Archive | Digital Strategy RSS feed for this section

Mobile-ize Your Workforce

16 Aug

shutterstock_119337769

Should You Consider Mobile-First Applications for Employees?

Mobile-first application strategy

According to Nick Jones of Gartner: “In 5 to 10 years the definition of the term “mobile” will change. Instead of devices, mobile will come to mean ubiquity of relevant services, delivered anywhere, by any person or thing, to any person or thing.”

Thanks to the widespread use of mobile apps by employees at every level, from executives to field technicians, a recent study by Frost & Sullivan Surveys found that 80 percent of businesses plan to keep adding new employee apps to their portfolios in the next 12 months.

So the question we should ask ourselves at this point is not what is the risk of going mobile first, but rather what is the risk of not properly investing in people’s access to the right mobile business tools?

Evolve

Mobility is best suited to accelerate productivity. When you think of it, it only makes sense. By providing the everywhere workplace, mobile business apps free your employees to harness inspiration when it comes to them, and on their own terms. And research shows that productivity goes up when employees are inspired.

In the past, it would take huge efforts to build web applications. These initiatives usually required IT’s deep involvement in the effort and therefore kept these enterprise resources from carrying out their core function or at least slowed them down.

The processes and methodologies in building mobile apps are fare simpler and more flexible and adaptive. This presents an unprecedented opportunity to evolve like never before.

Innovate

There are plenty of potential mobile solutions for common business challenges. The consumer app landscape often offers a harbinger of what’s to come for business. Explore the latest consumer apps and look at how some of the most compelling ones can inspire ideas for a business app. Think of instant connectivity to everything and the power of that in someone’s hand while not being tied to a desk.

Take for example fitness apps. You can use a similar approach to boost productivity in an area that might currently be inefficient because it is perceived as difficult and tedious. (Think of pulling reports.) Whatever it is, mobility means your workers are always connected to critical data and are more often motivated to take immediate action to drive business.

For example we developed an app that provides orders status to customers for a manufacturing client of ours. It links directly to the factory production management software and provides real time updates to customers using the app. The inspiration for this was literally a pizza ordering app.

Also apps can do things desktop applications can’t, thanks to the devices’ many instruments such as the camera, the accelerometer (step tracker), compass and GPS capabilities.

Keep it Simple

You want solutions that enable your workforce without being overly burdened with security, scalability, and availability concerns. The great news is now in the age of mobility, those concerns are for the most part moot. Security is taken care of. Mobile solutions come with highly secure platforms right out of the box.

However, what was once considered the icing on the cake, a great user experience is no longer a nice-to-have option. It is the expected norm. The overwhelming popularity of consumer apps has created the expectation to find apps that are not only intuitive and easy to use but also appealing. Your apps must not only be relevant and useful they must also delight your users.

We have found that when an app is appealing and favorably perceived it is more than twice as likely to be rated as “easy to use” than an equally usable app that is not as visually appealing.

The first step in that direction is to focus your app on one or two essential functions, as if it were an appliance. It has been shown that apps that try to be a “Swiss Army knife” are not as successful as those that just do one or two things really well. The next step is to create a user experience that aligns well with business objectives as well as your users’ mental model and expectations. The third step is to hire app developers you can closely collaborate with so the outcome can evolve as the project goes through its various stages.

Another Frost & Sullivan survey found that 83 percent of organizations noted that they need outside assistance when using application support services. As custom mobile app development has become more economical, this approach is often more cost-effective than dedicating internal IT resources who are already stretched thin as it is.

Prioritize Mobility

Today there is little doubt that application strategies will benefit from placing mobility first and making it a keystone to business development. In fact, thinking mobile first, helps design better desktop experiences as well. Desktop applications will benefit from a mobile mindset that encourages stakeholders to simplify business processes and make interactions more efficient.

Think of how much our personal lives have been enhanced in so many ways thanks to mobile apps. Now take that thought to business and start imagining the possibilities.

Image

The Consumable Enterprise

30 Mar

How IT, User Experience Designers and Technologists are set to collaborate toward a new Digital Enterprise.

 

iStock_000004285009_Large

 

The Consumerization of IT has become quite the buzzword these days. The term was originally coined to refer to employees using popular “consumer market” technologies and devices at home and then introducing them in their work environment. This has become the rallying point for advocates of a more intuitive, human-centered approach to enterprise applications.

One of the most notable outcomes of the Consumerization of IT has been the fact that IT departments are no longer the gatekeepers of enterprise software solutions. Popular consumer market applications such as DropBox and Google Docs have created spaces where workers collaborate in the enterprise outside of IT’s control. This can also present a host of problems around security and information policies.

With this new development in employee behavior, the challenge is a new set of expectations traditionally ignored by IT and other enterprise technology stakeholders. Workers are accustomed to the intuitive and sleek consumer applications they use for various personal and professional tasks using their own devices. Now they want their enterprise software to provide them with the same experience.

For IT to provide software solutions that compete favorably with consumer market apps from a User Experience standpoint, while providing the enterprise what it needs (policy compliance and secure information) is  a big challenge. IT departments are already strained with endless demands for data coming from all corners of the enterprise. Compounding the difficulty, is the traditional view in the enterprise app hierarchy, that function trumps form. Creating intuitive and engaging user experiences is simply not in the IT toolbox.

Most IT departments recognize this shortcoming and try to find partners to help them. Not every organization has a user experience team and even when they do, the UX team can be too far removed from the technology. So while they may be able to design good customer experiences in theory, these rarely get implemented successfully. Most are challenged when it comes to selecting the right technology to best deliver on the whole customer experience. 

To use an example, our company PULL was recently engaged to help create a portal for a corporate educational platform. The portal experience needed to incorporate a multitude of functions including transactions, account management, community interactions, gamification and more. Our assessment process looked at several technology solutions until we helped our client settle on a single platform of choice. That platform provided the ideal software solution to execute experiences that allow internal customers to easily navigate from “shopping”, registering for new learning tracks, accessing courses, to managing their accounts, and participating in peer discussions all under a single user account. When making that selection we also analyzed the risk with potential future evolutions. We looked at how the platform might eventually be used for learning management and reporting as well. We made our selection with the advance knowledge that it had the ability to easily integrate all these future business needs with plugins.

The recipe for success for IT and the enterprise lies in partnering with resources who not only have human-centered design expertise but are seasoned technologists as well. In other words, there needs to be a concerted effort to not only create an intuitive and engaging app that will boost productivity and user satisfaction, the software also needs to fit within a technology ecosystem that can evolve according to business priorities.

 

Rolling with the Rollout

12 Feb
Let's not be subtle about it.

Let’s not be subtle about it.

Digital product rollouts are often treated as an afterthought. That is the proper planning of internal and external socialization activities that would ensure the product persuades users of its benefits beforehand. “We’re building a very inviting and intuitive digital experience, that should be persuasive enough for any user…” or so the thinking goes. The problem with this approach is that it totally discounts that users often have a thousand other things on their mind. Just because we think our product is inherently persuasive  right out of the box, doesn’t make others see it that way. Most new things, no matter how intuitive, will present a cognitive challenge. And we can easily fool ourselves during usability testing because the “first encounter” challenge is simply sidestepped. Sure, test participants may tell us the app is easy to understand and use, because by the very nature of the testing environment we have effectively socialized them with the product. We have their attention. We are not really testing it “in the wild”, where distractions abound.

Many brilliant applications have failed because of poor rollouts. I have been recently exposed to the story of a fantastic customer facing application for the mortgage division of a national bank that tested beautifully, yet completely failed in the market. The bank pulled the plug on it and is now back to the drawing board. The reason, according to the parties involved I had a chance to meet with, was poor rollout. When the application was launched the organization failed to properly socialize it with key internal constituents. These constituents who had roles in the process the app was supposed to support did not know about the app. Or if they knew about it, they were poorly educated about its strategic objectives and features. Worse, many key interactions and resulting customer data never made it to their CRM system. What happened is as these people were not invited and persuaded to use the application, they were kept in the dark of many customer interactions they needed to know about. This was a recipe for disaster.

So what does this mean in concrete terms? I thought I’d put a simple practical outline together. The key idea is to care for the planning part of the rollout. A good rollout needs to be planned in advance. Not when the product is ready to “hit the shelves”. And it needs to provide each user base with clear and unequivocal answers to the following questions.

What is this application or tool for?

We need to explain to users in clear and simple terms what the product will do and most importantly how it will benefit them. And we need to hammer it in. Studies in persuasive psychology have shown that if we can identify the users pain points, remind them of those and prove that the product will alleviate them in succinct, clear and easy-to-understand terms, we are well on our way.

What am I supposed to do with it?

We want to illustrate in a bit more detail why the app will benefit users. This is the exercise of explaining the features that support the objective mentioned above. Simply put, demonstrate why it will benefit users if they use it as expected.

How does it work?

A picture is worth a thousand words. Videos that explain the features and show users what to expect have proven to be extremely effective in persuading users to try an app. Although, let’s be clear: We do need a good product to begin with. No amount of video illustration will help persuade customers to use a poorly designed, cluttered and confusing app.

How/Where do I get it?

This is about ensuring the app (or whatever it is) is easy to find, download and install. This seems like common sense but is also often ignored.

Rollout plans don’t have to be onerous and time consuming. In fact, the steps presented above can be planned for and executed during the development stages of the product with minimal effort using the same resources who actually produce the app. Then of course, someone in the organization needs to ensure all of that gets properly delivered to the target audience.

Mirror Mirror on the Screen

7 Feb
MirrorMirror-guy

This stache is all me.

Designing for Reflection

According to Don Norman (author of Emotional Design: Why We Love (or Hate) Everyday Things) there are three levels of cognitive processing. The visceral level is the most immediate and is the one marketing departments look to when trying to elicit trigger responses and be persuasive. Behavioral processing is the middle level, and is the concern of traditional usability or human factors practitioners designing for ergonomics and ease of use. The third level is reflective processing.

Reflective processing is when our desires for uniqueness and cultural or aesthetic sophistication influence our preferences. Simply put, it is about seeing ourselves positively reflected in the products we use. What that means to individuals and their own self-images is highly subjective (as the picture above clearly attest), however—and again according to Norman—designing for reflection is the most powerful way to build long-term product/user relationships.

Unfortunately, reflective processing is often dismissed by interaction designers as a style question they shouldn’t concern themselves with. To be fair, applying superficial style has too often been used in ways that cause major usability issues—a fairly common occurrence with brand websites for consumer packaged goods. One that comes to mind (although perhaps not the most egregious) is Coors.com, with its wood paneling background image where the navigation gets lost. It is superficial style with no reflective trade-off because not only is its usability quite poor, it is also completely product-centric rather than customer-centric. On the flip side, and what seems to be a recurring problem, is that many very usable digital products and services fail to generate the levels of adoption, engagement, and retention their creators were after because they lack that certain je ne sais quoi that connects with users at a deeper level.

The point of this article is to make the case for reflective processing design in a way that does not detract from usability’s chief concerns. When reflection-based design goes deeper than superficial stylization tricks and taps into our reflected sense of self, products become much more rewarding and life-enhancing, and have a higher potential for a more engaged and longer-lasting customer relationship.

Equally important, and deserving of attention from a UX and user-centered design perspective, is the fact that products that successfully address the reflective level are almost unanimously perceived as more intuitive and easier to use. Norman famously makes that case by pointing out how the original iPod click-wheel navigation was perhaps not the most usable solution but was perceived as the easiest because of Apple’s amazing instinct for reflection-based design.

Reflective Processing in Action

One example of a purely digital product that goes beyond the behavioral and visceral processing design aspects to connect with users at a deeper reflective level is Instagram. What started as a simple photo-editing tool for consumers, quickly became a ubiquitous social image-sharing app that speaks to each user’s creative and nostalgia-imbued sense of identity. Instagram is now woven into social media users’ habits as an intuitive extension of social interactions that also satisfies a reflective sense of aesthetics. It has, in many instances, usurped the more direct—and perhaps more usable—approach of simply uploading unedited photos. Facebook saw immense value in Instagram and bought the company for at least twice its market valuation.

Someone designing a LOB application might ask: “Why should I care about reflective processing when designing business software?” The answer is that it is not just a matter of creating amazing engagement, like Instagram. Attention paid to reflective processing also supports usability and user-centered design objectives, no matter the application or audience. An application that people feel connects to their reflected sense of self will elicit more engagement and be perceived as more intuitive and easy to use.

Here’s the challenge: Effectively designing for reflection is perhaps the hardest task for a designer to perform, as there are really no predictive models, much less a rigorous and empirical process to follow. Success stories typically get attributed to luck, and being able to intuitively tap into the collective zeitgeist to produce creative digital products people can personally relate with. But does that always have to be the case? Aren’t there some tools we can all use to better our odds? Here are a few approaches that, in my experience, have worked in favor of designing for reflection.

Be a cultural anthropologist

Being aware of current cultural trends within a target user group is crucial for many reasons, but also plays a role in designing for reflection. Think of some strong current cultural identities at the moment—the bohemian-chic global traveler, for example, or, in the case of a business environment, those who identify themselves as conscious capitalists.

How can functionality and tonality be reflective of a particular notion of self or style that a group identifies with? Spend some time with the target group in their context—in a non-transactional manner that favors intimacy and relationship building—and find out.

Cultural anthropology can also be employed by hiring cultural ambassadors (also referred to as reverse mentors) who help set the tone for your product. To be successful, reverse mentors typically go beyond simply asking the target set their opinions and observe attitudes and behaviors on their turf.

Many designers start by basing their work on universal design principles before trying to apply some cultural specificity, when working the other way around can unlock better adoption rates. Start with a reflective level user experience in mind when defining what the product is, then apply universal design principles and reflective level UX should flow out with more fluidity.

For instance, at the outset of the Nike+ product and user experience concept development process, Nike and their creative technology partners not only learned more about the behaviors and attitudes of casual runners, they also immersed themselves in their particular lifestyle. As a result they learned the importance of a number of self-reflecting attributes such as enjoying music while running, goal-setting, and the weaving of social interactions in building up motivation and keeping track of performance. These attributes did not evolve out of a usability study. They evolved out of a deeper understanding (a keen observation) of how the particular target behaves, and, in this case, how running contributes to their reflected sense of self.

To further enhance a deep connection to users, Nike developed the whole experience with a modern, purposeful, utilitarian, humorous, cool, and not-too-techy interaction and user interface style that reflected the aesthetic aspirations of “casual runners who aspire to be serious about their running and fitness.” The Nike+ series of apps has been a massive success and is credited with helping the brand increase its running shoe market share by 10% (and has also branched out to include training and basketball). There is no question that although many other running performance-tracking apps are out there on the market, Nike+ dominates because of its superb reflective user experience.

Approach it like a digital brand-building exercise

Another way to look at designing for reflective processing is to think of it as digital brand building. Successful brand building is, in effect, the process of aligning a brand’s external attributes (its messaging) with its inherent attributes (its promise) in a way that complements its target audience’s reflected sense of self.

Traditionally, digital brand building is reserved for marketing departments—not necessarily the most educated crowd where interaction design principles are concerned. What ends up happening, more often than not, is simply a skinning exercise, where the brand’s tonality, logo, and colors are slapped onto a prefabricated piece of interactive media. This might even be the case with a custom application that incorporates usability best practices but offers no inspiring deeper connection to users through its interactions. Examples of this approach abound, as we in the UX design field have frustratingly witnessed so many times. The difference between reflective processing-based design and basic usable design also has to do with the types of interactions, not just product concept and style.

I recently analyzed the difference between the default Apple Reminders app and a third party developer’s mobile app called Stky. Stky functions as a reflective digital product, addressing a specific sense of self by seemingly realizing that to-dos needed to be managed in a much more flexible and fluid manner while not losing the ability to assign a sense of urgency when needed—Reminders less so. The Stky app allows users to create a general bucket of to-dos that they can easily shuffle back and forth from very simple completion-goal timeframes like “soon” and “whenever.” The whole experience is presented in an informal visual style that focuses on the day ahead only. The combination of these aspects seems to effectively connect with what might be a Millennial’s reflected sense of self surrounding productivity.

So the question is: What combination of interactions, tonality, and feel allows a function to align itself more with the brand? Wildly hypothesizing to make a point and using an example similar to the Stky app above, let’s assume we’re creating a scheduling/calendar app for suburban Gen X parents. The brand promise statement may go something like this: “For the Gen X parent overwhelmed by their children’s schedule, Brand A is the smart application that makes managing and keeping track of their kids’ activities a breeze.”

The important part of the positioning is that it addresses through its promise a specific pain point that can be construed as part of the target’s reflected sense of self. Knowing that, would you create a “My Account” tool to help them manage their preferences or invent something entirely new under the label “Our Ride” or “Rear Hatch” because carpooling or mobility are such big parts of that lifestyle and sense of self? That would imply that one of your research findings is that these things are a crucial part of that specific experience. You would also know what features to include in the tool based on user research. To flesh things out further, you might take inspiration from the best in brand advertising. I’m thinking of what Toyota did with their very clever minivan “Swagger Wagon” campaign aimed at Gen X parents—a great example of reflective level communication in advertising.

Try to inject some of that brand building into your design process. Applying the same principle to all aspects of the experience—architecturally, in the content, and into the visual details—will almost certainly raise your odds at producing reflection-based adoption, engagement, and retention.

Conduct fast generative research

Unfortunately, we don’t always have the resources to hire reverse mentors or the time to conduct extensive cultural anthropologic or ethnographic research. Luckily, there are cheaper and quicker ways to glean some valuable information that could be used for reflective processing design.

Conducting a few non-directed user interviews that focus on the larger picture, not just user tasks as defined by business requirements can help tremendously. By broadening the conversation with interview participants, researchers can discover actual user goals and attitudes that may inform the functions of a specific tool or the aesthetic of the tool from a reflective processing angle. And it doesn’t have to be overly involved. Even five relatively short interviews can produce amazing insights.

Because during non-directed interviews users are not limited to commenting on the current application, (or a planned one) but instead invited to openly speak about what makes them (as humans) successful in achieving their goals, they are likely to reveal attitudes, behaviors, and a reflected sense of self that would otherwise not be displayed or expressed. (For more on non-directed interview techniques and methodology read Mental Models by Indi Young.)

My firm recently conducted research and redesign efforts for a line of business application on behalf of a large manufacturer. The study uncovered that users were resorting to makeshift workarounds away from the application in order to conduct a task they deemed crucial as customer reps. (It’s important to note, this task was not initially identified by the business.) Such a finding would have likely never been discovered had our user research focused strictly on an evaluation of the current application. We would have been stuck focusing on the tool only—trying to improve existing functionalities. Instead, we uncovered a significant opportunity for reflective level design.

Customer reps were performing a self-motivated task that is an essential part of how they consider themselves successful at their job. A large part of this user group’s reflected sense of self as customer service reps is the special relationship they cultivate with their customers. That is why a tool that reflects that back to them is instantly and subjectively perceived as a benefit. The results have been unanimous, with overwhelmingly positive feedback of the entire application’s design during user testing, thanks in large part to this reflective feature.

Conclusion

Reflective processing isn’t anything new to most UX practitioners. Many in the design disciplines have more or less identified the phenomenon using various descriptions to essentially say the same thing. It is the “Style Captures the Attention” section of Steve Tengler’s excellent UX Mag article “Five User Experience Lessons from Tom Cruise”. It is what some call the Apple effect—that special ethereal quality that helps us emotionally connect to the products we use.

It’s just been much harder to embrace in non-consumer product development environments that aren’t highly competitive and where creative brainstorming may be seen as frivolous. As discussed above, the outcomes are hard to predict and it is not just a matter of applying a thin layer of style to our products and services. We have to dig deeper to find what it is that will connect with users at the reflective level. Up until now, the extra effort has rarely been considered worth it.

However, as digital applications increasingly surround us and we have an ever-expanding choice of products and services to use, designing for behavior (usability) and visceral response (persuasion) will gradually become commoditized. There is no doubt in my mind that the next critical differentiator for UX practitioners will be to offer knowledge, guidance, and creative solutions specifically addressing reflective processing. The good news is we have some tools that can help us and as we push forward, using these tools more often, we will eventually have more predictable models.

The Rabbit Hole of Persuasion Architecture

24 Feb

Funny Bunny

Customers want to be inspired. Not persuaded.

Now to be fair, persuasion can be a good thing. Open, honest persuasion is definitely much better than downright dishonest manipulation or coercion. But is it really necessary?

The idea that if we craft clever paths into a website or other digital media, we will somehow enable users, who would otherwise not be interested in our products or services, to become willing customers is in large part a myth or an illusion. Now, to those who have followed my thoughts in the past, this may come as a surprise and sound like a major a departure from a previous stance I may have participated in. Which was to indeed, in some instances, market ourselves as “persuasion architects”. Again, to be fair, there is a large part of our work, especially with e-commerce that concerns itself with buy-flows. Persuasion may play a role there. But I now believe, the term “persuasion architect” is misleading.

We, as humans, make purchasing decisions at an entirely different level, that is actually far more emotional than we are willing to admit in most instances. And, more importantly, where external persuasion does not play a role at all. We then use our own “rational” arguments to justify our decisions. So, in that respect, the best a website can do is simply clear the way for an easy path to fulfillment. No real need for so-called “persuasion architecture”. However, the inspirational component is very much relevant. Brands can inspire us and lead us into action.

And so the more relevant question for digital media producers is: How do we most effectively weave that stickiness, that emotional inspiration into an experience that does not detract from the need to be totally transparent, fluid and easy to use? Better yet, how does that inspirational component actually make the experience even more fluid?

Customer Experience Nirvana

30 Mar

HOW UX AND MARKETING ARE SET TO
INCREASINGLY COLLABORATE

Historically speaking, marketing and UX have been either somewhat at odds or simply unconcerned with each other. At the risk of oversimplifying, it might be said that marketing is generally concerned with things like new customer acquisition, reach and frequency, and producing stickiness. UX practitioners, on the other hand, have been concerned with things like adoptability, usability, and transparency. But the separation of marketing and UX is in the process of changing.

Marketing organizations are beginning to shift their focus to include a new emphasis on customer experience (CX) as they realize that reach and frequency strategies are not working as they used to. Simply said, in order to be effective these days, marketing needs to be in the business of helping consumers and adapting to customer needs while also executing smart outreach strategies. Talking to prospects with the right message at the right time and the right place (as good marketers have always known to do) is just not enough anymore. Marketing now needs to offer prospects or customers smart and dynamic tools that help them in their decision-making.

As Dave Stubbs of Teehan+Lax has written, “In the past we were incentivized to create ads and microsites that would launch onto the Internet, exist for a while and then disappear. In the future, we will create programs and ‘things’ that solve consumer problems…” Vidya Drego of Forrester Research has also written a great paper on the topic.

With all of this in mind, it’s important to examine how UX and marketing can collaborate to build the next generation of customer engagement.

From a marketing perspective, a whole lot of a company’s customer interactions are staked in digital touchpoints. This makes it important that UX professionals be recruited to help shape customer interaction models from the very outset of product development, rather than brought in as an after-thought after a product is built to try, too late, to make it more user friendly. Through its user-centric approach, UX is especially well suited to help marketing shape a more comprehensive and brand-cohesive view of their prospect and customer interactions.

From a UX perspective, branding is an increasingly important consideration these days. This is a result of both the growing digital bandwidth and the fact that new experiences focused on persuasion or selling are now integrated into the digital tools themselves. Think mobile apps and tools like the Nike+ runner application or Ozarka‘s water delivery website. As a result, the UX perspective has broadened to include new types of experiences that are less process-driven and more advertising-driven. UX designers must contend with more messaging that increases cognitive load, and they must work in an area that’s typically been the bastion of marketing communications.

One way to describe this shift is that the interests of marketing and UX are merging into a new approach to customer relations. That outlook is pretty exciting. So many customer experiences will improve when marketing and UX get together to craft tools that give consumers the power to shape more mutually beneficial relationships with the brands, products, and services they choose.

But for this collaboration to be effective, a third ingredient is required: IT. And that’s where things threaten to unravel. What good does it do if marketing and UX can put their heads together to design exemplary customer experiences only to find out they cannot be implemented? This isn’t due to problems inherent to IT, but more because of the problematic dynamics of marketing and IT’s relationship. In a nutshell, marketing (as well as UX, although to a lesser extent) have been guilty of tech phobia. But to be fair, IT has given marketing and UX plenty of good reasons to distrust technology.

Some of us are familiar with the historic battles between interaction design’s and engineers’ implementation plans. Well thought-out designs have been thrown out because the software platform “can’t do that.” Marketing has had similar struggles with IT when trying to gather dynamic customer data or automate its processes. IT has been so overburdened with support and maintenance that being asked to implement new features is more than they can handle, especially if those new features could present a threat to their systems’ stability.

Scott Brinker of Ion Interactive expands on this issue in his blog post, Why IT and marketing are diametrically opposed.

On the bright side, increasing numbers of a new breed of technologists are joining the ranks in IT departments. These new technologists arrive in IT already knowledgeable about CX and marketing. They come from much more flexible programming environments, and have evolved through the age of the Internet and open-source platforms. They understand the importance of the customer experience, and are very engaged with it once they know they’re involved in a meaningful customer experience effort. In fact, some of these technologists have actually been the originators of better UX in organizations where marketing had only paid lip service to the issue.

The other positive angle to consider—and really this is where everything hinges—is if marketing is able to successfully collaborate with UX, they will acquire the vision and experience they need to help them generate and own the clear and executable types of technology plans that are key to success.

So, to wrap up:

  1. Marketing needs to start integrating UX design processes into a holistic view of digital (and beyond) customer interactions.
  2. UX practitioners need to acquire a better understanding of marketing’s priorities and brand management practices.
  3. Once allied into a potent force, marketing and UX can engage in the kind of research that leads to the development of clear and executable technology plans and, as a result, engage IT as an enthusiastic partner.

Experience Driven Marketing

18 Aug

I recently read a thought provoking post on Teehan+Lax’s company blog called “Adaptive Marketing”. It is a well written and inspiring piece around the shifting role of marketing with the advent of brand/consumer social interaction. The post and its comments brought this thought to mind:

Marketing must be in the business of helping customers or be relegated to the sidelines.

Marketing cannot rely on outreach efforts and advertising alone anymore. No longer do we depend on brands to tell us how great their products are and leave it at that. We have access to reviews and friends on social media that perform that job much better than brands do. They do it better because of a simple factor: Trust. I trust what another person says about a product or service much more than whatever the official brand message might tell me. This phenomenon has actually come to form much more malleable brand experiences for consumers. Because of that shift, the attitudes and perception trends tend to evolve a lot faster than they used to. It’s not that third party opinions were not around before. It’s just that our access to volumes of information and the speed of response from go-to-market to reviews and product development has accelerated exponentially.

So what does it mean for marketing to be in the business of helping customers?

IMHO, and simply put, marketing needs to create tools that help consumers make better choices about the products and services they’re considering, help them customize these products and services to their exact needs and further empower them to influence the next evolution or iteration of these same products and services.

For that to work, marketing must increasingly be involved with the experiential aspect of brand communication rather than the messaging. And marketing and product development must be more closely related. The issue is that this is difficult to deliver in a marketing organization whose culture is primarily one of 18-month linear reach and frequency planning cycles and all the process rigidity that implies.

But let’s assume our organization has let go of the shackles of set-in-stone strategy and is ready to adopt an Adaptive Marketing model. Then what? How can we make that marketing model where programs (not epic campaigns but simple highly responsive programs) continuously evolve and adapt in a highly volatile space with very little time for making a connection. It’s become increasingly clear that the challenge is equally creative as it is one of technological fluency. If the problem revolved strictly around technology, then every brand with a Facebook page would have millions of fans constantly engaging with them.

The one area of differentiation that brands will increasingly need to foster is how they relate on an emotional level with their customers. And that is first and foremost a creative problem. However, it can no longer be handled solely through clever advertising. Inventing new ways to connect and new forms of engagement as a process rather than an event is what creates breakthroughs. This practice is really what can be referred to as Experience Driven Marketing. At many levels, this is what we’ve been involved in digital media for years. Interactive media in many ways has forced us to consider the customer experience in ways that weren’t possible before and has created the possibility for meaningful tools (or experiences) that actually bring added value to the brand/customer relationship. It’s a two way street.

One seminal example of that approach to marketing is the Nike+ Apple marketing/product program. The digital experience (the website and its integrated social and route mapping services), and the product experience (shoe sensor and iPod, iPhone app) all came together to form an entirely new and evolving relationship with customers. Instead of trying new reach and frequency approaches to selling more running shoes, Nike adopted the approach of helping their customers get more out of their running experience, which in turn helped Nike develop other iterations of the tool to adapt to customers’ needs. But the idea of trying to sell shoes as the focus of the program is gone, it has become a “byproduct” of the customer experience.

This approach doesn’t have to be the sole domain of big consumer brands. The same principle applies to a B2B environment. When an industrial manufacturer opens up their design templates and lets customers figure out their needs with an interactive visualization tool on their website. And subsequently lets customers suggest modifications to the tool itself, they are doing exactly the same thing.

The goal is to focus on the experience as a holistic practice that spans the entire customer life cycle. Not just something that happens after a purchase.

More to come on the Experiential Mindset in my next post. Stay tuned…

Take that Jacket Off

17 May

Wrangler Europe recently launched a series of websites that are a compelling example of emotional branding, engaging visuals and meaningful interactions all rolled into one. Form, content and behavior have been artfully meshed together to create brand immersion media that effectively presents and sells products. Put together as a series of highly stylized video vignettes — featuring models for whom you can interactively change outfits and in effect have them “try on” different looks — the digital experience can be navigated from multiple angles and has a beautiful other-worldly mesmerizing effect. The Blue Bell sub-site also features a very entertaining video model puppeteer gizmo (for lack of a better description) that allows you to virtually push and pull the model around with the click and drag action of your mouse. This is an effect that really needs to be experienced to fully understand (see the secondary link below). This clever creative piece of digital wizardry makes a subtle statement about the human condition that I assume plays well into the target buyer’s psyche.

Wrangler Video Puppet

Wrangler's European Brand Site - User Controlled Video Action

Now granted, Wrangler is not selling dental floss. But even though our products or services may not have the sex appeal a lifestyle brand such as Wrangler can infuse, I firmly believe there are lessons to be learned from Wrangler Europe’s highly engaging experiences no matter what you sell. This plays into Interaction Design’s principles of goal oriented design vs. feature oriented design. No matter what type of digital product we’re putting together, it is always more effective to focus on the user’s deeper, sometimes hidden goal (in this instance picturing oneself as a style maven first and foremost and then knowing how many stitches the pockets on the dark blue number 5 denims might have rather than the other way around). And so the same goes for an accounting application: What will it be about the interactions within that software that will let accounting clerks feel they are clever and industrious? So they can in effect become more productive, as a result of spending more time with an application they feel great about.

Wrangler Europe

Video Model Puppet