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Product Service design UX

Silo mentality: where great customer experience goes to die

Despite working in experience design, I don’t go around looking for opportunities to criticise products or services. Like most people, I just want to get on with what I need to do and accept that occasional lapses in service are bound to happen now and then. Ten minutes in to a recent hotel stay, however, I was already making notes.

  • After taking my name, the receptionist promptly disappeared through a door and left me standing for 5 minutes. What they had omitted to say was that they were checking if the room was ready.
  • The room key card I was issued didn’t work, requiring a return trip to reception to report it. Then a wait for another to be prepared.
  • A wifi password supplied in the guest welcome pack didn’t let me connect. The correct one was written on the keycard holder, something I was expected to discover.

It turned out to be a perfectly enjoyable stay. In those first few minutes though, I was questioning the wisdom of booking. It was a small example of how seemingly unrelated lapses by a vendor added up to poor overall customer experience.

Some 10 years ago, I switched my bank due to a series of let-downs. I was prepared to go through the pain (at that time) of moving current and savings accounts away from a bank of 12+ years. During a protracted series of phonecalls, one explanation offered for the difficulties I was facing was: “that’s another department… we don’t deal with that here.” 

Departments are a reality in any organisation of course. But as conduits of conflicting priorities or processes, silos are self-serving, destructive entities. Variations on Conway’s Law litter our daily physical and digital interactions. Customers are not interested in how your organisation is structured. When it becomes visible to them, it is usually at the cost of a cohesive experience.

A common problem is that teams working on a product or service know intimately how everything hangs together; they are well versed in the complexity of what’s being created. This awareness can surface as a tendency to see difficult challenges as insurmountable obstacles. Very often, process is wheeled out as a defence of current practices, or a cure-all elixir. Cross-departmental initiatives are hard work, which tends to make them unattractive. The result can be a culture that simply accepts ways of working that do not deliver value. 

Naturally, this is all rich, raw material for designers, and service design in particular. Time and again as a design consultant the most radical thing I could do was to reflect what customers were going through back at the organisation. A lack of focus on, or understanding of, creating value for customers is a fundamental issue.

A customer-centered perspective can be the unifying force in the relentless struggle against imposed friction, while also providing a guiding light for new initiatives. Leadership should look to clear the way for ideas to thrive across divisions. Individuals or teams are required with sufficient drive and resilience to face down inertia and defensiveness, even the rampant virus of cynicism.

Siloed organisations are machines of aimless intent, efficient only at generating endless reasons why customer and user experience can’t be made better. Silos are anti-customer and anti-value.

Hard work it may be, but the option not to get rid of such barriers is all but gone. Ultimately every organisation needs to decide – consciously – whether defending silos and siloed thinking is more important than creating and retaining customers.

Categories
Books Community Product UX

UX Belfast meetup, May 2018

The Belfast UX bookclub meetups continue, and 30 May gathering had author Sara Wachter-Boettcher taking questions and providing insights on ’Technically Wrong: Sexist Apps, Biased Algorithms, and Other Threats of Toxic Tech’.

Images from UX Belfast meetup, May 2018
Images from UX Belfast meetup, May 2018

This marked the twentieth UX Belfast meetup I’ve organised and, significantly, the best attended. A partnership with Women in Tech Belfast for the evening contributed hugely to that milestone. That said, interest in the group is rising rapidly, with over 220 members on the Meetup.com page at time of writing.

Sara’s book made Fast Company’s Top 10 Business & Leadership books of 2017, and Wired’s Top Tech books of 2017. Although a relatively short read, Sara has managed to gather a shocking number of case studies and examples where technology might be successfully delivering ‘engagement’ with users but letting humans, even society, down in the process.

Further information on the book, as well as Sara’s work as an independent content and UX consultant, can be found at her website http://www.sarawb.com.

Huge thanks to partners for the evening, Women in Tech BFS. Thanks also to PuppetBelfast for providing the great venue and refreshments, Slice app for the copious amounts of pizza and to WW Norton UK for discounts and copies of the book to give away.

To thank Sara for her time, a donation has been made to local charity, WomensTec. For more information visit http://www.womenstec.org

Categories
Design Product UX

Empathy, deconstructed

Psychology is just one of many areas designers can sometimes stray into for guidance or assistance. Anything which reminds us that we are flawed humans, attempting to design useful things for other humans is a good thing.

Carl Rogers’ Person-Centred Therapy (PCT) makes for interesting reading for the modern design professional. Rogers’ innovative approach, now over 50 years old, ran counter to the remote and detached forms of psychotherapy prevalent at the time. Specifically, PCT contains a number of principles that align with key qualities of effective design thinkers and problem-solvers.

The approach features three core conditions, each of them with direct relevance to the creation of positive user experiences.

One of Roger’s core conditions is unconditional positive regard (UPR). UPR is “the basic acceptance and support of a person regardless of what the person says or does”. Substitute person for user and you have a pretty good foundation for user-centred design. As design luminary Don Norman has put it, “what we call ‘human error’ is a human action that … flags a deficit in our technology. It should not be thought of as an error.” Which sounds like UPR in so many words.

Another condition is congruence; “the willingness to transparently relate to clients without hiding behind a professional or personal facade”. The parallel in design might be a desire to facilitate top tasks, and present easy paths to goals without the clutter of marketing or sales to present obstacles.

The essence of user-centred design is appreciating users as humans with needs, goals and limited time on their hands in which to achieve them. And why must we humanise the user? In order to practice the human quality of empathy – coincidentally the third of Rogers’ core conditions.

There are increasing amounts of lip service given to empathy in our professional & social feeds. It sounds worthy and is difficult to argue against. What we don’t often see are answers to questions about how to leverage it, how to make it practical.

The imperative of empathy for designers means identifying with others enough to create something which, no matter how small, makes their life easier. UPR has huge relevance; as designers we should demonstrate a positive regard for whatever our users’ motivations and needs might be. To create meaningful product experiences which connect users with their goals, it falls on us also to treat the pursuit of those goals and associated needs with respect.

Good design demands empathy and insight. UCP provides some simple ground rules for beginning to flex that empathy muscle.

Categories
Books Community Process Product

UX Bookclub Belfast, Feb 2018

This time round we had Donna Lichaw (@dlichaw) talking about her book The User’s Journey: Storymapping Products that People Love.

Donna has a background in screenwriting, and carried over the idea of mapping out story from the world of film as she transitioned into products. In the book we’re offered examples from film & TV (Back to the Future and Breaking Bad fwiw), then examples of how that transposes to design.

The storymapping model ©2018 Donna Lichaw

The storymap always follows this pattern (above), the challenge is then to populate the story with the most critical elements of the user experience. N.B. Although Campbell’s ‘Hero’s Journey’ is referenced, that isn’t the central model or focus of the book.

Examples of effective application of the technique included Donna’s own experience with FitCounter, where rate of retention during onboarding doubled, despite extending signup from 5 to 15 steps! Another example given is the signup experience of Twitter during it’s major growth period.

During Q&A Donna suggested storymapping was another tool that could work alongside more traditional methods; in practice I anticipate it will take significant buy-in from an early stage, right across the team. Potentially it might impinge or negate completely many accepted UX practices. For instance, some terms that Donna makes use of might be a formula for ambiguity in the UX vs agile conundrum, not least the definition of “stories” itself.

That said, Donna didn’t get caught up in semantics; the book is simply advocating for increased shared understanding, using story – in a holistic sense – as the agent to establish clarity for project goals. It’s a relatively short read, and makes a compelling case for storymapping to bring something fresh to product discussions. It’s but a short step away from experience mapping and traditional user stories; a consolidation of disparate elements under the banner of story.

If you have time, this is an excellent video of Donna’s presentation at Mind The Product in London, 2016.

Check the resources Donna has provided on her website.

Donna Lichaw appears at UX Bookclub Belfast

A quick history of UX Bookclub Belfast: started around 10 years ago and hosted by an agency named Front. They were acquired by Monotype in 2012 at which point myself and few others took up as organizers, until early 2016 when it ran out of suitable venues… and interest. FF to late 2017 and we held the first rebooted bookclub (now with added Meetup.com!)

Categories
Product UX

Pizza for dessert: why products fail

It turns out there is a name for that thing when you walk into a room then can’t remember what you went in for. Somewhat disappointingly it’s called the Doorway Effect.

Apparently the very act of crossing a boundary between rooms affects our memory function enough to lose the thread of our intended actions. That being the case, what name might apply to a scenario where a product team forgets what they are building the product for?

If that sounds ludicrous, consider the following. There’s a story about Sony co–founder Akio Morita and his efforts to bring into being one of the most successful consumer products of the 20th century, the Sony Walkman.

Morita originally conceived of the personal stereo idea when he visited New York in the 1970s and saw people walking around with boom–boxes on their shoulders. He realised the potential for a device that delivered a personal listening experience, but in pocket–sized form.

He returned to Japan, excitedly telling the product development team about his idea. The concept made its way across various levels of the organisation, passing through engineers, managers and product designers. When the first prototype came back to Morita, it most closely resembled… a boombox.

Somewhere, the essence of Morita’s idea had been lost. The product team had walked into a room and forgotten what they went in for.

The story serves to typify the challenge of keeping a product on track and ensuring that all involved in its development get it. We might call this ‘True North’; the course by which all other aspects of the product are calibrated.

In Valley Ranch Business Park, somewhere in Michigan, stands a building operated by GfK Custom Research North America. Inside, lines of shelves carry examples of a diverse range of products all sharing one key characteristic – they failed in the marketplace.

In there you will find, amongst other things, Clairol’s ‘A Touch of Yogurt’ shampoo right next to Gillette’s ‘For Oily Hair Only’, just down the aisle from Pepsi’s ‘Breakfast Cola’. You’ll see discontinued lines of caffeinated beer, or Colgate–branded TV dinners. For Steve Jobs aficionados, you’re also likely to see at least one Apple product in the mix.

These products, which we have to assume were subject to rigorous rounds of research, design and testing, are testament to a singular, harsh truth: most products fail.

While there are certainly obvious howlers on the shelves, there are many credible efforts also represented. Products can stumble for any number of reasons. Some suffer from untested business models, some from ill–considered marketing, others because of plain bad manufacturing. But one over–riding factor emerges as key to failure: the product was either solving the wrong problem, or more accurately, it was attempting to solve a problem that nobody had.

In product development, there can be no more effective question to focus the mind than “what problem are we solving?”. If the answer isn’t clear, the challenge can often be one of articulating purpose in a manner that the entire product team can buy into. But if the answer can’t be articulated, or simply doesn’t exist, the product may be on course for a place on the shelf in Valley Ranch, right next to Dominos’ ill-fated “Oreo Dessert Pizza”.

The process of building any product is, in true X–Factor parlance, a journey; sometimes a painful, agonising haul to achieve a vision that can become distorted and blurred. In identifying a product’s True North, it’s essence is sustained and the path to purpose becomes much more navigable.