Thursday, February 23, 2012

Customer Experience versus User Experience


I just read an interesting post on Leisa Reichelt’s blog tackling the subject of “Customer Experience v User Experience” so I thought I’d attempt to articulate my thoughts on the subject.

The U in UX stands for ‘user’. A user in this context is a person who interacts with a computer system. During the advent of e-commerce UX suddenly found itself thrust into the limelight as it was thought that UX was one of the major contributors to determine product success – and failure where there was a lack of a coherent UX. However the users of the computer systems in the context of ecommerce, were no longer just mere users – like in the old days of desktop software –they were now potential 'customers'. These customers have quite different characteristics to users and they behave in different ways because they have higher needs, motivation and choice.  A customer will do what they need to in order to inform their purchase decisions; to make sure they are buying the right product, at the right price to meet their needs. This behaviour will invariably take them to various different places sources online and also offline. So the experience a customer has, is all encompassing and should consider passive and active experiences across all channels, not just the online channel.

A few years back I was engaged as a UXer by @alancolville, at what is now Virgin Media, to help design the hardware and the software for a new cable TV product. We began thinking about the ‘user experience’ but soon migrated into thinking more broadly about the total customer experience. Along with @damienread we took into account the broader experience ecosystem that included everything from online/video/TV and phone-based customer service and support, online/ offline and TV-based sales and marketing channels, operational support of installations, disconnections, fault-repairs and upgrades. It became a full-service customer experience programme.

This is where customer experience and service design actually become one and the same because you need to design for the full cross-channel customer experience. When you are dealing with a premium product of that complexity and a customer base who has choice through highly competitive offerings and a voice on public internet forums you need a much more holistic and strategic view. To play effectively in this kind of game there needs to be organisational changes to create an empowered cross-siloed, cross functional team who are responsible for delivering a customer experience that synchronised both internally and externally. Customer data and intelligence needs to be centralised so that all channels can benefit from the shared learning’s, then understand and act on the strengths and weaknesses in whole customer experience.

Here are some principles to consider when developing a customer experience strategy:
·      Know me” – recognise and respect customers’ identities, preferences and behaviours across channels. If they have signed-up online and completed a customer profile, don’t make them do it again in-store to join your loyalty scheme.
·      Do it once” – if customers move between channels to complete a purchase, minimise repetition of effort on their behalf to complete the deal. For example if a customer starts a mortgage application online but decides to finish the application in a branch, because they need some face-to-face support, don’t make them start the application from the beginning.
·      Be consistent” – customers don’t see channels they see a single brand. If your experience or product offerings are different across channels there should be a very good reason for it.
·      Be relevant” – design for everyone pleases no-one, so ensure that the design of the experience is focussed on the most important customers. Sure all customers are important, but you need to prioritise who the most important customers are to your business and make their experience relevant. 

Wednesday, February 8, 2012

Create compelling customer experiences by blending design thinking with agile, lean and continuous delivery


An Experience Design approach that blends innovative, creative design thinking methods with the delivery methods of agile, lean and continuous is the most efficient and effective way to design, develop and deliver compelling experiences that delight customers and drive business success.

What’s in a name?
Experience design is the creative process to design human-system interactions that shape perceptions and influence emotional responses and behaviour. As a discipline it has evolved and merged with a number of disciplines over time. Perhaps it’s strongest influence stems back from the world of human-computer interaction (HCI). One of the key components of HCI is to make the design process human-centred, so that it’s always focussed on the human activity and the goals that the users want to achieve.
While experience design evolves as a design discipline, the most recent influences that are shaping design methods have come from outside the design industry. Process methods such as ‘agile’, which came from the IT industry and ‘lean’, which came from large-scale manufacturing are now shaping both business and design thinking.

For over ten years there has been a groundswell of change within IT delivery methods. As a result the industry has seen the widespread adoption of ‘agile’ and its derivative methods. Agile is a set of guidelines, written in the agile manifesto, for the collaborative development of software that focuses on delivering value rather than features, that delivers working software in frequent incremental chunks, rather than in the more traditional, risk-fraught, big-bang way.

Lean on the other hand, came from the manufacturing industry, is focussed on delivering value in the most efficient and effective way. Its philosophy is based on ‘just-in-time’ principles, or manufacturing when it’s needed, thus seeking to reduce waste in any form, be it effort, materials time and costs.
Both agile and lean are all-inclusive environments. Where once experience design practitioners were used to designing in ‘design phases’ of the project in the comfort of their design studios, they found that they were hoisted out of their comfort zones and expected to work in these new collaborative multi-disciplined environments. Some practitioners who recognised the need for change, saw the benefits and advantages that these new methods offered. Experience Design practitioners who have an appreciative understanding of lean and agile have been seeking to ‘redesign design’ and move away from the practice designing in isolation and in advance of development and instead are adapting experience design to fit within agile and lean frameworks.

One of the underlying principles of both methods is ‘continuous’.  The agile manifesto recommends that we strive for ‘early and continuous delivery of valuable software’ and lean talks about the practice of ‘continuous improvement’ or ‘kaizen’. ‘Continuous’ is most relevant in this the digital age, where the notion of the ‘deadline’, as once enforced by the production schedules of the large industrial machines, is almost obsolete. ‘Continuous’ is iterative and evolutionary and change is built into the process as a priority requirement, rather than something that is prevented or discouraged.

Interestingly there are strong parallels in the design industry. ‘Design methods’, which emerged in the 1960s, is the discipline that looks at the processes and techniques for creative problem solving. Design methods (see Jones, J.C. 1970 and Cross, N. 1989) has always advocated an iterative and evolutionary approach to creative problem solving especially as it pertains to product development and engineering. Likewise, the disciplines of human-computer interaction (HCI) and user-centred design (UCD) have instilled an evolutionary approach, augmented by ‘test and learn’ methods. This is where possible design solutions are tested with end users of the intended product to ensure that it is fit for purpose and meets the users needs.

And so by combining design methods with lean and agile methods the practise of ‘continuous design’ is now emerging. Continuous design is a philosophical and practical approach that uses empirical techniques as well as qualitative and quantitative data to continuously steer experience, service and product design and development.

The continuous design approach is applicable at any point in the design development lifecycle. You can take the approach at the start of a ‘green fields’ project or apply it down the track when looking to improve existing products. To look at how to apply continuous design we’ll start by looking at a green-fields project and take you through the process.

Validate the opportunity or problem space
During the early part of the process you need to look to discover why there is an opportunity or a problem. Don’t just take it as gospel. Question everything. Be almost child-like in your pursuit of the answer. Use all the sources available, including internal and external stakeholders, market and competitor intelligence and key to the continuous design approach the customer perspective. You need to understand who the new or existing customers are. This is not just demographic information but you need to know what drives them, what influences them, what makes them tick and what turns them off. You need to develop a sense of empathy, which also needs to be shared by everyone on the project team. Once you have collected all your data you need to understand what it’s telling you. You need to analyse it, look for insights and develop a hypothesis about the opportunity. We call it a hypothesis because we acknowledge that at this point it’s just a best guess based on what we have learnt so far.
A primary objective in continuous design is to validate any hypothesis as quickly as possible in order that we can either ‘fail-fast’, change direction or scale quickly. Underpinning the continuous philosophy is the lean mantra of avoiding waste. We don’t want to spend lots of time, effort and money on something if we are uncertain it will deliver the expected results. So we need to test early and test often.

Design Thinking – where magic happens
While having a plethora of data is great, it’s true value is in understanding the patterns and stories that inspire action.  Armed with customer insights, understanding of context and our product hypothesis, we can set about envisioning the solution. Here’s where the art part comes in. We use design-thinking methods to explore the opportunity space. We might start by using divergent thinking techniques to explore the opportunities available. We combine this with visual communication to rapidly sketch out ideas to inspire further development or tangential ideas from the team.

Once upon a time ago, design was done in a creative vacuum by creative people, however in the world of continuous design anyone who is willing to think creatively about the problem or opportunity space is welcome. This collaboration can include anyone on the project team from subject matter or functional experts that are part of the project team or anyone who has direct contact with customers, such as sales or customer service people. After a time-boxed period of thinking broadly, we assess all the ideas and start to converge on the ideas with the most promise. We then take those ideas refine them and add a little more rigour around the thinking.

Design, test and learn
This is the first opportunity to get out of the office and test the concepts with the target market. We take our strongest candidate ideas and seek to validate our thinking with customers. This process of explore, test and learn underpins the whole philosophy of continuous design. The idea is to avoid creating waste in terms of time, effort and money by developing the detail of a product until we have first validated that the concept is viable. Everything that way has done to this point has been an assumption, or guesswork and now what we want is proof that we are on the right track with the right idea.

Testing your concepts with customers is not an automatic tick in the box. You need to be prepared for failure, if it happens. Just because you, or someone on the team thinks it’s a good idea, it doesn’t mean that customers will agree. However the key point it is better to find out the idea is not a good one as early as possible so that you can change direction or drop the idea altogether before you have spent too much time or effort on it. With the right mindset you can still view failed ideas as a positive experience because you have new learnings and a new set of information which you can add to your knowledge base. Like Thomas Edison once said, "I have not failed. I've just found 10,000 ways that won't work."

Continuous Improvement
The design, test and learn approach does not just happen once. In agile development environments it happens every ‘iteration’ or even as often as weekly. We want to continuously build up design knowledge and confidence that we are delivering the right product for the right people at the right time. We apply the techniques throughout the project and also beyond once the product or service is launched. In fact, the live environment is the best environment for truly understanding how customers are interacting and responding to the product, service or experience. Therefore we need to be in a position to continuously monitor and measure the experience so that we can adapt and refine where the results are less than optimal.

To have the most benefit we need to be in a position where we can deliver improvements almost in real-time, rather than having to wait for the next infrequent production release cycle. To do this we combine the continuous design, test and learn approach with continuous delivery– “releasing high quality software fast through build, test and deployment automation”.

Continuous improvement is a seismic shift for organisations. It requires operational, cultural and process changes across the board. However it is the most effective way to reduce risk and waste while delivering compelling products and experience rapidly to market.

Tuesday, February 7, 2012

Thursday, February 2, 2012

Cool hunting and Augmented Reality


Cate Trotter from Insider Trends was also presenting at the ThoughtWorks Retail Agility conference the other day. Being a big fan of William Gibson’s ‘Pattern Recognition’ series I was very excited to meet a real-life ‘cool-hunter’.

Cate’s day job is looking for trends, looking for patterns that exist in subcultures that will come to influence main stream culture. She takes businesses on ‘trend tours’, to show them where the hip and happening starts.  She had a dizzying amount of great examples of cutting edge inovation in the retail sector that drives not just compelling customer experiences but also disruptive experiences. Real creative ways of engaging customers and creating buzz. 

One of the underlying themes that seemed to emerge for me was the subtle shift away from ‘hard sell’ and the focus on the immediate returns, to building brand and relationships in a more meaningful and engaging way. Which in the current economic climate is not only refreshing but a very insightful strategy for long term survival. While most retailers are scrabbling to claim their share of shoppers’ limited wallet with sales, discounts and ‘special-purchase’ cheap and nasty give-aways, to secure short-term income, some creating brand experiences that will encourage loyalty long after the event is over. 

Take Airwalk as a great example: They created and ‘Invisible Pop‐Up Store’ enhanced with augmented reality to create buzz around the very limited edition Goldrun sneaker. So cool! Or Wetseal, who have taken the concept of user-generated content and have created the capability to ‘crowdsource’ outfits.

Big thanks to Cate.

Surprised I’m still surprised


I presented at the ThoughtWorks Retail Agility Conference on Agile Experience Design. Specifically I was looking at how retailers can take advantage of AXD to design, develop and deliver compelling, shopper-centric, omni-channel experiences that delight customers and drive business success.
I’ve been doing experience design for a long time. I’ve been doing agile experience design for a sizeable proportion of that time. When I was preparing the presentation I got that pre-presentation feeling, similar to the pre-publication feeling I got when reading the draft manuscript of our Agile Experience Design book. I was worried that I had nothing to say. I’ve been doing this stuff for so long that it has just become second nature to me and feels like common sense.

But no fear! A number of people approached me immediately after the presentation and thanked me for talking about the approach, about how inspirational it was and how it’s really got them thinking about how they can do things differently and most important, make a difference. Perhaps to other experienced practitioners in the same field, what I’m talking about isn’t necessarily all that different but it certainly seems to make a difference to many of the business and IT people that I meet along the way.

I guess that is similar to what James Box and Cennydd Bowles said in their book ‘Undercover User Experience Design’, “The fundamentals of UX design…are easy to learn but difficult to put into practice.” So I guess what I bring to the table is the benefit of my experience and the context of all of my learnings in different situations.

Wednesday, February 1, 2012

Agile Experience Design - the book


Wow how remiss of me! I have completely failed to blog about my biggest project of last year – the book! In November last year (2011) Marc McNeil and I published Agile Experience Design: A digital designers guide to agile, lean and continuous. To our knowledge it’s the first book to market about the topic of experience design in agile.

How it came about
There has been a lot of banter on the subject for a good number of years on various SIG groups, and lots of great presentations delivered at various conferences and published on the web that have sought to explain how to marry the two. However there was no one go to comprehensive reference point.
I remember when I started with ThoughtWorks (agile custom software experts) as the only UX person in Australia wishing that I could find a definitive guide book on how to do UX in an agile environment. It is a very different way of working but I was keenly aware that someone somewhere must have solved the problem, and that I didn’t need to work it out for myself. The book ended up being the book I wished that I could have read back then.

I joined forces with Marc when I moved back from Australia to the UK and realised we were aligned in our thinking on the subject. We were also still surprised that no one had published a book on the subject and so we set about doing just that.

An non-movable feast
From start to finish we had FIVE months. Prior to signing the contract I talked to Martin Fowler and Jez Humble, both successful authors, about the timescales and the unanimous opinion was that we were mad! Jez said ‘ You need at least 18 months to write the first draft, then you need some decompression time, then you need time to rewrite and edit.’ So we went back to the publisher, in the hope of revising the proposed publication date. However we were faced with a ‘deal or no deal’. Marc and I both laughed and agreed that we might as well die trying as not try at all.

A very non-agile process
In agreeing to the terms we were also asked to commit to the length of the book. At this point all we had written was two paragraphs describing the essence of the book. We had no idea. I flicked through a couple of notable books on my shelf, of the ilk that I thought ours might be, stuck a finger in the air and suggested 100,000 words. When we submitted our first draft, it was 135,000 words long. Naively we had not appreciated that 100,000 words had been cast in stone. We then had a very tough process to cut 35,000 words (over a third of the final book) from the manuscript (and still deliver on time).

Concurrent working
So five months is a doable time-frame, just, if you are a full-time author perhaps. But hey, we both had full-time jobs. This is the job that give us the experience and expertise to be able to write books. We both also have families. So we begged borrowed and stole time and worked bloody hard for five intense months to produce the book. We are grateful to our families in particular who made the bulk of the sacrifices, for allowing us to realise our ambition.

Collaborative and feedback driven
Two aspects that were sacrificed as a result of the timeframe was the ability to collaborate and also solicit feedback from peers and colleagues on the work in progress. We started off with the best of intentions and were able to include some contributions and get some feedback, but not as much as we might have liked. If word count and time had permitted we would have liked to have included more anecdotes and lessons learnt from other practitioners.

Test and learn
This book was only ever intended as a guide, rather than a recipe book. It would be a contradiction in terms to say that there’s a one size fits all approach to agile experience design. Every project will be different because of the budget, timescales and people/process/technology constraints.
However to stay true to the nature of agile experience design I’m keen to hear about people’s experiences and how they have aplied, adopted or adapted some of the concepts and ideas in the book. I promise to share the finding and attribute them to the contributers either on the accompanying website (if I ever get the time to add some content to it) or perhaps even in version 2.0.