAK WAS IN THE BUSINESS OF IMAGING
AND NOT IN THE BUSINESS OF FILM ROLLS
TO CREATE RELEVANCE, WE REALLY NEED TO
KNOW OUR USERS!




 Consumer            Deep consumer insight,
 research           observation and intuition
Think



Do                   Feel


       Empathy

        Insight

     Opportunities

New business ideas
BUT DO WE KNOW OUR TARGET USER?
THE MYTH OF AVERAGE CONSUMER
The average user does not exist. Within user segment there are
different kinds of user groups.




                        SEGMENTATION: MARKETING VS. PERSONAS
THE LONG TAIL
Less of More
THERE IS A NEED TO

     Bring FOCUS

     Build EMPATHY

     Encourage CONSENSUS

     Create EFFICIENCY
METHODOLOGIES
Personas
Scenarios
Usability Tests
Ethnography
User Research
Prototyping
Co-Creation
Participatory Design
“A persona is a user archetype you can use to help
guide decisions about product features, naviga-
tion, interactions, and even visual design.”
                                  - Kim Goodwin, Cooper



Personas are a representative behavior and activ-
ity profile for a customer base. They are contex-
tual and specific to the particular application or
service.
PERSONAS INGREDIENTS
         Demographics
         Psychographics
         Webographics
         Relationship with the business
         Specific Goals / Needs
         Context of Usage
         Interaction of Usage
         Information of Usage
         Emotional Goals of usage
         Sensory / Immersive character of usage
         Accessibility issues
PERSONA IS NOT SAME AS USER SEGMENT

         SEGMENT               PERSONAS
        Age                  Behaviors
        Income               Goals

        Gender               Attitudes

        Other Demographics


          Sell to People      Understand the
                             people behaviour
HEAD, HEART & HAND

   PRACTICAL & SOCIAL

                                ACTION

                             ENGAGEMENT

                           STORY & STRATEGY
       RATIONAL
                               SENSING

                              INTENTION

                         INTEGRITY & ALIGNMENT
      EMOTIONAL

                               PURPOSE

                        AWARENESS & CONFIDENCE
HEAD, HEART & HAND
EVALUATE A PRODUCT / SERVICE USING THESE THREE LENSES:

          HEAD: What makes it logical and sensible?

          HEART: What makes it emotionally engaging?

          HAND: What makes it tangible and practical?

List the characterisitcs or features that appeal to each lens.
Score them from 1 to 10 to evaluate strength or weaknesses.
You can choose from:




or any other well known product or service.
ADITYA KEDIA
                                                          Design Strategy Consultant

                                                          +852 5414 2376
                                                          connect@adityakedia.com
                                                          www.adityakedia.com

                           EMERSENSE
                            CRAFTING MEANINGS




HUMAN-CENTRED DESIGN | NEW PRODUCT DEVELOPMENT | SERVICE DESIGN | INNOVATION MANAGEMENT
    USER RESEARCH | DESIGN ACTIVISM | RETAIL STRATEGY | BRANDING | STYLING | INTERIOR DESIGN

User centered strategy - Emersense

  • 1.
    CREATING A STRATEGYTO TARGET YOUR USER
  • 2.
    WITH TELECOMMUNICATIONS, THE DISTANCEBETWEEN POINTS IN THE NETWORK HAS REDUCED SIGNIFICANTLY.
  • 3.
    TIME AND SPACE ARELESS IMPORTANT THAN STORY & PARTICIPATION
  • 4.
    TODAY, CUSTOMER EXPERIENCEIS TRANSFORMING BUSINESSES. 1900-1960 1960-1990 1990-2010 2010-?    AGE OF AGE OF AGE OR AGE OF MANUFACTURING DISTRIBUTION INFORMATION THE CUSTOMER
  • 5.
    THE PROGRESSION OFECONOMIC VALUE High Relevance High Differentiation Cu sto INFORMATION SERVICE n m tio iz a Optimum Experiences a itiz tio POSITIONED COMPETITIVELY od n m m CUSTOMER NEEDS Co Cu s LATE INDUSTRIAL om t ion iz Essential Services at at io itiz n od m m Co EARLY INDUSTRIAL ion Basic Goods at itiz od m m Co AGRARIAN Core Commodities Low Relevance Low Differentiation Cost Driven Premium PRICING STRATEGY
  • 6.
    THE CONSUMER ISINFORMED, IN CONTROL AND ENGAGES WHEN HE/ SHE FEELS LIKE IT The traditional view of brands telling consumers what they should know, is gone. They have little control over what is said about them.
  • 7.
    CONSPIRING MORE THANFOLLOWING Consumers cultivate lines of sight to information and ideas that reinforce a sense of identity and kinship.
  • 8.
    REACHING THEM ISA CHALLENGE, ESTABLISHING DIFFERENTIATION IS EVEN MORE DIFFICULT
  • 9.
    OLD NEW Demographics Culture Testing Discovery A vs. B Narrative Historical Data Real-Time Data Surveillance Sousveillance
  • 10.
    SUBJECTIVE / QUALITATIVE Focusd on EXPERIENCES (People, Activites, Context) IDENTITY Has personal significance MEANINGFUL EMOTIONS PLEASURABLE Memorable Experience CONVENIENT Easy to use, Intuitive VALUES USABLE Can be used without difficulty RELIABLE Is available & accurate PERFORMANCE FUNCTIONAL Work as programmed Focusd on TASKS (Products, Features) OBJECTIVE / QUANTIFIABLE
  • 11.
    WHAT DOES RELEVANCE TOTHE USER MEAN?
  • 12.
    ? WHAT DOESYOUR BUSINESS DO? ? AND WHY?
  • 13.
    KODAK WAS INTHE BUSINESS OF IMAGING AND NOT IN THE BUSINESS OF FILM ROLLS
  • 14.
    TO CREATE RELEVANCE,WE REALLY NEED TO KNOW OUR USERS! Consumer Deep consumer insight, research observation and intuition
  • 15.
    Think Do Feel Empathy Insight Opportunities New business ideas
  • 16.
    BUT DO WEKNOW OUR TARGET USER?
  • 17.
    THE MYTH OFAVERAGE CONSUMER The average user does not exist. Within user segment there are different kinds of user groups. SEGMENTATION: MARKETING VS. PERSONAS
  • 18.
  • 19.
    THERE IS ANEED TO Bring FOCUS Build EMPATHY Encourage CONSENSUS Create EFFICIENCY
  • 20.
  • 21.
    “A persona isa user archetype you can use to help guide decisions about product features, naviga- tion, interactions, and even visual design.” - Kim Goodwin, Cooper Personas are a representative behavior and activ- ity profile for a customer base. They are contex- tual and specific to the particular application or service.
  • 22.
    PERSONAS INGREDIENTS Demographics Psychographics Webographics Relationship with the business Specific Goals / Needs Context of Usage Interaction of Usage Information of Usage Emotional Goals of usage Sensory / Immersive character of usage Accessibility issues
  • 23.
    PERSONA IS NOTSAME AS USER SEGMENT SEGMENT PERSONAS Age Behaviors Income Goals Gender Attitudes Other Demographics Sell to People Understand the people behaviour
  • 25.
    HEAD, HEART &HAND PRACTICAL & SOCIAL ACTION ENGAGEMENT STORY & STRATEGY RATIONAL SENSING INTENTION INTEGRITY & ALIGNMENT EMOTIONAL PURPOSE AWARENESS & CONFIDENCE
  • 26.
    HEAD, HEART &HAND EVALUATE A PRODUCT / SERVICE USING THESE THREE LENSES: HEAD: What makes it logical and sensible? HEART: What makes it emotionally engaging? HAND: What makes it tangible and practical? List the characterisitcs or features that appeal to each lens. Score them from 1 to 10 to evaluate strength or weaknesses.
  • 27.
    You can choosefrom: or any other well known product or service.
  • 28.
    ADITYA KEDIA Design Strategy Consultant +852 5414 2376 connect@adityakedia.com www.adityakedia.com EMERSENSE CRAFTING MEANINGS HUMAN-CENTRED DESIGN | NEW PRODUCT DEVELOPMENT | SERVICE DESIGN | INNOVATION MANAGEMENT USER RESEARCH | DESIGN ACTIVISM | RETAIL STRATEGY | BRANDING | STYLING | INTERIOR DESIGN