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Customer Experience 2.0
© Digitalist Group I 1
CONSTANT
TRANSFORMATION
As humans, we are always looking for
ways of going beyond ourselves.
We want to perform better, work better,
live better and more, among other
things.
Not only in digital ways, but in many
other ways.
© Digitalist Group I Company Confidential I 2
Looking back to
access the future
© Digitalist Group I Company Confidential I 3
Marketing and
advertising,
Product dominant
Make
people want
things
From
Before 2000
© Digitalist Group I Company Confidential I 4
To
Make things
people want
Design Thinking
Service-dominant logic
Customer-centric
After 2000
© Digitalist Group I Company Confidential I 5
Mapping the
experience
Before,
during and
after +
all-around
© Digitalist Group I 6
9 principles that would help
designers to understand
experience
© Digitalist Group I 7
Context
of time
Time is an important aspect
to consider in mapping an
experience. Time gives the
understanding on when and
for how long people are
interacting with our products
and services. The time of the
day, time of the year… Think
about the many ways time
can influence customer’s
behaviour and the
service/product
performance.
TIMING
Spatial
Context
The physical and digital
space where we
experience the
product/service connects
with our memory.
However, humans
perceive a significant part
of the world visually and
we are not able to record
everything. We only
memorize things that give
us an entirely spatial
understanding, for that we
also use our other senses.
3D, 4D...
Context
of use
The Context of Use is the
actual conditions under
which a given
service/product is used, or
will be used in a typical
day to day working
situation. Is she walking,
sitting or standing? A
simple question like that
can give you lots of
information, helping to
adapt your designs to
suits the situation.
EXPERIENCE
ACROSS DEVICES
© Digitalist Group I 8
Constraints
Today’s design requires
more than just a single
screen, it has to adapt to
multiple screen visibility
and usability. Design for
each constraint: User
behavior (exposure and
mobility), User posture,
Input capabilities,
Navigation styles, Display
capabilities.
DESIGN HAS TO
ADAPT
© Digitalist Group I 9
Cultural
Context
Verbal, social and local
contexts that surround a
focal event are relevant to
understand how people
experience things, from a
more allocentric point of
view. Are there any
aspects that may
influence the way the user
will experience the
service?
SURROUNDED BY
PEOPLE
Interactions
Predicting, translating,
assisting, touching,
pressing… Imagine the
many possibilities of
delivering a message to
the customer. Can users
choose the way to interact
with our services and
products?
COMMUNICATING
Product
lifecycle
From the moment the
individual realizes the
need to the service
termination or service
transition. From the first
experience with the
product till its
obsolescence.
ADAPTING AND
LEARNING
© Digitalist Group I 10
Value
proposed
What is the value you are
proposing to the
customer? Is it aligned
with what they expect
from your service? Finding
the market fit.
MARKET FIT
Value
creation
It is very important to build
a bridge between
customers and your
business. To create value
with customer, companies
need to invest in dialogue
tools and let customers to
be part of the service
development.
BRIDGE FROM
COMPANY TO
CUSTOMERS
Sketching the
customer journey
. Key decisions points (The desired journey)
. Emotion based journey (Customers based)
. Action based journey (Customers based)
© Digitalist Group I 11Source of inspiration: Adaptive Path’s guide to experience mapping
Key decisions points
© Digitalist Group I 12Source of inspiration: Adaptive Path’s guide to experience mapping
Emotional based customer journey
Source of inspiration: Adaptive Path’s guide to experience mapping © Digitalist Group I 13
Action-based customer journey
€
© Digitalist Group I 14Source of inspiration: Adaptive Path’s guide to experience mapping
© Digitalist Group I 15
Use cases,
User stories and
Jobs to be done
• In concept and more strategic phases show the
most relevant ones – the ones that will lead you
to main features. I.e., Selecting a movie and
movie preferences.
• After concept phase, use cases help you to
scope the project and create a roadmap, adding
priority to the pages/screens/interaction and its
features.
Physical and Mental
EXPERIENCE
JOURNEY
© Digitalist Group I 16
Physically
Before the visit > in-store >
Immediate post-visit activities >
Later activities
© Digitalist Group I 17
Mentally
Awareness > Expectation >
Inception > Introduction > Evaluation >
Engagement > Motivation > Conversion >
Fulfillment > Transition > Advocation
# Usually represents better a digital customer journey
© Digitalist Group I 18
Understanding how
people experience our
services
© Digitalist Group I 19
This image must be a square
Patterns from
Big Data
● Answers what is happening / but not why
● Numbers / Detailed / Specific and focused
● Helps identify issues in the past and present
● Predict the future based on patterns
● Reliability and generalizability
● Algorithms do the interpretation
● Shows reality
● Behavioural analysis – what people do and what
drives this
● At a distance
Identify behaviour patterns
© Digitalist Group I 20
This image must be a square
Insights from
Thick Data
● Answers what does it means
● Stories
● Helps to inspire possibilities for the future
● Credibility and transferability
● Interpretation is a collective process
● Constructs reality
● Cultural analyses – social meanings
● Close in and interactive
● Open ended
● Holistic
Understanding context and personal-behaviour
© Digitalist Group I 21
This image must be a square
Behaviour lens
● Experience is shaped by choices and
attitudes, drivers and barriers
● People and their activities exist in a context
● People are the actors
● People have choices
● Etic – viewed from outside people’s worlds
Focus on individuals
© Digitalist Group I 22
This image must be a square
Socio-cultural lens
● Experience as an outcome of dynamic mixture of
elements
● People and their activities co-produce the context
● Actions are distributed
● People make decisions resulting from their localized
activities and participation in a practice
● Emic – viewed from inside people’s worlds
Focus on people as carriers of practices
© Digitalist Group I 23
This image must be a square
Co-creation
● Interviews / Deep dives
● User panels
● Social communities
● Closed communities
● Design sprints
● Workshops
● Design sprints
● Building dialogue tools
● Crowdsourcing
Make your customer an active part of
the business and services creation by
including them in the creation process.
© Digitalist Group I 24
The future of
customer
experience
© Digitalist Group I 25
Getting from
tasks to
experiences
User Experience Hierarchy of Needs
by Stephen P. Anderson
Focus on experiences driven by what your users want to
do rather than business objectives or the mechanics of
delivering your service.
© Digitalist Group I 26
© Digitalist Group I 27
This image must be a square
Spatial Cognition
Understanding the space around us, how it
influences our way of doing and
memorising things. How we navigate how
we orient ourselves in a place, from
allocentric to egocentric perspectives.
© Digitalist Group I 28
This image must be a square
How human body
and mind works
As designers we try to extend our experience to a
black box and its mechanisms. We learn design tools
that orient us to the direction visuals and interactions
can go. Alright for now, but also, we should be able to
understand how our brain, senses, and thoughts
formulate because in near future, technology will have
more natural properties.
© Digitalist Group I 29
The Pyramid of Technology -
from technology to nature in
7 steps
How Technology Becomes Nature in Seven Steps:
Envision: The idea stage (e.g. the time machine - still not invented
or even a prototype)
Operational: Experimental stage - things that work in labs.
Applied: Transitional stage between invention and acceptance
(e.g. Google Glass anno 2013/14)
Accepted: Technologies that reach a significant level of familiarity
within society (cars, phones, microwave ovens)
Vital: Hard to live without (sewage systems, electric lighting, the
internet)
Invisible: Technologies that are no longer considered technologies
(the alphabet, the clock)
Natural: Technologies that have become as natural as nature itself
(agriculture, cooking)
Source: Dutch artist,
philosopher and scientist
Koert van Mensvoort of
Next Nature book
© Digitalist Group I 30
Technology, our trustful and creative partner - not
only a human extension but as a bit of intelligence
that can act on our behalf.
© Digitalist Group I 31
References
Articles
• Buchanan R., Wicked Problems in Design Thinking, Design
Issues, Vol. 8, No. 2, (Spring, 1992), pp. 5-21, The MIT Press.
• Designing for Interesting Moments -
http://www.lukew.com/ff/entry.asp?1149
• Medium – How I met Netflix -
https://medium.com/@nicoleyhu/netflix-on-xbox-360-a-user-expe
rience-reflection-6af2ab23d550#.922puex08
• Netflix Branding - http://gretelny.com/work/netflix/
• Brand not Channels -
http://www.creativereview.co.uk/brands-not-channels-creative-thi
nking-in-the-new-tv-landscape/
• Adaptive Path’s Guide to Experience Mapping -
http://adaptivepath.org/ideas/our-guide-to-experience-mapping/
• Design for Digital Context – Fjord
https://www.fjordnet.com/media-files/legacy/Context_Whitepaper
_FInal.pdf
Videos
• Bill Scott - Designing for Mice and Men (ISA11)
https://youtu.be/WgBfxMC1-bY
• The Pyramid of Technology - from technology to nature in 7 steps -
http://www.guerrilla-innovation.com/archives/2014/09/000859.php
• https://www.nextnature.net/
Books
• Norman D., The Design of Everyday Things, Basic Books, 2013.
• N. Wolfram, Multiscreen UX Design: Developing for a Multitude of
Devices, Elsevier 2016.
• Kim Goodwin and Alan Cooper, Designing for the Digital Age: How to
Create Human-Centered Products and Services –
• Bill Moggridge, Designing Interactions –
• Bill Buxton , Sketching User Experiences: Getting the Design Right and
the Right Design - Seductive Interaction Design:
• Creating Playful, Fun, and Effective User Experiences - Stephen P.
Anderson
• Pervasive Information Architecture: Designing Cross-Channel User
Experiences - Andrea Resmini
• The Elements of User Experience: User-Centered Design for the Web -
Jesse James Garrett
© Digitalist Group I 32
Questions,
Feedback?
Thank you!
Jane Vita @janevita
Service Design Lead
jane.vita@digitalistgroup.com
http://www.janevita.com
http://www.servicesandbox.net
Customer experience 2.0

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Customer experience 2.0

  • 1. Customer Experience 2.0 © Digitalist Group I 1
  • 2. CONSTANT TRANSFORMATION As humans, we are always looking for ways of going beyond ourselves. We want to perform better, work better, live better and more, among other things. Not only in digital ways, but in many other ways. © Digitalist Group I Company Confidential I 2
  • 3. Looking back to access the future © Digitalist Group I Company Confidential I 3
  • 4. Marketing and advertising, Product dominant Make people want things From Before 2000 © Digitalist Group I Company Confidential I 4
  • 5. To Make things people want Design Thinking Service-dominant logic Customer-centric After 2000 © Digitalist Group I Company Confidential I 5
  • 6. Mapping the experience Before, during and after + all-around © Digitalist Group I 6
  • 7. 9 principles that would help designers to understand experience © Digitalist Group I 7
  • 8. Context of time Time is an important aspect to consider in mapping an experience. Time gives the understanding on when and for how long people are interacting with our products and services. The time of the day, time of the year… Think about the many ways time can influence customer’s behaviour and the service/product performance. TIMING Spatial Context The physical and digital space where we experience the product/service connects with our memory. However, humans perceive a significant part of the world visually and we are not able to record everything. We only memorize things that give us an entirely spatial understanding, for that we also use our other senses. 3D, 4D... Context of use The Context of Use is the actual conditions under which a given service/product is used, or will be used in a typical day to day working situation. Is she walking, sitting or standing? A simple question like that can give you lots of information, helping to adapt your designs to suits the situation. EXPERIENCE ACROSS DEVICES © Digitalist Group I 8
  • 9. Constraints Today’s design requires more than just a single screen, it has to adapt to multiple screen visibility and usability. Design for each constraint: User behavior (exposure and mobility), User posture, Input capabilities, Navigation styles, Display capabilities. DESIGN HAS TO ADAPT © Digitalist Group I 9 Cultural Context Verbal, social and local contexts that surround a focal event are relevant to understand how people experience things, from a more allocentric point of view. Are there any aspects that may influence the way the user will experience the service? SURROUNDED BY PEOPLE Interactions Predicting, translating, assisting, touching, pressing… Imagine the many possibilities of delivering a message to the customer. Can users choose the way to interact with our services and products? COMMUNICATING
  • 10. Product lifecycle From the moment the individual realizes the need to the service termination or service transition. From the first experience with the product till its obsolescence. ADAPTING AND LEARNING © Digitalist Group I 10 Value proposed What is the value you are proposing to the customer? Is it aligned with what they expect from your service? Finding the market fit. MARKET FIT Value creation It is very important to build a bridge between customers and your business. To create value with customer, companies need to invest in dialogue tools and let customers to be part of the service development. BRIDGE FROM COMPANY TO CUSTOMERS
  • 11. Sketching the customer journey . Key decisions points (The desired journey) . Emotion based journey (Customers based) . Action based journey (Customers based) © Digitalist Group I 11Source of inspiration: Adaptive Path’s guide to experience mapping
  • 12. Key decisions points © Digitalist Group I 12Source of inspiration: Adaptive Path’s guide to experience mapping
  • 13. Emotional based customer journey Source of inspiration: Adaptive Path’s guide to experience mapping © Digitalist Group I 13
  • 14. Action-based customer journey € © Digitalist Group I 14Source of inspiration: Adaptive Path’s guide to experience mapping
  • 15. © Digitalist Group I 15 Use cases, User stories and Jobs to be done • In concept and more strategic phases show the most relevant ones – the ones that will lead you to main features. I.e., Selecting a movie and movie preferences. • After concept phase, use cases help you to scope the project and create a roadmap, adding priority to the pages/screens/interaction and its features.
  • 17. Physically Before the visit > in-store > Immediate post-visit activities > Later activities © Digitalist Group I 17
  • 18. Mentally Awareness > Expectation > Inception > Introduction > Evaluation > Engagement > Motivation > Conversion > Fulfillment > Transition > Advocation # Usually represents better a digital customer journey © Digitalist Group I 18
  • 19. Understanding how people experience our services © Digitalist Group I 19
  • 20. This image must be a square Patterns from Big Data ● Answers what is happening / but not why ● Numbers / Detailed / Specific and focused ● Helps identify issues in the past and present ● Predict the future based on patterns ● Reliability and generalizability ● Algorithms do the interpretation ● Shows reality ● Behavioural analysis – what people do and what drives this ● At a distance Identify behaviour patterns © Digitalist Group I 20
  • 21. This image must be a square Insights from Thick Data ● Answers what does it means ● Stories ● Helps to inspire possibilities for the future ● Credibility and transferability ● Interpretation is a collective process ● Constructs reality ● Cultural analyses – social meanings ● Close in and interactive ● Open ended ● Holistic Understanding context and personal-behaviour © Digitalist Group I 21
  • 22. This image must be a square Behaviour lens ● Experience is shaped by choices and attitudes, drivers and barriers ● People and their activities exist in a context ● People are the actors ● People have choices ● Etic – viewed from outside people’s worlds Focus on individuals © Digitalist Group I 22
  • 23. This image must be a square Socio-cultural lens ● Experience as an outcome of dynamic mixture of elements ● People and their activities co-produce the context ● Actions are distributed ● People make decisions resulting from their localized activities and participation in a practice ● Emic – viewed from inside people’s worlds Focus on people as carriers of practices © Digitalist Group I 23
  • 24. This image must be a square Co-creation ● Interviews / Deep dives ● User panels ● Social communities ● Closed communities ● Design sprints ● Workshops ● Design sprints ● Building dialogue tools ● Crowdsourcing Make your customer an active part of the business and services creation by including them in the creation process. © Digitalist Group I 24
  • 25. The future of customer experience © Digitalist Group I 25
  • 26. Getting from tasks to experiences User Experience Hierarchy of Needs by Stephen P. Anderson Focus on experiences driven by what your users want to do rather than business objectives or the mechanics of delivering your service. © Digitalist Group I 26
  • 28. This image must be a square Spatial Cognition Understanding the space around us, how it influences our way of doing and memorising things. How we navigate how we orient ourselves in a place, from allocentric to egocentric perspectives. © Digitalist Group I 28
  • 29. This image must be a square How human body and mind works As designers we try to extend our experience to a black box and its mechanisms. We learn design tools that orient us to the direction visuals and interactions can go. Alright for now, but also, we should be able to understand how our brain, senses, and thoughts formulate because in near future, technology will have more natural properties. © Digitalist Group I 29
  • 30. The Pyramid of Technology - from technology to nature in 7 steps How Technology Becomes Nature in Seven Steps: Envision: The idea stage (e.g. the time machine - still not invented or even a prototype) Operational: Experimental stage - things that work in labs. Applied: Transitional stage between invention and acceptance (e.g. Google Glass anno 2013/14) Accepted: Technologies that reach a significant level of familiarity within society (cars, phones, microwave ovens) Vital: Hard to live without (sewage systems, electric lighting, the internet) Invisible: Technologies that are no longer considered technologies (the alphabet, the clock) Natural: Technologies that have become as natural as nature itself (agriculture, cooking) Source: Dutch artist, philosopher and scientist Koert van Mensvoort of Next Nature book © Digitalist Group I 30
  • 31. Technology, our trustful and creative partner - not only a human extension but as a bit of intelligence that can act on our behalf. © Digitalist Group I 31
  • 32. References Articles • Buchanan R., Wicked Problems in Design Thinking, Design Issues, Vol. 8, No. 2, (Spring, 1992), pp. 5-21, The MIT Press. • Designing for Interesting Moments - http://www.lukew.com/ff/entry.asp?1149 • Medium – How I met Netflix - https://medium.com/@nicoleyhu/netflix-on-xbox-360-a-user-expe rience-reflection-6af2ab23d550#.922puex08 • Netflix Branding - http://gretelny.com/work/netflix/ • Brand not Channels - http://www.creativereview.co.uk/brands-not-channels-creative-thi nking-in-the-new-tv-landscape/ • Adaptive Path’s Guide to Experience Mapping - http://adaptivepath.org/ideas/our-guide-to-experience-mapping/ • Design for Digital Context – Fjord https://www.fjordnet.com/media-files/legacy/Context_Whitepaper _FInal.pdf Videos • Bill Scott - Designing for Mice and Men (ISA11) https://youtu.be/WgBfxMC1-bY • The Pyramid of Technology - from technology to nature in 7 steps - http://www.guerrilla-innovation.com/archives/2014/09/000859.php • https://www.nextnature.net/ Books • Norman D., The Design of Everyday Things, Basic Books, 2013. • N. Wolfram, Multiscreen UX Design: Developing for a Multitude of Devices, Elsevier 2016. • Kim Goodwin and Alan Cooper, Designing for the Digital Age: How to Create Human-Centered Products and Services – • Bill Moggridge, Designing Interactions – • Bill Buxton , Sketching User Experiences: Getting the Design Right and the Right Design - Seductive Interaction Design: • Creating Playful, Fun, and Effective User Experiences - Stephen P. Anderson • Pervasive Information Architecture: Designing Cross-Channel User Experiences - Andrea Resmini • The Elements of User Experience: User-Centered Design for the Web - Jesse James Garrett © Digitalist Group I 32
  • 34. Thank you! Jane Vita @janevita Service Design Lead jane.vita@digitalistgroup.com http://www.janevita.com http://www.servicesandbox.net