Marketers, Consumer Product developers & Sales
Communities would
agree that getting your customers’ captive attention and being able to
influence their behavior, or decision making is probably the hardest thing to
achieve in today’s world. Experts in Content Marketing or Sales Communication
have highlighted the importance of ‘engaging your customers effectively’ to
move them along a ‘conversion funnel’.
But
how does this ‘engagement’ actually happen? What contributes to a perceptible
and desired change in customer behavior? What does it take to get customers
talking about your product with delight? We all know that changing behavior is
not trivial. Changing consumer behavior requires getting them to take actions
they don’t usually take, or are not expected to make unless they modify the
basis of how they act. When a customer tries a new product or service that really
doesn’t amount to ‘changed behavior’ only because a consumer may routinely try
different products. That small aberration in ‘behavior’ could easily be
reversed, or could evolve into a new behavior where the customer is not loyal
to any brand.
Consumers Hate
Change
“People hate change. They love consistency,”
notes Chris
Nodder in
his book Evil by Design. “The posh name for this is ‘status quo bias’: the
tendency to like things to stay relatively the same, and to perceive any change
from the current situation as a loss. ‘Loss aversion’ leads people to
overestimate potential losses from a change and underestimate the potential
gains. They also tend to overvalue their current situation (the endowment
effect).”
This
is where Strategic Customer Experience can play a big role. Strategic Customer
Experience combines knowledge from various disciplines such as Consumer
Psychology, Cognitive Science, Data Analytics, Ergonomics etc to come up with
the most optimized way to influence the customer choices for a given situation.
Also in the recent years there have been a few postulations about ‘Experiential
Models’ that result into sustained engagement and habit formation. But the most
important means to achieve a real behavior change remains ‘positive emotion’ or
‘delight’ that can turn a customer into a promoter of a product by recommending
it or talking about it to others.
Customer Delight creates a
‘talking point’. The power of word of mouth (and ‘word of mouse’!) is getting
stronger. However, people only talk about brilliant stuff and weak stuff – they
don’t tend to talk about ‘ok stuff’! The challenge therefore is to do things
that gets people talking (positively!) and that’s what ‘customer delight’ is
all about!
How Consumer
Delight Takes Place
There
are few distinct patterns in how this ‘delight’ takes place in customers’
minds. But they primarily arise out of a situation, a particular point in their
overall customer journey (e.g. purchase, upgrade or evaluation etc.) when they
are in an emotionally vulnerable position.
For example, imagine this scenario. A
customer needs to cancel a flight booking, but it will incur a steep penalty
since there is no cancellation window left. This induces anxiety.
However, there is an unexpected
resolution. The airline company informs the customer
that the refund amount has been transferred to a wallet, and can be used for a
booking in the future. As a result, the customer is relieved and raves about
their experience on social media.
Nir Eyal, author of the book Hooked: How to Build Habit-Forming Products,
hypothesizes that a product should be designed to facilitate a user’s need, but
ultimately alleviate a symptom of a problem they have. Doing so will cause a
product to be habit-forming. Habits can be good for users, and in turn good for
business, because they:
·
Create higher customer lifetime
value
·
Offer greater pricing flexibility
·
Supercharge growth
BJ Fogg, director, research and design
at Stanford University where he founded the Persuasive Technology Lab, has a
model showing the three elements required for any effective behavior change:
Motivation, Triggers and Ability.
An
integrated customer experience process within a successful customer focused
organization should do all three well. Firstly, it should know when the
customers are at an emotional high or low point (both could be substantial) and
what behaviors do they exhibit that betray a problem or a root cause. Secondly,
a sound design process takes in all the data and lays out an experience
designed to provide effective triggers - ‘Call to Actions’ that communicate an
outcome that would be ‘acceptable’ and ‘beneficial’ to them. Sometimes this
process could be staggered. The real benefit due to the action that was taken
may realize a bit late but none the less it acts as a reward and the
expectation of the reward sustains the ‘engagement’. A reward that might get
customers interested to invest more.
How Design Can
‘Hook’ Consumers
Eyal’s
diagram for an approach called ‘Hook’, is an experience that connects the
customer’s problem to a solution that intends to change a specific behavior.
But
there are important differences in their approach. Fogg’s behavioral model
applies equally well to actions you want to motivate, but also actions you want
to avoid encouraging. Eyal focuses on just one of these four quadrants—those
actions that you want to turn into habits, and habits to addiction. Ubiquitous
access to the web, mobile devices encroaching our personal spaces and
transferring greater amounts of personal data at faster speeds than ever before,
has created a more addictive world.
Addictions are always
dangerous, and they harm the user. However, habits are different. We have good
habits and we have bad habits. I believe that we’re on the precipice of an age
where designers can help their users create healthy habits through the
technologies they use. - Nir Eyal
This
is where the ‘Delight’ that results into a ‘Positive Emotion’ becomes
important. Positive emotion can either reinforce or deter users from a specific
behavior that results in a mutually beneficial consequence. Most ‘Customer
Experience’ design efforts focus on providing an intuitive ability to perform a
task well to the target customers. However, this approach takes a narrow view
of the client’s real world that comprises of many adjacent emotions, attitudes,
behaviors, values and belief systems.
Providing
delight in a Customer Journey requires understanding multiple dimensions of the
context and scenario in designing an experience that generates positive
emotions at different points. Jared Spool in his article Pleasure, Flow, and
Meaning - 3 Approaches to Designing for Delight, covers this in some details.
Overall two principal methods differ based on how an organization plans to
create a ‘space’ in the minds of its customers who are constantly enticed by
the competitors with similar or better propositions:
Intentional Delight through Micro-interaction Design
Removing an obvious or known pain in the
customers’ journey or making a complex task seemingly easier, are some ways to
provide ‘intentional Delight’. Some companies who do it well also keep in mind
that the ‘prize’ has to be ‘big’ for the intended return or outcome to be
significant. Let’s look at an example. MailChimp,
is an ideal balance of usefulness and delight. It fulfills a fairly technical
niche, Managing Mass Mailer Campaigns, one so practical it could theoretically
survive with a barebones interface. What makes MailChimp thrive is its smooth
functionality wrapped in cheeky humor and visually friendly design. MailChimp
transforms a dry task into an inviting experience.
Combining
fun cartoons with tongue-in-cheek messages like “This is your moment of glory,”
MailChimp softens the nervousness of sending your first email campaign. The
actions and reactions of the interface feel less like an email marketing app
and more like an empathetic instructor that understands you.
The
humor and mascot are all part of the surface layer of delight. But when we dive
deeper, we see that the conversational feedback and effortless task flow helps
MailChimp connect with users on a more intangible level. The product instructs,
entertains, and facilitates. As a result, even the most novice email marketer
feels like a pro—and that’s a truly unforgettable experience.
Bottom
line: never underestimate the “little things”. Micro-interactions are just not
clever ways to keep the customer in good humor. They are ‘contained product
moments’. Micro-interactions model can be categorized into triggers, rules,
feedback, loops & modes. Triggers could be manual or system generated. Nest
shows you the temperature when you approach the device; Instapaper app offers
you a rotation lock if you accidentally rotate your device.
The
good example of Rules is setting smart defaults with something you already know
about the user. Waze suggests driving routes based on user behavior. Feedback
is what helps users learn the Rules. The Temple Run game suggests ways to avoid
falling and getting eaten up by the chasing beast.
Loops
& modes provide a dimension (time, space etc.) of things over time. Spotify
fades text for songs that have been added a long time ago.
Deeper Delight
Through Meaning Making
The phrase ‘meaningful experience’ has been
widely used within the digital industry, however it is often only mentioned in
relation to usability and artificial delight. Nathan Shedroff,
one of the pioneers of experience design, describes it as “one that reaches
beyond the person’s functional, emotional and identity needs. It answers the
key question of ‘Does this fit into my world?’ or conversely ‘Can this be my
world?’ And if businesses focus on the meaning, and work from the centre out,
the questions about price, performance, triggers and design decisions would
sort out themselves”. The deeper you anchor your brand into the user’s life,
the more sustainable relationship you will have and this is where the future of
marketing or commercial success lies.
Products and services that
build deeper connections with customers are the result of a design process
infused with emotion.
The
problem is that linear, or more specifically process oriented cultures like
ours, the product development is viewed from a ‘prioritization’ model, where we
start at the bottom and work our way up. Emotion is prioritized last, even
though we may know it matters most.
Emotion
is added as a superficial layer, or worse, the emotional element gets pushed to
a later release to provide a branding make over. This approach makes delivering
deeper level engagement hard because it separates the ‘emotional needs’ from
the functional benefits of the product and therefore fails to create any
‘meaning’.
If
you want to delight your customers, the real challenge is to be empathetic—put
yourself in their shoes—and pay tremendous attention to the details at every
step of the consumer’s journey. From the introductory communications, to the
website, in the discovery/trial experience and on through the packaging, the
purchase flow, and the post-sale interaction, messaging tone and voice, your
view must be holistic. The insight, coming out of a deep empathy, leads you to
discover the purpose, the ‘Why’ rather than ‘What’ in a product development
ideation.
In his book, The Invisible Computer, Donald
A. Norman notes: “I don’t want to use a computer. I don’t want to do word
processing. I want to write a letter, or find out what the weather will be, or
pay a bill, or play a game. I don’t want to use a computer, I want to
accomplish something. I want to do something meaningful to me.”
To
understand this better, we could look at some existing examples around us. And
comparing two products from a similar domain makes it even more pronounced. A
simple home page comparison of two car ride providers looks distinctly
different. It leaves no doubt in our mind why touching emotions and creating
‘meaning’ makes such a big difference.
In
the first example below, the content just functionally states about chauffeur
driven transport, the service or offering.
The
latter however almost self explains how it connects with its customers
instantly. The content focuses on communicating the real reason why customers
look for a ride. It successfully conveys that an Uber ride relieves them of
driving anxiety and lets them focus on what they plan to accomplish in the day.
It puts the pain of driving before an important business meeting right at the
center of the experience strategy.
So
then how exactly do we frame this in our design process that evokes positive
emotion or delight? The first step towards this is to really know who your
customers or users are, and what really matters to them, what pain they are facing
and most importantly what is the purpose in their lives that a product can fit
in. This exercise alone produces deep insights and provide us a way to reframe
the product offering or a proposed solution differently and allow us to
identify the ‘emotional needs’ a customer needs to fulfill and how the
‘solution’ would fit in it the best way possible. What helps us drive towards
an iterative definition of the ‘problem’ comes from these insights and a deep
and full understanding of what people ‘say’, ‘do’ and ‘feel’. Asking questions
and observation of behavior go hand in hand.
After
customer immersion or context studies are completed for an identified customer
segment for a specific value proposition. The data is used to model the
customer’s context and clearly articulate the problem that needs a ‘solution’.
This ideally should happen during the early exploration-conceptualization phase
of the development process. A design tool called an ‘Empathy Map’ [image above]
is used here that help designers and product owners identify unarticulated
emotional nuances around a problem area. This discovery is then expressed in a
clear problem statement that forms the basis of solution ideation process.
In
the design process, the element of emotion needs to be addressed in a careful
and systematic way. The steps below could be one way of successfully capturing
emotion and working with it to a proposition of ‘delight’:
1.
Identify ‘Own’able moments:
Detail analysis of the customer journey reveals several points when the customer
is at an emotionally vulnerable point. He could be frustrated or anxious,
elated or feeling in control. These moments need to be understood deeply. The
overall design of the proposed experience should address these and create a
‘meaningful’ language around them.
2.
Convey the response to the
emotions in appropriate place and time: An experience that responds to the
customers emotionally can do it in three ways:
·
Visceral: Appearance, Visual
language, Tone or Voice
·
Behavioral: How it works,
behaves, or responds
·
Reflective: How it is interpreted
or understood
3.
Deliver Meaning as an Outcome:
‘Meaning’ in this context is a purpose fulfilled or an aspiration actualized.
It is not a literal interaction metaphor. So it is better that we design for it
and not with it. Meaning is more powerful than emotions and it transcends
value.
The process of ‘Meaning Making’ through creating delight driven design intervention is tedious, iterative and should be based on continuous experimentation. But even if you are not in a position to do long gestation before the all important ‘product launch’, think of staggering it as several ‘learning launches’ or early Alpha with a limited group of potential users. And work with the learning to move forward. Most organizations lose patience right at this spot for various reasons. But the key point is to sustain thru the learning cycles and improve. To really arrive in a ‘place’ where the outcome of the design process elevates the product positioning in a way that makes it click with the users emotionally and at the same time opens doors to significantly higher engagement or behavior change, requires thorough awareness, commitment and passion.
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