We’ve been riding on a wave of consumerism since the best part of last century, product of the industrial and services revolutions, the amount of products and services outpaced even the most wild thinkers.
There’s just too much of everything! Choices are good, but hard to make!
Product features first, Product design next used to be central to developing new products and attached services, but clearly we’ve passed those days, so if it’s not about features, nor it’s design how do we create meaningful and attractive differentiation for our future products and services propositions?
2. 2
In the beginning there were
PRODUCTS
ExD 2014
3. 3
Then products became connected
and connected products created SERVICE
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4. 4
By connecting products,
services and platforms we suddenly have
do design and plan for a whole
experience ecosystems
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5. 5
Products and Services Ecosystems
forces us to rethink our usability and
experience learnings, we now operate in a
much more complex environment.
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6. 6
ExD 2014
Products and Services Ecosystems
forces us to rethink our usability and
experience learnings, we now operate in a
much more complex environment.
7. 7
The Progression of the
Economic Value
highly
differentiated
Undifferentiated
AGRARIAN INDUSTRIAL SERVICES EXPERIENCE
Extract
Commodities
ECONOMIES
Make
Goods
Deliver
Services
Stage
Experiences
Price Premium Price
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8. 8
User Experience became the only
real product and service differentiator
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9. HOW
do we design better experiences?
9
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11. 12
Let’s start from the beginning, or shall we
say from the center?
WHO ExD 2014
12. 13
WHAT
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WHAT do they want?
WHAT do they need to
accomplish the tasks?
WHAT do WE need/wish from
them?
WHAT are the key problems or
barriers in todays experience?
13. 14
Where are the actions and interactions
WHERE taking place? In which context?
ExD 2014
33. 34
Mart“inM Neteau Tmeeaimer”
The Designful
Company, 2009
Communications
Sales
Marketing
Risk
Management
Exec
Finance Strategy
Legal
Admin
HR
Brand
Operations
Distribution
Products
Services
IT
Graphic Design
PR
Exhibits
Web Design
Package Design
Advertising
Experience
Design
Product
Design
Ethnography
Research Intellectual Property
Process
Design
Training
Brand Strategy
Identity Design
Events
Financial Reports
Management Consulting
ExD 2014
34. 35
Photo: Getty
Make it or Break it!
An Experience is built cumulatively
with each interaction, so the quality of
those will add up to the memory of
the overall experience ExD 2014
Not long ago, we lived from what we could produce (GOODS)
then some of us started exchanging our extras (PRODUCTS)
but so did our neighbour, so we created SERVICES as a differentiator
with the advent of Internet
these products became connected, users require flexibility and empowerment, transparency and always available services
So we can safely say that the products, services we've been working on are no longer enough..
User want more than just a nice set of features, they want the best experience across all our touch-points and channels for those features
So as if all our work to beat our competitors on the feature, usability level wasn't enough we're now fighting also on the experience level.
**Products and Services Ecosystems**
Products and services don't exist isolated, they exist in the form of a ECOSYSTEMS
A combination of products and services, touch-points, channels
creates a dynamic grid providing an enhanced and more valuable experience than the sum of its components.
Product and Service ecosystems drive the
brand awareness,
business value and
emotional bond from their users.
They are new form of business strategy, the future business strategy
So how do we design better ecosystems?
How do we ensure their more usable?
How and where can we even start thinking about all these complexity?
**Products and Services Ecosystems**
Products and services don't exist isolated, they exist in the form of a ECOSYSTEMS
A combination of products and services, touch-points, channels
creates a dynamic grid providing an enhanced and more valuable experience than the sum of its components.
Product and Service ecosystems drive the
brand awareness,
business value and
emotional bond from their users.
They are new form of business strategy, the future business strategy
So how do we design better ecosystems?
How do we ensure their more usable?
How and where can we even start thinking about all these complexity?
**Welcome to the Experience Economy**
Innovation is iteration on iteration
And this isn't even knew, but we're all here today exactly because we know that.
Being able to understand, to use, interact, play, learn with some product or service is the only goal we usability experts have. Usability is at the core of all good experiences.
As we progress towards the Experience Design, we also need to overcome the simple Feature Usability thinking that have dominated the 2 previous economy models and step up the game into USABLE OR OPTIMAL EXPERIENCES
Which takes us to the **HOW**!
How are we performing agains these expectations?
Are we adding any value to the context, to the action that the user is trying to accomplish?
Isn't this what we do everyday on our usual usability work?
Isn't this what we've been doing towards all the interfaces around us?
To make them as intuitive and fitted as possible to the action they assist in?
Designing a product and service ecosystem experience is in a way as simple as designing it's components experience
with an extra layer that ensures that everything don't just fit together, but fits perfectly together!
The Good news is
that we already have all the tools we need!
We just need to use and look at them from a different angle
Think QUANTITATIVE (measurable) vs QUALITATIVE (soft qualities, behaviors)
Research Tools
Personas
Ethnography
Surveys
Observations
Interviews
...
Analysis
Task
Card sorting
Concept
Mental Models
Metrics
....
So where do we start?
Designing a product and service ecosystem experience is in a way as simple as designing it's components experience
with an extra layer that ensures that everything don't just fit together, but fits perfectly together!
The Good news is
that we already have all the tools we need!
We just need to use and look at them from a different angle
Think QUANTITATIVE (measurable) vs QUALITATIVE (soft qualities, behaviors)
Research Tools
Personas
Ethnography
Surveys
Observations
Interviews
...
Analysis
Task
Card sorting
Concept
Mental Models
Metrics
....
So where do we start?
ANY FORM OF GOOD DESIGN, OF GOOD USABILITY
REQUIRES THAT WE HAVE A DEEP UNDERSTANDING OUR USERS, OUR CUSTOMERS!
How do they behave
Language
Expertise
Difficulties / Needs
Beliefs
Attributes
Expectations
Emotions
Past Experiences
NOT ALL USERS ARE EQUAL - EMPATHIZE! FEEL THEIR PAIN!
We have the usual tools
Observation
Interviews
Surveys
Focus groups
Ethnographic research
etc. etc. etc.
It may sound trivial,
Many companies don’t really know their customers, or if they do, they ignore what they know.
They retrofit their products towards potential customer needs and not the other way around.
What do these users need and want?
Why?
What are they trying to achieve?
What's their goal?
When are they using our product or services?
What is the context in which they do it?
Do we know all these answers?
By answering to as many of these questions
we start identifying (opening the pandora box)
and we'll identify broken experiences and opportunities to improve.
WHERE are those actions taking place?
Are we delivering our features, our functions, our services
Where our users expect them to be?
Which channels?
Are they interacting with us offline? online? mobile? phone?
Where are we putting our energy and efforts?
Facebook?
All these questions are enough to make my point, we need to start looking to the whole experience and not just to the tangible part of it, not just to how usable it is.
WHERE are those actions taking place?
Are we delivering our features, our functions, our services
Where our users expect them to be?
Which channels?
Are they interacting with us offline? online? mobile? phone?
Where are we putting our energy and efforts?
Facebook?
All these questions are enough to make my point, we need to start looking to the whole experience and not just to the tangible part of it, not just to how usable it is.
Which takes us to the **HOW**!
How are we performing agains these expectations?
Are we adding any value to the context, to the action that the user is trying to accomplish?
Isn't this what we do everyday on our usual usability work?
Isn't this what we've been doing towards all the interfaces around us?
To make them as intuitive and fitted as possible to the action they assist in?
we need to start looking to the whole experience
not just to the tangible part of it,
not just to how usable it is.
Usability isn't a ban-aid, it isn't a quick fix!!
Usability starts from day zero!
one and that means delivering great products and services that really add value and aren't just easy usable.
So I believe that all of us, need to work upon the understanding that interfaces and our products don't exist in isolation and therefore we need to devise an overall experience strategy.
Usability isn't a ban-aid
isn't a quick fix!
Usability should start from day zero
Delivering great products and services
not just easy usable.
UPRISING
Step up the usability game and understand the full potential of our tools and knowledge
we need to start looking to the whole experience
not just to the tangible part of it,
not just to how usable it is.
Usability isn't a ban-aid, it isn't a quick fix!!
Usability starts from day zero!
one and that means delivering great products and services that really add value and aren't just easy usable.
So I believe that all of us, need to work upon the understanding that interfaces and our products don't exist in isolation and therefore we need to devise an overall experience strategy.
Let’s look back again at our customer journey stages
A great experience is a conversation
a dialogue between all actors
tell a story by itself without us there to convene any extra knowledge or information,
Experience at its core!
Looking at our users journey
from the moment .... they came across a reference to our product or service, on how much they understand about it, how they use it, what they use it for to how they stop using it,
Develop EMPATHY with our users and their journey
Start designing the building blocks of our product or service journey.
Let’s look back again at our customer journey stages
A great experience is a conversation
a dialogue between all actors
tell a story by itself without us there to convene any extra knowledge or information,
Experience at its core!
Looking at our users journey
from the moment .... they came across a reference to our product or service, on how much they understand about it, how they use it, what they use it for to how they stop using it,
Develop EMPATHY with our users and their journey
Start designing the building blocks of our product or service journey.
Explore (lifecycle) stage
gathers all the use cases that contribute to how a customer becomes “aware” of a specific product or service
ex: how the customer gets to know about a product or service existence, compromised features, availability, acquisition price, etc.
Once aware
TIME for reassurance!
Collecting more information
building a decision towards acquisition
Undefined period of time
our actions => assist the customer knowledge and decision
GOAL => DECISION MAKING
Buying related activities
(ex.: online/offline buying process, buying options, payment methods and security checks, etc.).
Buy => Product acquisition.
Digital vs Non Digital
How does the customer receives it.
Product in hands.
Collect all the necessary activities that take place regarding the delivering of the actual product to the customer.
GOAL: Product in Hand
Acquisition is only half way
towards having a fully functional usage,
SETUP / START UP
in many product and services there's a certain level of setup necessary before the customers can start using their services freely.
Collect all the necessary tasks and activities regarding getting the customer to have a fully functional product or fully using our service.
GOAL: fully functional product or fully using our service.
This phase is normally the longest of all the different lifecycle stages as it represents and aggregates all customer activities and processes taking place during the regular Use of a product or service.
In many of today’s business models, the payment is distributed between two separate moments: a one time fee for the initial acquisition of a product or service (previous mentioned as the Buy phase) and a subsequent, repetitive process of collecting a regular fee for the product usage or service access. The payment lifecycle stage is therefore meant to collect the second moment use cases, from how to inform customers on incoming payments to the actual process of completing them.
Murphy Law
if something can happen, it will happen.
Problems will happen!
impossible to know them all!
Important => think ahead how to deal with unexpected trouble.
Support => all the use cases and tools available to support customers when problems arise.
GOAL: Assist our customers
Typically, the usage of a product or service involves a predefined period of time that might require renew.
Renew => all the use cases, tasks and activities regarding with the specifics involving renewing the access or usage of our product and services.
Any product or service lifecycle involves sooner or later a usage termination phase.
Critically important to prepare for such moment.
End lifecycle stage – Renew / Leave collects all use cases, tasks or activities needed to go through in order to successfully terminate a product or service usage.
Doing it right might mean a returning customer, overlooking it might mean loosing it forever.
DESIGN IN DEPTH
Only by looking at the experience at all different levels of understanding
we can aspire to create meaningful products and services
Truly usable products and services!
Why is this so important for Future Services Design?
Well the customer journey maps represent and forces us to think on a whole lot more than meets the eye.
A good journey map, will be a live document
will have information on the product or service
it’s communication
where to find it
show how the users come across it
how they use it
where, etc.
It helps visualize Actors, Touchpoints, Channels
It also reflects most companies internal structure and that's why I believe it's such an important artefact in the generation of memorable experiences. Each team visualises their role in big play, but they also implies the need for collaboration. A company it's a well oiled team, not a silted structure.
Good experiences require collaboration, require synchronous care, one united voice, one single mission and one single experience strategy. Plurality in any of this topics leads to broken experiences.
Why is this so important for Future Services Design?
Well the customer journey maps represent and forces us to think on a whole lot more than meets the eye.
A good journey map, will be a live document
will have information on the product or service
it’s communication
where to find it
show how the users come across it
how they use it
where, etc.
It helps visualize Actors, Touchpoints, Channels
It also reflects most companies internal structure and that's why I believe it's such an important artefact in the generation of memorable experiences. Each team visualises their role in big play, but they also implies the need for collaboration. A company it's a well oiled team, not a silted structure.
Good experiences require collaboration, require synchronous care, one united voice, one single mission and one single experience strategy. Plurality in any of this topics leads to broken experiences.
Why is this so important for Future Services Design?
Well the customer journey maps represent and forces us to think on a whole lot more than meets the eye.
A good journey map, will be a live document
will have information on the product or service
it’s communication
where to find it
show how the users come across it
how they use it
where, etc.
It helps visualize Actors, Touchpoints, Channels
It also reflects most companies internal structure and that's why I believe it's such an important artefact in the generation of memorable experiences. Each team visualises their role in big play, but they also implies the need for collaboration. A company it's a well oiled team, not a silted structure.
Good experiences require collaboration, require synchronous care, one united voice, one single mission and one single experience strategy. Plurality in any of this topics leads to broken experiences.
Why is this so important for Future Services Design?
Well the customer journey maps represent and forces us to think on a whole lot more than meets the eye.
A good journey map, will be a live document
will have information on the product or service
it’s communication
where to find it
show how the users come across it
how they use it
where, etc.
It helps visualize Actors, Touchpoints, Channels
It also reflects most companies internal structure and that's why I believe it's such an important artefact in the generation of memorable experiences. Each team visualises their role in big play, but they also implies the need for collaboration. A company it's a well oiled team, not a silted structure.
Good experiences require collaboration, require synchronous care, one united voice, one single mission and one single experience strategy. Plurality in any of this topics leads to broken experiences.
Why is this so important for Future Services Design?
Well the customer journey maps represent and forces us to think on a whole lot more than meets the eye.
A good journey map, will be a live document
will have information on the product or service
it’s communication
where to find it
show how the users come across it
how they use it
where, etc.
It helps visualize Actors, Touchpoints, Channels
It also reflects most companies internal structure and that's why I believe it's such an important artefact in the generation of memorable experiences. Each team visualises their role in big play, but they also implies the need for collaboration. A company it's a well oiled team, not a silted structure.
Good experiences require collaboration, require synchronous care, one united voice, one single mission and one single experience strategy. Plurality in any of this topics leads to broken experiences.
Metateam - A CJ also reflects most companies internal structure
Each team visualizes their role in big play, but it’s forced to work in collaboration
A company it's a well oiled team, not a silted structure.
Division of labor, each touch-point normally is handled by a different team
Good experiences require collaboration,
require synchronous care,
one united and single voice,
one mission and
one experience strategy
Plurality in any of this topics => Broken experiences.
Examples:
1) sales driven retail experience inflicting damages on the customer support and returns department - users unhappy and a big financial mess
2) We can't shout in big capital letters that our product is simpler, more accessible and then request our users a six page contract for registering into our website.
MAKE IT OR BREAK IT MOMENTS => APPLY HIGHLY RELEVANT & VALUABLE EXPERIENCES HERE!
Improving the EXPERIENCE means improving ALL the little INTERACTIONS
the FLOW of the EXPERIENCE!
REMEMBER - AN EXPERIENCE IS BUILT CUMULATIVELY with each INTERACTION
practical vs emotional
THE QUALITY OF THESE INTERACTIONS WILL DICTATE THE MEMORY OF THE EXPERIENCE and therefore the outcome of our work
INTERACTIONS CARRY AN ENORMITY OF BACKLOG!
Mood, Stress, Cultural, Gender, Past Knowledge, Preferences, Pre-Conceptions, Expectations, Emotions, Time...
The MORE WE UNDERSTAND the BETTER
Ten great laws of Experience
For the rest of you I can only leave you my Ten **Ten great laws of Experience**, it's an idea I took from the "Laws of Simplicity" written by John Maeda (A book I personally recommend all of you to read. His 10 laws should be also mantras for our usability work)
SIMPLE
is the new COMPLEX
One of the greatest war to achieve great experience is to ensure that the experience itself is simple enough to be easily remembered, but yet it's generative in what it can generate in our users minds.
So one good inspiration might be the Braun design principles, by Dieter Rams
REPEATABLE, but not boring!
We don't understand caos
many of us and our users have enough hard time struggle with all the complexity around us.
Delivering a structured, consistent and repeatable experience is fundamental
Also give a simpler appearance to a very complex process.
FACILITATES (SAVES TIME)
is precious and now more than ever we fight for our users attention,
so any saving in their time should also be part of our focus when designing experiences
TEACHES
A great experience teaches or orients
We all love to learn
we learn from the moment we're born
hardly anyone dislikes an experience that delivers knowledge.
Is different
The world is boring enough
no need for extra copy cats, innovate, differentiate
make it worth for those who choose you,
Different, yet familiar
d (difference) x d (design) = d (delight)
Marty Neumeier, "The Designful Company")
Ex: chairs…
*6 Context Aware
Context is CRITICAL
what happens around our users
what else is fighting for their attention
it’s as important as our work itself
the better we understand the context of usage
the better we can facilitate it's usage.
Any value we can add to the current context, it's a victory on the path for great experiences.
HUMAN centered
Assuming the user at the center,
think about limitations,
prior knowledge,
past experiences,
work with/around emotions
We are emotional beings,
emotions and sense lead to permanent memories => foundation of great experiences
Ex: lost keys, accident, supermarket, phone call
SECURE
Do you remember any good experience which involved you felt insecure? The more we trust, the better
Ex: Hövding (The invisible Helmet)
Incomplete
There will always be broken steps in any experience
reality is random
we're all different
Stop aiming to be God and accept that there will be flaws,
work around them and remember that some processes will never be able to be made simpler.
Vision - Reality
GAP
Don’t over engineer!
Fine line between Total Experience Design and DICTATORSHIP EXPERIENCE
SHARABLE
An experience is to be shared, to be talked about, so make sure that the experience you're designing today delivers a great story. The better the story the more memorable it will be.
Examples: Apple, Tabasco (?)
One extra *FREE* law
SURPRISE (WITH EXTRA VALUE)
if an experience carries a value with it, if it adds value the better, wether economical or not, it doesn't matter, value is relative, but it implies usage and the more usable the better.
Examples: StampCups, Little Joseph