|
The goal of customer centric design is achieving customer delight.
Designing for an emotional end state like delight means you need to answer for identity (who to delight), measurability (what is delight) and specificity (how to deliver delight) in the brand experience. A. Identity (Who to Delight):
2. Map Consumer Journeys: Understanding this high value audience journey is the next step. Empathy for the pain / pleasure points and identifying key trigger-points (that lead directly to conversion) where we could create frictionless journeys helps us create a template for the ideal consumer experience. This audit, done with deep inputs from multiple departments that are consumer facing, covers processes/ offline-online/ rules & procedures/ inter-departmental prioritisation and requires transparent data sharing internally. The entire organisation should have the capability to ‘walk in the customer shoes’ and contribute to making changes that will improve the customer experience in every way. B. Measurability (What is Delight) : What are the right metrics to measure design goals that are consumer emotional end-state resulting from their overall product-service experience ? In order to arrive at simplicity in goal definition the brand needs to have derived customer motivations- need states- expectations –task completion episodes. This leads to the emotion that the brand wants the consumer to have when it has solved for their need. When Airbnb defines its goal as “To make people feel that they could belong anywhere” they are trying to solve for people who want to travel without feeling like a tourist. They would like for their ‘guests’ to feel at home, in a stranger’s home. This a simple, specific but inspiring design goal and begins to point towards the changes that need to be made in order to meet the goal. From educating hosts and training them on how to personalize the experience and helping guests live ‘like a local’, expanding the list of locations, matching for host-guest ‘tastes and preferences’ Airbnb is operating with the design goal in mind. What are the right metrics that help measure delight? Examples of a few metrics :
C. Specificity (How to design for Delight) : This part of the actual design is iterative and will involve ‘design-prototype-test-design’ steps. Think of the design solutions with the specific goal in mind and through the following filters:
0 Comments
A central part of consumer centric design is constructing consumer journey maps – the journey of a consumer to purchase a product/ service as experienced by them. Agnostic of a brand imposed division of its experience into departments, offline/ online, applications, enquiries/ help-desks/ customer service, sales/ after-sales etc..
When building a consumer journey map its easy to fall into the trap of isolating the touch-points the consumer interacts with the brand and begin to reconstruct the experience within each touch-point. This leaves the organisation with blind-spots as its ignoring the intermission periods when the customer is still engaged in the purchase process but invisible to the brand. Research (search, reviews, retail visits, browsing, subscriptions to newsletters), information gathering (for technical expertise, customer service calls), deal hunting (comparison shopping on specialist sites, financing, opting in for alerts to discounts) are all part of the purchase process – each taking a different duration and having a unique weightage on the final decision. This customer reality requires the organization to expand its thinking to include their entire journey and map it based on ‘needs, motivations, assumptions and expectations’ of the customer at every phase. How do you construct customer journeys using the design principle of empathy? Step 1 : Discover
Step 2 : Define 1. Segment Journey by Episodes : Each segment of customers follows a unique series of steps towards purchase. Every step is an ‘episode’ within the entire journey having unique actions that start-stop to link towards the next episode (Search by itself is an episode in the consumer journey but might begin in social media-reviews and stop at brand website). Identify the steps using various data points available to the brand – search, web visits, service centre calls, CRM database, social media. Understand that their start/ pause points will vary. Also, segment behaviors will converge at critical steps (booking, coupon downloads) and diverge based on their specific needs (e-commerce purchase Vs offline). Remember – the context (time / geography / event) plays an important role in understanding journeys. Certain journeys repeat at consistent times of the year (a Christmas journey) while others are live for a specific event and repeat only of that event repeats (hurricane related purchases). 2. Identify Channels per Episode : Each episode will be connected to a few channels (in-store, customer service, eCommerce site, website etc). List and weight each channel based on its importance in the consumers goal for that episode. Don’t ignore the multiplicity of channels in each episode. 3. Episode Trigger : Every segment moves a step closer to purchase because of invisible/ visible ‘triggers’ that motivate them to do so within each episode. Its important to identify the trigger and understand its role. Example: when a customer is searching for specific solutions and the brand appears top of the search results with relevant content the search result is a trigger for the consumer to move to the next episode in their journey. This understanding will ensure that the trigger is robustly created – the absence of the search result will only create an undesirable pause in the consumer journey. 4. Duration + Context : Every episode has a duration that could vary between segments. Example : for laptops, the discovery duration for technophiles could be very short while for others could last weeks. Duration and context of the duration is an important step to understand in-depth because it contains opportunities for brands to leverage and add utility. If we understand that the post discovery episode of ‘browsing-comparison-reviews’ is taking longer for a certain segment Vs others shortening the duration could significantly impact the conversion – simplification of user experience, enabling easier discovery, quick and helpful customer call backs, chatbots etc could help improve the user experience and motivate quicker conversion. End note : Consumer journeys and segments are in a constant state of flux because of the introduction of new technologies, change in the environment and new expectations in experiences. Constantly R&D new segments, identifying new niche segments, discover new behaviors and therefore create new triggers. Special interest sites like LinkedIn, Spotify and iTunes should rank highly when it comes to personalisation.
Its likely that these platforms want to enable the element of ‘discovery’ of content, new content that matches your preferences but that you were unaware of. There is nothing wrong in designing for this experience but it can be done without sacrificing the convenience that personalisation could bring to the end user. For example – Spotify. They have made an effort to provide personalised playlists (DailyMix, You Might Also Like etc). Their ‘radio’ offers up songs that you are likely to like listening to based on your previous choices. Why do they still not rank higher when it comes to ‘personalisation’ ? The answer is not the lack of personalisation options but the absence of simplicity in personalisation. Spotify offers too much choice in discovery and no sense of hierarchy in usage. A. Discovery - Lost in Navigation : The recommendation functions within Spotify are working overtime. I am innundated with confusing choices. Sections like ‘You might also like’, ‘Top Recommendations’, ‘Perfect Soundtrack’ etc are few of the examples of the playlists available within Spotify. Which one do I choose if I wanted to discover a new song ? B. Usage - Prioritise My Choices : A basic need for personalisation is to allow personalisation by me, for me. When I save the songs I like I expect that list to have priority over others – I have spent time in making my preferences clear ! But Spotify clubs my list (My Library) with other playlists making it tougher for me to access / use. When it comes to enabling personalisation brands will need to sacrifice controlling the consumer experience and switch to curating it. The brands that will stand out in the coming years will be those who have harnessed the power of user insights and data to drive engagement and sales for their business. With multiplicity of choices for consumers - platforms x applications x devices x newsfeed refresh x e-mail alerts x ad messages, it seems that consumer attention is a scarce resource. But attention is the end product of a ‘time-value’ correlation (I will spend more time and pay attention for more value) and not a trade-off (I will pay more/ less attention to brands).
Value is the inflexible determinant of consumer attention, not time. Consumers will reward you with their attention if there is the likelihood of a value exchange (attention for entertainment, interest for information, visit for experience). One strong candidate for a value exchange is ‘purpose’ (purpose for participation). When customers see an alignment in their values with a brands actions, they will begin to disproportionately invest their time participating in the brand via attention, purchase, advocacy. A brand acting on its purpose is not altruism. The argument for brands to build or re-discover purpose is not emotional, its economics. A. Profit : When Always ‘Like a Girl’ decided to speak against gender stereotyping its talking about a subject that’s extremely relevant to its core consumers – teen girls/ young women. It lit the spotlight on the issue of ‘confidence’ in young girls, making the conversation mainstream while allowing its consumers to participate and shape the discussion. But, as importantly, by using the connection of puberty to the loss in confidence amongst young girls it puts its brand promise of ‘protection during your period’ in focus. 76 million views, 12 billion impressions, +50% increase in purchase intent and +1.4% share point increase later Always proves that brands that combine purpose with product build profit. B. Relevance : It helps a brand quickly align itself with like minded people telegraphically. “I believe in what you believe” is more powerful than “I understand you” and definitely more compelling that “I have something to sell you”. AirBnB “Belong Anywhere” builds brand purpose and thereby relevance. Respect for its community has been the bedrock for AirBnBs actions and its paying rich rewards in the form of free marketing. More than 77% of AirBnBs content on Instagram is UGC and it has contributed directly to an uplift of 17% in its followers. AirBnB continues to live true to its purpose at every opportunity. Its “Belong Anywhere” idea has been activated in many ways – earlier this year during the Trump Innauguration, Super Bowl 2017 (#weaccept) and most recently in Australia with a message promoting marriage equality (Until We All Belong). C. Reach In low involvement/ high media cost categories like FMCGs attaching meaning to a brand is a strategically sound method to make your media work harder-longer for you. Laundry brands like Ariel “Share the Load” have embraced the route of brand purpose and made it a part of their mainstream communications. Sales lift attributed to the campaign was 5% with 1.5 million pledging to ‘share the load’ with their wives in India. D. Captive High Value Audiences : For its Model 3 launch Tesla operated on a $0 marketing budget and clocked $14 Billion in pre-orders in 1 week ! People wanted to participate in the brand, wanted a slice of the future for themselves so much that they paid Tesla a year in advance to buy their car. The argument for purpose led marketing is growing stronger. When done thoughtfully and consistently it plays a strategic role in helping brands capture the hearts and wallets of its targeted consumers. Given that marketing to the Millenials is part of every brands growth strategy marketers need to pay close attention to the gaming multiverse for clues
Note : Stage 1 in this effort would be gamification of the current brand experiences while Stage 2 would be creating brand games that are platform specific. The commitment to gamification begins with a recognition that utility, entertainment and interaction are important parameters for millenials as they choose to interact with brands. 1. Size of the Gaming Multiverse : 2.6 billion gamers globally (2017). The number is only bound to increase in the future as Millenials have been exposed to gaming since birth 2. Time Spent : The challenges of ‘attention/ engagement’ does not seem to occur in the gaming multiverse : Time spent by consumers in competitive and community based activity is close to 50 mins per day in gaming activities on major platforms like Facebook (30 mins on Snap, 21 mins on Instagram). Gaming has become a ubiquitous part of consumers lives globally and consumers are beginning to expect gamified experiences to be built into their brand experiences. Before adopting gamification, marketers need to first ensure that they are building robust communities on the platforms that millenials frequent. Millenials dwell within their communities and gamification is built into many of the platforms that millenials frequent (Snap, Twitch, Unity, Steam). Finding the right fit, voice and authentic expression of the brand within that community needs to be thought through carefully. A few ways to gamify your brand experience – each requires that the experience itself will be something that millenials would care about (even for a few minutes): A. Ranking : Competitive rankings reward members who are skilled or who have invested their time in performing tasks. The more social the task is the more visible the brand will be. Brands that reward for loyalty and celebrate its most loyal consumers can adopt the ranking system of gamification to create excitement and visibility around brand usage. B. Virtual Currency (Badges/ Stickers) : Collecting badges for specific tasks helps motivate different segments while providing for intermediate rewards that keeps them engaged. This is essentially currency that can be further redeemed for special offers. The type of badge given acts as a token of identification in enabling marketing to target consumers based on their level of involvement and propensity to interact further with the brand. C. Level Ups : For consumers who have completed a certain minimum level of tasks a level up becomes a differentiator. Promising restricted access, preferential utility and engagement. Opening up special content, special invites to events and gifts can be rewards the brand uses for level ups. While loyalty cards practice this on a regular basis the actual creation and communication of the ‘level up’ can be amplified to further incentivise the community. Every brand that is trying to appeal to millenials should find their preferred method to gamify their brand experiences. And when a brand has enjoyed a level of base success with its efforts it should begin to think of stage 2 gamification – creating games for their consumers. Think of your favorite restaurant, bar, gym or coffee shop. You spend a disproportionate amount of time there, making choices every time you visit. Over multiple visits your choices help create a personal record that explicitly reveals your preferences. You would expect the establishment in which you are investing your time and money to remember your likes and dislikes. Make recommendations tailor-made for you. While you may agree/ disagree with their recommendations you will certainly appreciate the availability of bespoke choices created for you.
When a brand says “We remember you and will make your experience seem familiar and comfortable, we know what you like/ dislike (over time and occasion) and we will help you choose your desired experience” its saying “Thank you for coming back, we want you to spend the least amount of time deciding and the most amount of time enjoying your time with us”. We can break down Personalisation into 3 buckets – Memory, Choice and Prediction. “Memory” is the first pillar to build given that brands know when-what-how consumers interact with them. Synthesising the signals consumers transmit with every action into a cohesive pattern of individual preferences we should be able to design personalised experiences for each and every one of them. Memory helps acknowledge a relationship and makes it stronger. Memory is the minimum reward a brand can offer for your loyalty. “Choice” is the second pillar. Its about offering customisation within an available sub-set of variables (choose the content you want to see, sections you like to visit on the website, length –duration of content based on your time availability etc.). Again, its not inventing anew as much as its about the giving consumers the tools to experience your brand as they see fit. “Prediction” is the third and the toughest pillar to build. Here the brand is trying to serve the optimal consumer experiences based on their past behaviors or their peer behaviors and /or the current context (location, time, step). Knowledge of patterns in behaviors and the relationship between actions (what action preceeds another and how likely is it that the second action will occur) can inform a brand about the steps it needs to take to smoothen the transitions between desirable actions. “ Change might not be fast and it isn’t always easy. But with time and effort, almost any habit can be reshaped” – Charles Duhigg.
Behavior change in its essence is every marketers goal. Changing consumer behavior is essential in marketing where we are trying to subtly influence, inspire and inform consumers of who-why-when-how they should be changing their current preferences. Many frameworks exist that help us navigate the process of creating behavior change. One that stands-out in its clarity and single-minded consumer centricity is by BJ Fogg. Fogg’s template shows that three elements must converge at the same moment for a behavior to occur: Motivation, Ability, and Trigger.
Behavior change requires consumer centric thinking for it to be successful and assumes that change will be frictionless for it to stick. Computers As Persuasive Technology (CAPT), coined by BJ Fogg, studies the research, analysis, design and ethics of using computer technology to change peoples behavior. It’s a systematic approach to change behavior and achieve a set goal. At its core is the concept of ‘simplicity’ - the role of technology being to make a task simple enabling behavior change to occur.
Understanding the desired behavior change (adopt, maintain, increase, decrease and stop) across frequency (one time, many times, from now on) helps reduce the task to a single unit. For example : we want new people to install an app (start), current users to continue to use it (maintain a habit), higher usage per day/ week (increase) and so on. Persuasive technology works at its best, invisibly. Creating a frictionless environment for change. Example : the dynamic newsfeed updates on Facebook subtly encourages you to refresh and engage with the content. Push notifications of news updates flashing on your mobile phone invites you to revisit the site at the earliest to be up-to-date. Captology as a tool for behavior change works best when its rooted in consumer centric design – ethically and economically (encouraging addictive behaviors for technology using technology is NOT the right use of the principles of captology). Utility, goal completion and delight are the cornerstone of captology – where persuasion results in an equal value exchange between user and brand. Metrics used in digital marketing can often-times obfuscate the true potential of persuasive technology and its impact. Example : if you judge the success of your website based on time spent then your team will constantly try and increase time spent using techniques & tools that decrease the user experience. Goal completion as a metric will ensure that the website design enables consumers to find information quickly, choose simply, complete multiple tasks and log out without feeling the tug of marketing tools designed to persuade them to stay on for a few seconds longer. A great example of persuasive technology that’s also is of great utility is Uber. Behavior change in getting people to drive with strangers is no mean task. The design of the app took the challenges into account as created an experience that signals the wide availability of drivers (cut the stress of uncertainity in travel), share the credentials of the driver (increase trust when travelling with a stranger) and show the driver location/ arrival time (provide precision of arrival). Despite its best intentions the user experience has not been bug free (driver credentials/ locations/ arrival times etc have all failed with consistency and surge-pricing does not help win friends). This does not take away from the design of a consumer centric experience that has managed to smoothen out many of the barriers linked to intra-city travel. Net, brands that are building their digital experiences using the principles of captology need to design user experiences of utility, transparency and delight. In service of consumers. Should ‘time spent’ be a metric that marketers try to improve or should it be ‘time saved’ ? In most instances brands/ platforms are trying to persuade people to spend more time with them in exchange for entertainment-social acceptance-information etc.. This used to make sense as more time spent meant more engaged consumers and a higher propensity to buy.
In an age where time is becoming more precious than oil its an opportunity for brands/ platforms to work towards ‘time saved’ as a metric and reap the rewards of consumer delight. Tristan Harris (TimeWellSpent.io) talks about how technology platforms / digital marketing is exploiting our weaknesses and creating addicts of all of us – how the illusion of choice and fear of missing out compels us to go deeper and deeper into the rabbit hole towards a promised wonderland, forever digging and never reaching. How should brands think about designing for ‘time saved’ as a metric and benefit from this decision economically ?
The exception to the above examples of reducing time spent are ‘entertainment platforms’ like Netflix, Youtube etc.. Where people have a choice, spending more time will give more utility (even if its watching cat videos!) and the goals are to maximise consumer utility and delight. |
About meBuilding iconic brands using data, design and digital. Archives
October 2017
|