Lectures for Masterclass Customer Experience Strategie & Executie @Business University Nyenrode
user/customer centric design principes voor digital touchpoints & Usability & user experience principes
8. User-Centered Design (UCD) is a
multidisciplinary design approach based on the
active involvement of users to improve the
understanding of user and task requirements,
and the iteration of design and evaluation.
14. User analyses “methods and tools”
attitudes
behavior
quantitativequalitative
Persona creation
(Remote) User Testing
Visitor session playback
Customer Journey Mapping
Click Tests (actual behavior)
Web Analytics Data
A/B Testing
Heatmaps/scroll maps/clickmaps
Survey (closed)
Click Tests (preference)
Navigation and site structure
analyses (card sort & tree test)
Survey’s (open)
Social media and
sentiment analyses
Expert review
17. Know their (dis)abilities
Requires knowledge about human information
processig (cognition, perception, decision
making) and the individual and cultural
differences
18. Make overview
About your (potential) customer’s cognitive
aspects, personality traits and demographics
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Motivations
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Goals
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Pain points
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Name <name>
Type <type>
Role <role>
“Insert quote that
characterises this persona
in one sentence.”
Behaviours
A behaviour Opposite behaviour
Variable description
A behaviour Opposite behaviour
Variable description
A behaviour Opposite behaviour
Variable description
A behaviour Opposite behaviour
Variable description
A behaviour Opposite behaviour
Variable description
A behaviour Opposite behaviour
Variable description
<Persona name>
Source: http://asinthecity.com/2011/05/13/explaining-personas-used-in-ux-design-%E2%80%93-part-2/
22. Identify what your customers’
interaction goals
Run task analyses to understand why (potential)
customers interact with you via the different
touchpoints.
– What are the users’ goals?
– How do they get there?
– How can we improve this?
24. Task analysis “methods and tools”
attitudes
behavior
quantitativequalitative
Persona creation
(Remote) User Testing
Visitor session playback
Customer Journey Mapping
Click Tests (actual behavior)
Web Analytics Data
A/B Testing
Heatmaps/scroll maps/clickmaps
Survey (closed)
Click Tests (preference)
Navigation and site structure
analyses (card sort & tree test)
Survey’s (open)
Social media and
sentiment analyses
Expert review
29. attitudes
behavior
quantitativequalitative
Persona creation
(Remote) User Testing
Visitor session playback
Customer Journey Mapping
Click Tests (actual behavior)
Web Analytics Data
A/B Testing
Heatmaps/scroll maps/clickmaps
Survey (closed)
Click Tests (preference)
Navigation and site structure
analyses (card sort & tree test)
Survey’s (open)
Social media and
sentiment analyses
Expert review
Environmental analysis “methods and
tools”
30. • Digital analytics
• CRM data base
• All data sources per touchpoint
Environmental analyses “data sources”
40. • Define user goals
• Link business goals to user goals
• User goal = starting point: create the most
favorable CJ with users
• Map customer journey’s
– Per touchpoint
– Per task
42. • List the data sources and/or departments for
creating persona’s and explain how and why
you would use them
43. • Select one of the major user goals for your
website and do a task analyses
44. • List the top 3 user goals why people would visit your website
• List the business goals of your website
• List per user goal which business goal will be accomplished by
users teaching their goal
51. If something is easy to use,
doesn’t mean it has a good
user experience…
52. Usability:
The extent to which a product can be
used by specified users to achieve
specified goals with effectiveness,
efficiency and satisfaction in a
specified context of use.
53. User experience:
A person's perceptions and responses that
result from the use and/or anticipated use
of a product, system or service.
55. usability
Usability is a quality attribute
of a user interfaces
user experience
"User experience"
encompasses all aspects of the
end-user's interaction with the
company, its services, and its
products.
71. “Good design means that beauty and usability
are in balance. An object that is beautiful to the
core is no better than one that is only pretty if
they both lack usability.”
Donald Norman
73. How to evaluate usability of your digital
touchpoints?
10 usability heuristics
74. 1. Visibility of system status
The system should always keep users informed
about what is going on, through appropriate
feedback within reasonable time.
Because we crave information
77. 2. Match between system and the real world
The system should speak the users' language, with
words, phrases and concepts familiar to the user,
rather than system-oriented terms. Follow real-
world conventions, making information appear in a
natural and logical order.
People create mental models
80. 3. User control and freedom
Users often choose system functions by mistake
and will need a clearly marked "emergency exit"
to leave the unwanted state without having to
go through an extended dialogue. Support undo
and redo.
People want to feel in control
83. 4. Consistency and standards
Users should not have to wonder whether
different words, situations, or actions mean the
same thing. Follow platform conventions.
Attention is limited
85. 5. Error prevention
Even better than good error messages is a
careful design which prevents a problem from
occurring in the first place. Either eliminate
error-prone conditions or check for them and
present users with a confirmation option before
they commit to the action.
People make mistakes
87. 6. Recognition rather than recall
Minimize the user's memory load by making
objects, actions, and options visible. The user
should not have to remember information from one
part of the dialogue to another. Instructions for use
of the system should be visible or easily retrievable
whenever appropriate.
People don’t want to think more than they
have to
96. 7. Flexibility and efficiency of use
Accelerators -- unseen by the novice user -- may
often speed up the interaction for the expert
user such that the system can cater to both
inexperienced and experienced users. Allow
users to tailor frequent actions.
People don’t want to ‘work’ and think
more than they have to
99. 8. Aesthetic and minimalist design
Dialogues should not contain information which
is irrelevant or rarely needed. Every extra unit of
information in a dialogue competes with the
relevant units of information and diminishes
their relative visibility.
Users have limited attention
101. 9. Help users recognize, diagnose, and recover
from errors
Error messages should be expressed in plain
language (no codes), precisely indicate the
problem, and constructively suggest a solution.
People make errors
105. 9. Help and documentation
Even though it is better if the system can be
used without documentation, it may be
necessary to provide help and documentation.
Any such information should be easy to search,
focused on the user's task, list concrete steps to
be carried out, and not be too large.
People make errors
107. Measuring usability & UX
• What do you need to measure
• Methods, tools and data collection
109. Types of insights for CJ optimization
attitudes
Why
behavior
• How often…
• Where do they come from…
• Which path…
• What do people:
• Feel about, prefer…
• Need, think about…
• How are they getting to…
• How do they…
• Where do they get stuck…
WhatHow
• Why do people:
• Follow specific paths…
• Get stuck…
What
quantitativequalitative
110. Data collection tools & methods
attitudes
behavior
quantitativequalitative
Persona creation
(Remote) User Testing
Visitor session playback
Customer Journey Mapping
Click Tests (actual behavior)
Web Analytics Data
A/B Testing
Heatmaps/scroll maps/clickmaps
Survey (closed)
Click Tests (preference)
Navigation and site structure
analyses (card sort & tree test)
Survey’s (open)
Social media and
sentiment analyses
Expert review
113. Select one of your main interactions on your
website and review this by applying the 10
usability heuristics, list a top 5 improvement
points
Notes de l'éditeur
Usability: efficienter en effectiever journey efficienter en effectiever maken touchpoint / micro level goals
User experience complete keten emoties verbeteren
Wat vaak gebeurt is beginnen bij interactie definieren, of erger nog, UI of allerergst helemaal vanuit eind product werken, UI komt later, eerst functionaliteit bouwen. Dan weer terug naar TAM, als iemand het product niet accepteert, dan leidt het tot niks
Voorbeeld UCD proces
f.e.
Persona creation : data driven aanpak voor maken
Persona creation : data driven aanpak voor maken
Bijvoorbeeld ouderen: tactiele kunde, mentale mogelijkheden, gehoor, zicht etc. Allemaal rekening mee houden. In deze wereld ook de ervaring en het intuitief omgaan met digitale touchpoints
En jongeren bijv: die zoeken via YouTube tegenwoordig
Voorbeeld behaviors: dit zijn variabelen waar mensen kunnen verschillen (bv internetgebruik, hoe lang klant, gemaktstype)
Persona creation : data driven aanpak voor maken
Persona creation : data driven aanpak voor maken
Persona creation : data driven aanpak voor maken
Persona creation : data driven aanpak voor maken
This is a case from the travel industry which may sound familiar from your customer journey perspective
Please let me introduce you to [NAME OF PERSONA]
[NAME OF PERSONA] is planning a trip to Paris with a friend of her on the 15th of June for a 3 day trip. While relaxing on the couch with a cup of tea, she is searching for flight options on the 15th of June on her tablet.
She finds the right flight, sends a What’s app message to her friend to agree on the time and decides to book this flight. However she prefers to book on her desktop, because she feels more comfortable purchasing on her desktop and also she needs her credit card which is in her office.
She decides to finish her cup of tea and book her flight later that evening in her office. This results in her booking on a different device than her orientation.
Now let’s take a look at what an analyst would see in his or her data and what typical questions that raises
[NEXT SLIDE]
So from the organizational perspective, looking into the data, we notice that our search to book rate on tablets is significantly lower than on desktop.
Our management is forcing us to improve the conversion rate on tablets, but from a qualitative study we already know people don’t have the intention to book from a tablet and prefer doing this on their desktop.
We want to quantify this outcome, by proving that we don’t encounter usability problems on tablets in the booking funnel, so we can spend our time and money to the right things.
This is a typical travel case in which I need a different set of data than the typical data sets available in web analytics solutions
…. [Stilte]
Ok, next case I would like to describe is the retail case, let’s start with the customer journey description
[NEXT SLIDE]
Wat gebeurt er in ‘kanaal’ denken?
Voorbeeld Airline
Wat gebeurt er als je user centric kijkt?
[NAME PERSONA] ‘s smartphone is broken, so he wants to know whether he can get a new one already.
He cannot find the information in his self-service portal on the website and therefor feels very annoyed.
He needs to call the call center to get help, and that takes time!
To get rid of his frustration, he shares his negative feelings on social media towards the [TELCO NAME], posting it on their facebook page and mentioning them in a tweet.
I’m sure this sounds familiar from a customer perspective, myself I feel the frustration while telling this story..
So let’s take a look at the [NAME TELCO] side..
[NEXT SLIDE]
Eva is currently client at energy company ABC and next month her energy contract expires
She is aware that the contract is expiring so she can either renew or switch to a competitor
And she wants to decide within two weeks, before her contract will automatically be extended
[TELCO NAME] receives complaints on their social media on the complexity of our self-service portal. This is harmfull for the brand position of [TELCO NAME] and the social media team pushes their management to do something about it.
However, their reaction is that there are only a couple of people complaining about the complexity and thats only a thiny percentage of their thousands of clients.
The challenge here is to quantufy the number of people affected by not reaching their goal and ending up in the call center. If they are able to show them how much money they are losing, because of call center costs which could be solved by optimizing the customer journey, the urge will be there from the monetairy perspective as well.
Hopefully these cases give you a good overview about why improving the customer experience by identifying and quantifying usability issues is necessairy in order to achieve business goals.
Wat vaak gebeurt is beginnen bij interactie definieren, of erger nog, UI of allerergst helemaal vanuit eind product werken, UI komt later, eerst functionaliteit bouwen. Dan weer terug naar TAM, als iemand het product niet accepteert, dan leidt het tot niks
Houdt bij digital touchpoints rekening met usability principles
Wat vaak gebeurt is beginnen bij interactie definieren, of erger nog, UI of allerergst helemaal vanuit eind product werken, UI komt later, eerst functionaliteit bouwen. Dan weer terug naar TAM, als iemand het product niet accepteert, dan leidt het tot niks
Therefor I would like to use the TAM to explain
Ik wil dit illustreren met het TAM : wat leidt tot actie?
Illustratie waarom Usability van belang voor UX/CX
Theory late 80’s ontstaan eerste tekstverwerkingsprogrammas te evalueren
How easy is it for a user that encountered the design for the first time to accomplish the task they set out for?
Once users have learned the design, how quickly can they perform tasks?
Once users have learned the design, how quickly can they perform tasks?
Once users have learned the design, how quickly can they perform tasks?
Onthoudbaarheid is een belangrijke maat voor usability. Vergelijk het met keuze mobiele telefoon. Mensen beoordelen telefoon als fijn in gebruik doordat ze gewend zijn aan de interface, zij weten hoe het werkt.
When users return to the design after a period of not using it, how easily can they reestablish proficiency?
Weet waar ik in moet loggen
Weet na 1 keer dat ik even moet switchen naar random reader
Eigenlijk van mening dat onthoudbaarheid in goede UI niet nodig is..
How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
How many errors do users make, how severe are these errors, and how easily can they recover from the errors?
How pleasant is it to use the design?
How pleasant is it to use the design?
usability (or lack thereof), aesthetics, and practicality
How pleasant is it to use the design?:
3 theepotten
1 unusable
2. mooi
3. Thee aan de zijkant, als t zwart wordt zet je m recht: usable
Then why do we like beautiful things? A product / website that looks attractive, seems better. High design value is considered to be a symbol of high quality.
Why does that happen?
Because there are deep emotions associated with design.
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