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Customer Experience 2.0:
Designing for a Demanding, Distractible User
Social networking and the interactive tools of Web 2.0 are enabling the creation of highly useful, personalized customer experiences. But only a carefully orchestrated research program can shed light on what users really use and want — and the results are often surprising.
Point your mouse and click. Chances are, just about any significant Web site you
land on doesn't look like last year's — or even yesterday's — Internet anymore.
It's personalized, interactive, multimedia, and social in ways it never was
before. There's a fair amount of debate around what exactly defines "Web 2.0,"
but there's little disagreement that the Internet is in the midst of a
fundamental transformation from a relatively passive (if massive) information
medium, to a fully interactive, intertwined, interpersonal tool playing an
increasingly central role in our personal and business lives.
It's a different digital landscape than it was just a few short years ago. Somewhere around the
turn of the millennium it reached the tipping point, when the critical mass of
corporations and organizations established their Internet presence. Back then,
screen size, Flash capability, and connection speed were the principal
technological considerations. The customer/user experience question was still
open-ended, because it was uncertain exactly what sort of experience customers
sought, aside from finding information and conducting basic transactions.
If you want to end with an outstanding customer experience, you have to begin with a thorough understanding of customer expectations, motivations, and behavior.
Today, the stakes are much higher and businesses are scrambling to find their
place and stake their claim in this new landscape. A whole new suite of Web tools
are available to help craft next-generation Web sites. Most importantly,
customer/user expectations for an efficient, productive, and enjoyable Internet
experience are higher than ever.
Most organizations now recognize that their Internet presence is far more
important than they imagined when their sites were built just a few years ago.
Then, for non-e-commerce businesses, a Web site was often considered a mandatory
exercise to be handled by the IT and corporate communications departments,
important but not central to the business strategy. Today, the Web site has
become a centerpiece for brand-building, customer development, marketing, and
revenue-generation — a darling of marketing departments that has spawned a cadre
of specialists. Some organizations are evolving their sites into the next
generation one component at a time; others are blowing them up and starting over
from scratch. Whatever the strategy, one age-old business maxim has asserted
itself loudly and will not be ignored — the customer, or in this case, the
user/customer, is king and queen, and success in the online world depends on
keeping them satisfied.
CUSTOMER EXPERIENCE DEFINED
"We begin with men and women and we end with them," wrote Henry Dreyfuss, the
legendary industrial designer, in his book Designing for People. "We consider the
potential users' habits, physical dimensions, and psychological impulses."1
Dreyfuss' essential design tenet — to take the measure of the person before you
create the measure of the machine — is referenced by his protégé, usability
expert Charles Mauro of MauroNewMedia, to emphasize that the very first step in
any Web site design initiative is to meticulously study the customers and their
needs.
"The single largest mistake," Mauro says, "is creating extensive Web-based
experiences without sufficiently understanding the users' needs and expectations
and matching those to the business objectives." In other words, if you want to
end with an outstanding customer experience, you have to begin with a thorough
understanding of customer expectations, motivations, and behavior.
A recent issue of Harvard Business Review defined customer experience as "the
internal and subjective response customers have to any direct or indirect contact
with a company."2 Certainly in the digital age, interacting with a company's Web
site is a direct and significant contact that has an increasingly important
impact on the bottom line. In its most basic sense, that interaction consists of
navigating through the site and successfully acquiring information or
accomplishing tasks. The quality of the experience depends on a host of factors,
from how well and fast the site functions to the organization of information,
navigational ease, tools, and the subjective mix of design and usability that
makes a site enjoyable to visit. All of these factors add up to an experience
that either converts prospects and generates a buzz of recommendations, or sends
them off to a competitor's site.
GETTING INSIDE THE CUSTOMER'S HEAD
Longstanding Web portal leader Yahoo! employs a comprehensive suite of research
tools to understand the mindset of users and how they interact with information
and the Internet. Yahoo! starts at the most fundamental level, looking in on
people's day-to-day navigation of their own individual information ecosystems.
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For registered Yahoo! users, the new Yahoo!
Personal Assistant puts important personal information
just a mouse rollover away. |
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Roll over your Yahoo! weather button and the
two-day forecast pops up — no click required. |
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Roll over your Yahoo! mail button, and the most
recent inbox messages are displayed, so you
can see if any important mail is waiting without
going to the inbox. |
"We go into people's homes, we go to libraries, we go to Internet cafés and
Starbucks," explains Klaus Kaasgaard, Yahoo! vice president of user experience
research, "to learn what people are actually doing — whether it's the Post-it
note they put on their monitors, or the notes they write here and there, whatever
material and social information resources people use besides the Internet. You
really have to think of it as a total ecosystem of which the Internet is just one
part. We need to understand how the Internet — and most specifically the products
we're developing — fit into that ecosystem. You can really only do that by
observing people in their natural context."
This very first phase, which Kaasgaard refers to as the formative phase of
research, helps identify the pain points in a user's information quest, and
stimulates ideas for how to move barriers and make the experience more
pleasurable for users. From here, Yahoo! explores and refines a series of
prototypes, testing first in their usability labs, and then going outside to
research them with a larger sample of users. Kaasgaard emphasizes the importance
of collecting both behavioral and self-reported attitudinal data at this phase.
For this he credits Keynote Systems, a provider of Web performance as well as
customer experience/user experience test and measurement tools, with being able
to uniquely segment and deliver this data across a large sample of users.
"We're able to look at most behavioral and attitudinal outcome measures," he
elaborates, "and to aggregate those very specific measures into an overall
assessment summary of the quality of the user experience. And we're able to do so
in a repeatable way and in a way that allows you to make comparisons with
competitors in that particular domain."
Web sites have become a centerpiece for brand-building, customer development, marketing, and revenue-generation.
Users visiting their personal Yahoo! home page today can see the results of this
comprehensive customer experience research in the form of added "personal
assistant" functionality. Enhanced information accessibility, for example,
leveraging DHTML and AJAX technologies, allows users to roll over their email
account listing and see their most recent emails without actually jumping to
their email page. Similarly, users can see who's on Yahoo! Messenger, and view
weather and other localized information, again, all without leaving their home
page. The email application itself has been completely revamped to make it more
like a desktop application than Web site email.
"We just need to understand where people run into problems with the task they're
trying to do," Kaasgaard summarizes, "and the goals they have. That empowers us
to start thinking about what we can do to move that barrier to make this more
effective for people, to make it more pleasurable."
THE SOCIALIZATION OF THE ONLINE EXPERIENCE
Blogs, Myspace, virtual worlds, YouTube, consumer reviews — the phenomenon of
social networking in various flavors has swept the Web like nothing before.
Organizations of every description are scrambling to figure out how to leverage
social networking to boost their reach and revenues. Corporations are building
blogs and hoping, "they will come." Businesses are creating storefronts and
properties in Second Life, including a $10 million investment by IBM.3 Hotelier
Bill Marriott has a blog. Barack Obama launched my.barackobama.com simultaneously
with the official announcement of his presidential bid, complete with full social
networking functionality including friend networking, personal profiles, personal
blogs, and buttons for Flickr, YouTube, Facebook, and PartyBuilder right on the
home page.
Social networking was the big Internet news in 2006, and will continue to
dominate the headlines in 2007. For Web communicators, it presents one of the
biggest challenges to date, both from a conceptual standpoint and for creating
and evaluating the user experience. It's one thing to understand how a user
interacts with a particular widget or navigation scheme. It's quite another to
grasp how they approach making social connections in a digital or virtual world,
and what etiquette and taboos may govern their interactions with each other and
the sponsoring site.
RESEARCHING AND TESTING THE CUSTOMER/USER EXPERIENCE
Just as the tools and technologies are evolving to make Web 2.0 possible, so too
are the tools and technologies evolving to better understand user motivations,
expectations, and behavior. Focused research and testing invariably reveals usage
patterns and behaviors that might never have been anticipated by design teams or
revealed by traditional research.
Usability Labs. This tried-and-true methodology gives an up-close view of user
behaviors, as groups of users are brought into a lab and observed as they perform
appointed tasks. It's personal and allows direct questioning of the users. The
major drawback of usability labs is sample size and composition. Like a focus
group, a sample of 10 or 12 users will never be statistically valid. And sites
with upscale customers, high-level executive users, or international audiences
are challenged to put together even small group studies.
Web Analytics. At the opposite end of the spectrum, Web analytics is a
statistician's dream, offering the ability to track virtually every click of
every user on a site. User paths can be traced, as can time spent on any page,
and user drop-off points. The drawback of Web analytics alone is that neither the
demographic identity nor the user's motivations for their behavior can be known.
Web Effective. Keynote's Web Effective technology synthesizes sample size and
selection, click analysis, and direct user feedback. For a sample typically in
the range of 200 to 500 users, a study is fielded by invitation, enabling
selection of users in the appropriate demography and geography. Because the study
is conducted online, users can be located anywhere in the world, which is
particularly important for sites with international presence. Users are given
tasks to perform on particular sites, and throughout their experience, a software
tool polls them about their choices and reactions. The tool is logic-driven, so
the questions are tailored to each user's activities and responses. Users can be
tracked on any site, making effective competitive studies possible. The study
returns a rich set of data about the users and their experience — who they are,
what they did, and how and why they did it.
A Three-Step Approach. Charles Mauro of MauroNewMedia describes three essential
phases for researching and building an effective and successful user experience.
The first is defining the business problem that the user experience is expected
to address. "It's staggering," Mauro muses, "how many multimillion-dollar
e-commerce development efforts do not have clearly articulated business
objectives. And almost none have business objectives that are specifically mapped
to the performance requirements of the user experience."
The second phase is creating and testing the solutions that address the customer
experience. That testing includes hundreds or even thousands of users, as was the
case recently when Mauro researched a critical new site for a major media
company, using Keynote methodologies.
Mauro explains, "We know from the research we've done with a few thousand
respondents, what really turns them on. And we know it from a motivational point
of view; we know it from a psychological point of view. We also understand what
pieces of the total experience have the greatest impact — on retention, for
example. "This allows us to develop design concepts or user experience
enhancements that address that specific business problem without wasting lots of
money on things that all the executives think are relevant, but actually are not
in reality."
The third phase is "continued highly iterative testing of new ideas." Mauro
points to the philosophy of iconic industrial designer Raymond Loewy, to whom he
once was personal design assistant, to describe this ongoing phase: "Once you're
done, start over again."
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"The big story of 2007 is understanding exactly why the social networking concept
and its related execution in some forms is so successful," observes Charles Mauro
of MauroNewMedia. "Three hundred and twenty thousand individuals sign up for a
Myspace account every day. Why does that happen? No one has the hard research
data to make effective decisions on how to optimize social networking as a
delivery concept from a business point of view. This year's going to be a
learning experience."
MauroNewMedia's recent work with a major, disease-focused nonprofit society has
uncovered how significant the social networking phenomenon can be, and what a
difference its proper positioning can make to users and to the success of the
site. The society's site is an exhaustive information resource for all aspects of
the disease, and also host to a thriving message board that carries hundreds of
thousands of messages. What the Mauro research found is that the greatest impact
on patient outcomes comes not from the wealth of research and informational
documents on the site, but from the postings on the message boards by other
patients.
"What we found," Mauro elaborates, "is that as long as your message board allows
the proper focus, it gives the newly diagnosed patient far more access to
reliable information because they connect immediately with other patients who
have the same diagnosis. What's really happening on these message boards is a
synthesis of all these personal experiences by other patients impacting newly
diagnosed patients."
The research gathered by MauroNewMedia, including studies done with Keynote, is
informing the design update for the society's Web site. In addition to moving the
message board link from its obscure location two menus down all the way to the
top, new functionality is being built right into the home page to shepherd new
visitors into the interactive area.
"The dialog box on the home page for newly diagnosed patients says, 'Type your
diagnosis here,'" Mauro explains, "and an online moderator will put them into the
correct message board."
User research also uncovered that newly diagnosed patients almost always ask
three out of six typical questions. The new site makes an immediate, upfront
provision for capturing these questions and using them to guide the visitor's
search. "Right away," Mauro says, "we know that their interaction with the
message board and the information delivery system is going to be truly an order
of magnitude more effective from the very first interaction."
In the end, Mauro concludes, "the social networking insight for the customer
experience is that it's the dialog, the human dialog that creates insightful
relationships, and the desire to continue the dialog."
On the most basic level, social networking is exactly that — socializing over a network. But on more utilitarian levels, users are engaged in collecting and disseminating information to the community at large.
A WEB BY THE PEOPLE, FOR THE PEOPLE
From its earliest days, the Internet has been guided and in some cases even
governed by the collective voice of its users. Information, news, and reactions
of every sort spread literally at the speed of electricity. With the dawn of Web
2.0, new paradigms are emerging for the communal dimension of the Internet, and
community is playing a number of roles.
On the most basic level, social networking is exactly that — socializing over a
network, whether it's one-to-one on chat, or one-to-many on Myspace, Flickr, or
the like. But on more utilitarian levels, users are engaged in collecting,
refining, vetting, and disseminating information that is useful to the community
at large — the Wiki sites, for example, and the user-powered news sites like
Digg.com. On these sites, the users determine what is most relevant, and what
will rise to the top. Another iteration of this dimension is the collection of
user feedback by a host of mechanisms, from customer reviews and ratings to
blogs.
One characteristic of these phenomena is that information is traveling from the
bottom up, or side-to-side, rather than from the top down. Yahoo!'s Kaasgaard
describes folksonomies and taxonomies when he talks about the idea of users
tagging content to identify its relevance.
"Tagging is certainly a technology that allows for structures of information to
be created from down up," Kaasgaard explains, "rather than having professionals -
librarians or designers, for example — determine an information architecture.
Tagging is a type of information structure known as a 'folksonomy,' as opposed to
a taxonomy which is professionally created. The phenomenon happening today is
that we are using technology to build an infrastructure through which a social
system can emerge that, in this case, allows people to pull out the information
that they consider particularly relevant and interesting for them. And Yahoo!,
being a network of information, has a huge number of assets that will fit very
well into this whole philosophy of the Internet."
SHOPPING FOR A BETTER CUSTOMER EXPERIENCE
New technology is also turning the experience of online shopping, typically a
solo activity, into a socially informed one, if not the truly social experience
it is in the offline world. Customer reviews, made ubiquitous by Amazon.com and
later by iTunes, are now familiar content on most major shopping sites. But it
usually takes some drilling down through a series of reviews to find those that
are helpful — meaning reviews that describe the characteristics most important to
the shopper — posted by individuals with similar evaluation criteria.
PowerReviews has rolled out new technology to significantly enhance the shopping
experience by providing highly relevant social feedback, and as a result, giving
a real boost to online retailer revenues. The technology uses tags, rather than
just free-form comments, to collect and consolidate customer feedback on products
and services. Users select from sets of response choices, and then have an
opportunity to provide free-form comments as well. The data is then consolidated
and summarized for the shopper.
"This type of social navigation enables the shopper to use other customers'
feedback," explains Darby Williams, vice president of marketing for PowerReviews,
"on pros, cons, and best uses, and narrow down their list to a limited set of
products that they can really dive into and decide which to buy. An amazing
number of people use this to eliminate the cons; their decision-making process is
largely about 'I don't want to buy the wrong thing.' Say you're going on a
camping trip in a certain kind of climate, and you need an outdoor jacket. You
don't want to be stuck out there with the wrong one."
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With PowerReviews, consumers not only give their rating and freeform comments, but also
select pros, cons, and best uses, which are compiled in the review summary. |
PowerReviews tested its approach in a head-to-head comparison with Amazon, using
Keynote's WebEffective online research tool to conduct a study with a sample of
more than 400 users. The study pitted the standard Amazon site with its reviews
against a cloned Amazon site with the PowerReviews version of reviews inserted.
The feedback solidly validated the PowerReviews approach.
The revenue implications of tagged review technology for retailers are
significant. It provides continuous feedback not only on which products offer the
most potential, but also on which words resonate most strongly with consumers to
motivate them to buy those products.
"There's a notable increase in conversion rates," Williams relates, for sites
using PowerReviews technology, "in the order of 10+ percent. So your conversion
rate can go from say, 2 percent to 2.2 percent. We're able to say this is a
considerably better approach than anything else out there."
User experience is a target that moves both with the needs and expectations of users and with the technologies available to serve them.
IN THE END, USER EXPERIENCE IS ELUSIVE
User experience is a target that moves both with the needs and expectations of
users and with the technologies available to serve them. Whether it's giving
users fast and easy access to the personalized information most relevant to them,
or quickly connecting them with other like-minded people with similar experiences
and priorities, the key success driver is to start with comprehensive, insightful
research to understand what motivates users and how they behave, and then to test
the solutions for relevance and effectiveness. Especially in the emerging era of
the social Internet — for which little research, understanding, or best practices
exist — user input and feedback are key. Ultimately, that feedback will occur, in
the success or failure of the site itself.
ENDNOTES
- Henry Dreyfuss, Designing for People, Allworth Press, November 2003, p. 219.
- Christopher Meyer and Andre Schwager, "Understanding Customer Experience," Harvard Business Review, Vol. 85 No. 2, February 2007, p. 118.
- Michael Fitzgerald, "Does Your Business Need a Second Life?," Inc. Magazine, February 2007, p. 83.
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