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9 Secrets of 
Kano Model 
Hienadź “Gena” Drahun
Gena Drahun 
[ˈɡə-na dra-ˈgün]
• Interaction Designer, Information Architect 
• MSc System Analysis, HCI, BA Economics 
• Practicing UX since 2002 
• Practicing Lean UX since 2007
More than 100 design projects…
Big Successes 
“World of Tanks”, Wargaming.net 
• 100 000 000+ registered players worldwide; 
• $1 000 000 000+ total lifetime revenue; 
• #5 top online game worldwide in 2013, 2014 
YTD, revenue based; 
AllSecur, Allianz 
• 19th web-site of the Netherlands in WUA! Top 
100 2012, (+ 24 positions after redesign); 
• #1 Dutch insurance web-site in categories User-friendliness, 
First Impression and Quality in WUA! 
Top 100 2013, 2014;
Visual Definitions of 
User Experience 
http://www.slideshare.net/Hienadz.Drahun/50-visual-definitions-of-user-experience
1/3 of career worked on products that 
were never released… 
Mostly large-scale, year and longer…
Sample Product scope: 
•80 Features; 
•700 User Stories 
How will it work?
OS X Human Interface Guidelines
Only 33% chance that a feature 
will increase Product Value
The same customer value 
cab be created by spending 
30-60% less work and time.
Original scope: 
•80 Features; 
•700 User Stories 
“Optimized” scope: 
•25 - 55 Features 
•230 - 500 User Stories
-How to achieve this?
“Agile doesn’t have a brain” 
Jeff Gothelf 
http://www.jeffgothelf.com/blog/agile-doesnt-have-a-brain/#sthash.riyIEay3.dpbs
Add More Brains: 
Feature Prioritization!
1. Kano Model: 
Simple way to prioritize 
product features
The Kano model of customer 
satisfaction was developed by 
Japanese academic and consultant 
Noriaki Kano.
It separates the features of a product 
or a service into 3 categories: 
•Must-haves. 
•Linear features. 
•Delighters.
Question: You only show 3 Kano 
classifications, I have heard there are 
actually 5? 
Yes, there are five but the other 2 
represent rare situations. 
The biggest oversimplification 
of Kano model. Just loosing the 
half of it’s power.
2. How to do Kano?
Ask users only 2 questions 
about feature: 
1.Positive question 
2.Negative question
Positive question: 
”If your <Product> could 
<Feature>, how do you 
feel?” 
”If the edges of your skis grip well on hard 
snow, how do you feel?”
Negative question: 
”If your <Product> could 
not <Feature>, how do you 
feel?” 
”If the edges of your skis do not grip well on 
hard snow, how do you feel?”
5 possible answers 
• I like it that way 
• I expect it to be that way 
• I am neutral 
• I can live with it that way 
• I dislike it that way
Define Feature Type
3.Customer Satisfaction 
Scale
Customer 
Satisfaction 
Delighted 
Satisfied 
Neutral 
Disappointed 
Frustrated
Customer 
Satisfaction 
Delighted 
Satisfied 
Neutral 
Disappointed 
Frustrated 
Zone of Acceptance 
Zone of Tolerance 
Dissatisfied
Customer Satisfaction 
Delighted 
Satisfied 
Neutral 
Disappointed 
Dissatisfied 
Frustrated 
UX 
2000s 
Usability, 
1980s,1990s 
Jared Spool
4. Kano Feature Types
5 feature types 
• One dimensional (Linear) 
• Must-be 
• Attractive (Delighters) 
• Undesired (Negative) 
• Unimportant (Neutral)
Customer 
Satisfaction 
Delighted 
Satisfied 
Neutral 
Disappointed 
Dissatisfied 
Frustrated 
Zone of Acceptance 
Zone of Tolerance 
None Basic Best Possible 
Investment / Perfection
Customer 
Satisfaction 
Delighted 
Satisfied 
Neutral 
Disappointed 
Dissatisfied 
Frustrated 
One dimensional 
The more is the better. 
Spoken. Measurable. 
None Basic Best Possible 
Investment / Perfection
Customer 
Satisfaction 
Delighted 
Satisfied 
Neutral 
Dissatisfied 
Frustrated 
Must-be 
Dissatisfying if not included. 
Perfection does not bring delight. 
Taken for granted, expected. 
Unspoken if fulfilled, Spoken if 
unmet. 
None Basic Best Possible 
Investment / Perfection
Customer 
Satisfaction 
Delighted 
Satisfied 
Neutral 
Disappointed 
Dissatisfied 
Frustrated 
None Basic Best Possible 
Investment / Perfection 
Attractive 
Positive attitude 
with minimal 
investment. 
Unexpected. 
Unspoken.
Customer 
Satisfaction 
Delighted 
Satisfied 
Neutral 
Dissatisfied 
Frustrated 
Undesired 
The more you invest, the 
lower the satisfaction. 
None Basic Best Possible 
Investment / Perfection
Customer 
Satisfaction 
Delighted 
Satisfied 
Neutral 
Dissatisfied 
Frustrated 
Bigger investment does not 
significantly change the level 
of satisfaction. 
None Basic Best Possible 
Investment / Perfection 
Unimportant
5. The Single Takeaway
Big Successful Product
Time passes...
Waste growth makes your product rot and 
move slower and slower... 
http://www.sivatherium.narod.ru/library/Tarasov/glava_10.htm
Until...
Another look on Kano Matrix
Feature Type s Distribution
28% 
72% 
Attractive, Must-be, 
One Dimensional 
Undesired, Unimportant 
or Questionable
The single most important takeaway from 
Kano model: 
“Undesired and 
Unimportant features 
create no customer value 
but waste. Eliminate 
them.”
Undesired and unimportant features: 
• Increase complexity without creating 
value; 
•Increase development and maintenance 
costs; 
•Make the product more difficult to use and 
learn; 
•Distract user’s attention from the core 
functionality.
6. Prioritization of 
Feature Types
You have determined Kano types 
of all your features. 
Which should you implement 
first?
Prioritization Rule 
M > O > A > U 
Must-Be > One dimensional > Attractive > Unimportant
M > O > A > U 
MVP Product 1.0 
MUP 
(Minimum Usable Product) 
MDP 
(Minimum Delightful Product)
Need more precision?
Ask importance question 
”How important it is or 
would it be if: <Product> 
has (adjective) <Feature>?” 
How important it is or would it be if: 
The car has a small turning radius?
Use scale of 5 answers 
•Not important at all 
• Of little importance 
• Moderately important 
• Important 
• Very important
7. Kano Types Change 
with Time
Two forces: 
Customer Satisfaction 
deteriorates with time 
Level of “Best Possible” 
performance grows with time 
(Customer expectations 
increase.)
Customer Satisfaction 
Delighted 
Satisfied 
Neutral 
Disappointed 
Dissatisfied 
Frustrated 
Attractive 
One 
dimensional 
Must-be
My Hypothesys... 
One dimensional 
Attractive 
Must-be 
Undesired 
Unimportant
Customer Satisfaction 
Delighted 
Satisfied 
Neutral 
Disappointed 
Dissatisfied 
Frustrated 
Attractive 
One 
dimensional 
Must-be 
Unimportant 
Undesired
S-Curve Feature Lifecycle 
Growth 
Maturity 
Infancy 
Decline
Feature Lifecycle 
     
Investment/ Time / Perfection 
Δ Customer Satisfaction 
Unimportant Attractive One Must-be Unimportant Undesired 
dimensional
8. Kano Types can differ 
per user
First Adopters: perceive a need for the 
software. Most likely to purchase in the near 
future. 
Late Adopters: while interested, will delay 
purchasing until the concept is more 
mainstream. 
Non Adopters: not interested in the core 
feature and will not use in the foreseeable 
future. 
http://uxmag.com/articles/leveraging-the-kano-model-for-optimal-results
Features that Late Adopters see as “Attractive” 
might be perceived as “Must have” or “One 
dimensional” by Fast Adapters. 
Jan Moorman 
http://uxmag.com/articles/leveraging-the-kano-model-for-optimal-results
Feature Lifecycle 
     
Investment/ Time / Perfection 
Δ Customer Satisfaction 
Unimportant Attractive One Must-be Unimportant Undesired 
dimensional 
First 
Adopters 
Late 
Adopters 
Non 
Adopters
9. Levels of Delight 
(Bonus to Kano!)
Customer 
Satisfaction 
Satisfied 
Neutral 
Disappointed 
Dissatisfied 
Frustrated 
Attractive 
Meaning 
Flow 
None Basic Best Possible 
Investment / Perfection 
Pleasure 
Dana Chisnell 
http://www.slideshare.net/danachisnell/deconstructing-delight
Surface 
Can fade with time 
Body 
Flow Behavioral 
Core 
Visceral 
Reflective 
Pleasure 
Meaning 
Acquisition 
Usage 
Retention 
Can last longest 
http://www.slideshare.net/tollady/can-you-wireframe-delightful 
Stays longer 
Ben Tollady & Ben Rowe
Customer 
Satisfaction 
Satisfied 
Neutral 
Disappointed 
Dissatisfied 
Frustrated 
Attractive 
Meaning 
Flow 
None Basic Best Possible 
Investment / Perfection 
Pleasure 
Positive attitude 
with minimal 
investment. 
Unspoken 
Unexpected 
!!!
Surface 
Pleasant Surprise, WOW-moment 
Body 
“Exactly as I want”, feeling of control, Kick-ass 
experience 
Core 
Being over expectations
Surface Level Delight (Emotional 
Design): 
• Visual Beauty; 
• Microcopy; 
• Animations; 
• Transitions & Interactions; 
• Sound
Body Level Delight I 
• Purpose, focus & prioritization 
• Feel of mastery & control
Body Level Delight II 
• Clear goal & benefit to the user; 
• Matches users’ mental model; 
• Focusing on the main function; 
• Clear affordances & feedback; 
• Minimized clutter
Core Level Delight 
• Creates feeling of Pride & Passion, 
Belonging & Generosity; 
• Genuine, from mission & culture to 
fulfillment; 
• Complete experience, not just some 
touch points; 
• Purposeful on all channels
Discover secrets yourself 
Kano Model 
1. Jan Moorman: http://uxmag.com/articles/leveraging-the-kano-model-for-optimal-results 
2. Jan Moorman: http://vimeo.com/62646585 
3. Jared Spool: http://www.youtube.com/watch?v=ewpz2gR_oJQ&sns=tw 
4. Lawrence (Laurie) Phillips: http://www.slideshare.net/LawrencePhillips/kano-model-rev- 
1 
Delight 
1. Dana Chisnell: Deconstructing Delight: Pleasure, Flow, and Meaning: 
http://vimeo.com/38140672 
2. Ben Tollady & Ben Rowe: http://www.slideshare.net/tollady/can-you-wireframe-delightful 
This presentation uses icons from www.thenounproject.com 
created by Megan Sheehan.
Post-mortem
Sample Product scope: 
•80 Features; 
•700 User Stories 
• Project stopped after 1,5yrs ; 
• MVP scope was never reached ; 
• Teams don’t exist anymore
Thank you! 
Hienadź Drahun 
@HDrahun 
hienadzdrahun 
http://www.slideshare.net/Hienadz.Drahun

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9 Secrets of Kano Model

  • 1. 9 Secrets of Kano Model Hienadź “Gena” Drahun
  • 3. • Interaction Designer, Information Architect • MSc System Analysis, HCI, BA Economics • Practicing UX since 2002 • Practicing Lean UX since 2007
  • 4. More than 100 design projects…
  • 5. Big Successes “World of Tanks”, Wargaming.net • 100 000 000+ registered players worldwide; • $1 000 000 000+ total lifetime revenue; • #5 top online game worldwide in 2013, 2014 YTD, revenue based; AllSecur, Allianz • 19th web-site of the Netherlands in WUA! Top 100 2012, (+ 24 positions after redesign); • #1 Dutch insurance web-site in categories User-friendliness, First Impression and Quality in WUA! Top 100 2013, 2014;
  • 6. Visual Definitions of User Experience http://www.slideshare.net/Hienadz.Drahun/50-visual-definitions-of-user-experience
  • 7. 1/3 of career worked on products that were never released… Mostly large-scale, year and longer…
  • 8. Sample Product scope: •80 Features; •700 User Stories How will it work?
  • 9. OS X Human Interface Guidelines
  • 10. Only 33% chance that a feature will increase Product Value
  • 11. The same customer value cab be created by spending 30-60% less work and time.
  • 12. Original scope: •80 Features; •700 User Stories “Optimized” scope: •25 - 55 Features •230 - 500 User Stories
  • 14. “Agile doesn’t have a brain” Jeff Gothelf http://www.jeffgothelf.com/blog/agile-doesnt-have-a-brain/#sthash.riyIEay3.dpbs
  • 15. Add More Brains: Feature Prioritization!
  • 16. 1. Kano Model: Simple way to prioritize product features
  • 17. The Kano model of customer satisfaction was developed by Japanese academic and consultant Noriaki Kano.
  • 18. It separates the features of a product or a service into 3 categories: •Must-haves. •Linear features. •Delighters.
  • 19. Question: You only show 3 Kano classifications, I have heard there are actually 5? Yes, there are five but the other 2 represent rare situations. The biggest oversimplification of Kano model. Just loosing the half of it’s power.
  • 20. 2. How to do Kano?
  • 21. Ask users only 2 questions about feature: 1.Positive question 2.Negative question
  • 22. Positive question: ”If your <Product> could <Feature>, how do you feel?” ”If the edges of your skis grip well on hard snow, how do you feel?”
  • 23. Negative question: ”If your <Product> could not <Feature>, how do you feel?” ”If the edges of your skis do not grip well on hard snow, how do you feel?”
  • 24. 5 possible answers • I like it that way • I expect it to be that way • I am neutral • I can live with it that way • I dislike it that way
  • 27. Customer Satisfaction Delighted Satisfied Neutral Disappointed Frustrated
  • 28. Customer Satisfaction Delighted Satisfied Neutral Disappointed Frustrated Zone of Acceptance Zone of Tolerance Dissatisfied
  • 29. Customer Satisfaction Delighted Satisfied Neutral Disappointed Dissatisfied Frustrated UX 2000s Usability, 1980s,1990s Jared Spool
  • 31. 5 feature types • One dimensional (Linear) • Must-be • Attractive (Delighters) • Undesired (Negative) • Unimportant (Neutral)
  • 32. Customer Satisfaction Delighted Satisfied Neutral Disappointed Dissatisfied Frustrated Zone of Acceptance Zone of Tolerance None Basic Best Possible Investment / Perfection
  • 33. Customer Satisfaction Delighted Satisfied Neutral Disappointed Dissatisfied Frustrated One dimensional The more is the better. Spoken. Measurable. None Basic Best Possible Investment / Perfection
  • 34. Customer Satisfaction Delighted Satisfied Neutral Dissatisfied Frustrated Must-be Dissatisfying if not included. Perfection does not bring delight. Taken for granted, expected. Unspoken if fulfilled, Spoken if unmet. None Basic Best Possible Investment / Perfection
  • 35. Customer Satisfaction Delighted Satisfied Neutral Disappointed Dissatisfied Frustrated None Basic Best Possible Investment / Perfection Attractive Positive attitude with minimal investment. Unexpected. Unspoken.
  • 36. Customer Satisfaction Delighted Satisfied Neutral Dissatisfied Frustrated Undesired The more you invest, the lower the satisfaction. None Basic Best Possible Investment / Perfection
  • 37. Customer Satisfaction Delighted Satisfied Neutral Dissatisfied Frustrated Bigger investment does not significantly change the level of satisfaction. None Basic Best Possible Investment / Perfection Unimportant
  • 38. 5. The Single Takeaway
  • 41. Waste growth makes your product rot and move slower and slower... http://www.sivatherium.narod.ru/library/Tarasov/glava_10.htm
  • 43. Another look on Kano Matrix
  • 44. Feature Type s Distribution
  • 45. 28% 72% Attractive, Must-be, One Dimensional Undesired, Unimportant or Questionable
  • 46. The single most important takeaway from Kano model: “Undesired and Unimportant features create no customer value but waste. Eliminate them.”
  • 47. Undesired and unimportant features: • Increase complexity without creating value; •Increase development and maintenance costs; •Make the product more difficult to use and learn; •Distract user’s attention from the core functionality.
  • 48. 6. Prioritization of Feature Types
  • 49. You have determined Kano types of all your features. Which should you implement first?
  • 50. Prioritization Rule M > O > A > U Must-Be > One dimensional > Attractive > Unimportant
  • 51. M > O > A > U MVP Product 1.0 MUP (Minimum Usable Product) MDP (Minimum Delightful Product)
  • 53. Ask importance question ”How important it is or would it be if: <Product> has (adjective) <Feature>?” How important it is or would it be if: The car has a small turning radius?
  • 54. Use scale of 5 answers •Not important at all • Of little importance • Moderately important • Important • Very important
  • 55. 7. Kano Types Change with Time
  • 56. Two forces: Customer Satisfaction deteriorates with time Level of “Best Possible” performance grows with time (Customer expectations increase.)
  • 57. Customer Satisfaction Delighted Satisfied Neutral Disappointed Dissatisfied Frustrated Attractive One dimensional Must-be
  • 58. My Hypothesys... One dimensional Attractive Must-be Undesired Unimportant
  • 59. Customer Satisfaction Delighted Satisfied Neutral Disappointed Dissatisfied Frustrated Attractive One dimensional Must-be Unimportant Undesired
  • 60. S-Curve Feature Lifecycle Growth Maturity Infancy Decline
  • 61. Feature Lifecycle      Investment/ Time / Perfection Δ Customer Satisfaction Unimportant Attractive One Must-be Unimportant Undesired dimensional
  • 62. 8. Kano Types can differ per user
  • 63. First Adopters: perceive a need for the software. Most likely to purchase in the near future. Late Adopters: while interested, will delay purchasing until the concept is more mainstream. Non Adopters: not interested in the core feature and will not use in the foreseeable future. http://uxmag.com/articles/leveraging-the-kano-model-for-optimal-results
  • 64. Features that Late Adopters see as “Attractive” might be perceived as “Must have” or “One dimensional” by Fast Adapters. Jan Moorman http://uxmag.com/articles/leveraging-the-kano-model-for-optimal-results
  • 65. Feature Lifecycle      Investment/ Time / Perfection Δ Customer Satisfaction Unimportant Attractive One Must-be Unimportant Undesired dimensional First Adopters Late Adopters Non Adopters
  • 66. 9. Levels of Delight (Bonus to Kano!)
  • 67. Customer Satisfaction Satisfied Neutral Disappointed Dissatisfied Frustrated Attractive Meaning Flow None Basic Best Possible Investment / Perfection Pleasure Dana Chisnell http://www.slideshare.net/danachisnell/deconstructing-delight
  • 68. Surface Can fade with time Body Flow Behavioral Core Visceral Reflective Pleasure Meaning Acquisition Usage Retention Can last longest http://www.slideshare.net/tollady/can-you-wireframe-delightful Stays longer Ben Tollady & Ben Rowe
  • 69. Customer Satisfaction Satisfied Neutral Disappointed Dissatisfied Frustrated Attractive Meaning Flow None Basic Best Possible Investment / Perfection Pleasure Positive attitude with minimal investment. Unspoken Unexpected !!!
  • 70. Surface Pleasant Surprise, WOW-moment Body “Exactly as I want”, feeling of control, Kick-ass experience Core Being over expectations
  • 71. Surface Level Delight (Emotional Design): • Visual Beauty; • Microcopy; • Animations; • Transitions & Interactions; • Sound
  • 72. Body Level Delight I • Purpose, focus & prioritization • Feel of mastery & control
  • 73. Body Level Delight II • Clear goal & benefit to the user; • Matches users’ mental model; • Focusing on the main function; • Clear affordances & feedback; • Minimized clutter
  • 74. Core Level Delight • Creates feeling of Pride & Passion, Belonging & Generosity; • Genuine, from mission & culture to fulfillment; • Complete experience, not just some touch points; • Purposeful on all channels
  • 75. Discover secrets yourself Kano Model 1. Jan Moorman: http://uxmag.com/articles/leveraging-the-kano-model-for-optimal-results 2. Jan Moorman: http://vimeo.com/62646585 3. Jared Spool: http://www.youtube.com/watch?v=ewpz2gR_oJQ&sns=tw 4. Lawrence (Laurie) Phillips: http://www.slideshare.net/LawrencePhillips/kano-model-rev- 1 Delight 1. Dana Chisnell: Deconstructing Delight: Pleasure, Flow, and Meaning: http://vimeo.com/38140672 2. Ben Tollady & Ben Rowe: http://www.slideshare.net/tollady/can-you-wireframe-delightful This presentation uses icons from www.thenounproject.com created by Megan Sheehan.
  • 77. Sample Product scope: •80 Features; •700 User Stories • Project stopped after 1,5yrs ; • MVP scope was never reached ; • Teams don’t exist anymore
  • 78. Thank you! Hienadź Drahun @HDrahun hienadzdrahun http://www.slideshare.net/Hienadz.Drahun