Learn more about user experience, web development and digital marketingView courses

Our thinking

So 2013 has arrived and I’m sure you’ve all come up with a few resolutions  – but what about resolutions to improve the experience and satisfaction of your customers?

Here are our top 3 user experience resolutions that might help inspire your 2013:

1. Refresh your understanding

People change and businesses and brands change too, so refreshing your research to make sure you really do understand your current and future customers is a great place to start!

Try to make sure you know their habits so you can match your brand to people’s underlying tendencies and wants. Analytics are good at showing you what is happening, but not why. We find that looking at the stories behind decisions and interactions can help you spot something key, giving you that extra edge this year!

Good qualitative research bolstered by quantitative statistics and analytics will validate the decisions you are making, boost success and encourage innovation. We find diary studies give great insights, and are a good qualitative research method to start with.

2. Moving online offline (and vice-versa)

Last year, we did a lot of research into the merits of an omni-channel approach to business and customer experience. We found it to be extremely insightful -  the things we took away from it in terms of quick wins and innovations is to look past the technology and observe the behaviours behind them is integral to omni-channel success.

For instance, taking the drivers and benefits that customers really appreciate when shopping online at home and bringing similar conveniences and experiences in-store will support your customers needs much better. (Take a look at the Burberry flagship store for some inspiration!) I’m looking forward to seeing how brands continue to move the online experience offline and the offline experience online as the customer experience becomes smoother, easier and ultimately much more satisfying.

3. Get lean get agile

Two important approaches to user experience that have been gaining traction in recent years are agile and lean UX. Essentially, agile UX speeds up software development whereas Lean UX is an approach which speeds up the design process of new digital products.

If you’re fighting for a user centered approach in your organisation and it isn’t moving as fast as you would like, then maybe adopting parts of these approaches will help – agile and lean UX promise quick sprint development, faster research, and overall less waste to get digital assets to market in a faster, more competitive time frame.

There are a few steps to follow to get this going in your organisation:

  • First, you need a good customer experience strategy to help guide the direction of faster developments, so get your vision together and documented with targets and objectives for your brand or business in relation to customer experience. (In true agile and lean style, this strategy can change along the way with new findings, but it is key to have it there at the beginning.)
  • Next instil the agile culture in your teams. Get them to think about processes and break them down into outcomes and resources, rearrange them to see how agile or lean UX could look. Physically doing this with post-its or cutting up printed process diagrams might work best.
  • Finally, get going. You need to try it and then adapt to make it work for your business. This is about streamlining the user experience design processes and making it faster and adaptable – so don’t take too long contemplating it when you could be designing something!

What are your 2013 UX resolutions? We would love to know so please leave a comment below. If you are looking to give your customer experience new lease of life in 2013 but aren’t sure where to start, get in touch and we can help you have a great year!

A few months ago, I spoke at City University London about Wireframing for Responsive Web Design where I proposed that paper could be a useful tool for responsive design. Since then, I haven’t had many chances to try the technique I proposed hands-on, but a suitable opportunity came up recently when we decided to look into making our own Webcredible site more responsive.

I helped facilitate a workshop to start our responsive design project, and I decided to introduce the idea to my colleagues taking part in the workshop, both UX designers and internal stakeholders. As we were adapting an existing site, we already had a baseline for the content we could include so I started by printing out screenshots of some of our most important pages. Each person was given one or more of these screenshots, some empty paper, a pair of scissors and some glue. The only instructions I gave was to try and slice up and rearrange page content so that it fits in a single-column layout.

Here’s some examples of what came out of that workshop:

Linear layouts of Webcredible pages

What we all really liked about this method was the speed (as we didn’t have to sketch much from scratch) and the flexibility of rearranging pieces of paper before committing to a final solution. The developer in charge of delivering this project also found it helpful to have a visual overview of the intended mobile result based on the existing content. Of course, there’s some limits on how much interactivity you can try to convey through paper, but this didn’t stop us from trying. One of the tricks I really like is this folded piece of paper showing how a long list of tags in our blog might be collapsed into a drop-down menu:

Folded piece of paper signifying a drop-down menu

To see more high-resolution photos (and a sneak peek at our upcoming responsive site), take a look into our responsive design Pinterest board. And let us know what you think in the comments below – would you consider using paper for responsive design?

 

One approach to using multiple channels as an organisation is to do everything you do through every channel  available. For example, as a retailer, you might sell products via web (desktop), mobile (website and app), tablet, at the store etc.

A more sophisticated approach is to tailor specific types of content and deliver these types of content through specific channels in order to increase the sales as a whole for the organisation. For example, Boots use YouTube to offer customers tips about make-up and Topshop use Facebook to showcase fashion trends together with their latest lines. Neither of these social media channels directly drives sales, yet both retailers are offering content that customers are likely to value as a way of learning more about their products. The point is the content aligns with customer behaviour and desires in a way that is likely to enhance the brand in general, and more importantly encourage sales through different channels. The channels chosen are the best ones to deliver these types of content – YouTube for video, Facebook for timely updates.

In retail the imperative to increase sales can at least provide an exacting focus for the alignment of content and channels. But how do you work out which content should be delivered through which channel in a domain that doesn’t involve sales where the content is the offering and the offering is free? The lack of constraints makes it hard because so many options are available – do you present the content as text, audio, visual, or a combination? Which channels do you use – mobile app, tablet app, podcast, physical book, or all of these?

A History Of The World In 100 Objects is a collaboration between the British Museum and the BBC and a great example of an multichannel solution to deliver content.

On the face of it, an attempt to tell an entire history of mankind spanning 2 million years through a manageable set of 100 objects held in 1 museum seems impossibly ambitious. However, the limits posed by such an undertaking have both helped define what the content should be and the channels it should therefore be delivered through.

The content

Without considering channels for now, let’s just look purely at the content. The choice of the content and the way it’s structured scales effortlessly up and down – each object equates to one 15-minute radio programme, 5 objects to a theme e.g. Inside the Palace: Secrets at Court (700 – 900 AD), 20 themes in rough chronological order from early man to the present day. The trick is in choosing the 100 objects to illustrate the broad social and economic changes happening worldwide – a task that draws on the skill and knowledge of teams of curators and Neil MacGregor, director of the British Museum.

The beauty of it is you can dip into 1 object at random or plough through all 100. It’s up to you. Every programme makes sense as a standalone bite-size piece of content. However, if you take the trouble to follow them in order, each programme and theme builds upon previous content. Even the consistent format of each 15-minute programme (with contributions from guest experts and commentators) helps make multiple programmes more digestible.

In short, the content is designed. And it’s designed very carefully with user needs in mind. A 2-million-year history is a daunting thing to consume, so the creators have done their best to allow consumers to choose which level of commitment suits them.

It would seem that justice can only be done to content about the historical significance of beautiful and priceless things via video rather than audio. But the project partnership chose radio, not television. However, given that the entire content lasts for 25 hours, radio is actually the perfect choice. People have to commit all their attention to the passive experience of television, whereas it’s much easier to combine radio with something else like a commuter journey or cooking. Also, Neil MacGregor explains that history programmes on TV are too often “a rather large number of quite expensive rearrangements of medieval battles and lovingly rendered shots of brass rubbings”, and radio is better able to explain the cultural, political and economic history of an object. Besides, there is something great about listening to the presenter’s description blind and recreating the object in your mind.

So, the core content is audio (initially 100 scheduled radio episodes). And all the other content is peripheral in that it’s complementary to the core, and optional. The peripheral content is delivered in multiple forms and channels: web (text, still pictures, podcast, streaming), CD box set, physical book, and an actual visit to the British Museum. The project is further enriched with innovative spin-off broadcast content such as the CBBC series, Relic: Guardians of the Museum, and regional variations such as a Welsh version featuring 50 objects from Wales.

What truly makes A History Of The World In 100 Objects work is the way consumers can pick and choose the peripheral content to enhance the experience.

The channels

The web provides flexibility – a way to explore the wealth of content in surprising and useful ways. The visual browsing tool on the BBC site offers a kind of 3D time-travel simulation and intuitive filters such as material, culture and size to examine the collection from a multitude of angles.

The BBC site also provides zoomable images, extra written content (not just a transcript of the audio) that perfectly complements the radio programmes. There’s even content contributed by members of the public nominating their own objects to the collection.

There many different ways to explore the collection as a brief skim which works particularly well on the web: object of the day, highlight lists, celebrity choices and a 5-minute video montage that provides an introduction to the whole collection.

Of course, the content also lends itself to offline formats such as the book and CD box set. But the most compelling opportunity for combining online and offline channels is to show visitors to the British Museum where the objects are on display. Unfortunately, this experience is poor. The British Museum website isn’t optimised for mobile and the floor plan map is hard to use with numbered rooms competing for numbered objects.

The user experience

The user experience isn’t perfect. The web experience can be fragmented and confusing because content is hosted and to some extent repeated over 2 main sites: BBC and British Museum. The experience suffers from the lack of a single point of entry built around a single searchable browseable list of the objects. For example you have to search in two different places to view an object and listen to the accompanying programme. It’s quite hard to search for specific objects and the search results are sometimes unreliable. The mobile experience is poor. A mobile app that makes use of geolocation to guide you to objects would be perfect, but even just tagging the object content as being available to visit in the museum would be an inexpensive improvement on the current experience.

However, the overall experience of the content across many channels is rich and compelling. The original motivation for the project was to encourage more people to take an interest in history and visit museums, and I think the multichannel experience is likely to achieve that. 30 million downloads of the radio series certainly demonstrates appetite for the content.

Conclusion

The design of a successful multichannel experience to deliver content relies on two main things:

  • The design of content – how it should be chunked, what form it should take e.g. text, image, audio, video
  • The design of the delivery of that content across different channels

Compelling user experiences often involve a clever combination of channels e.g. an intelligent mobile guide to objects during a museum visit. A coherent multichannel approach can be achieved by choosing what the core content is and what peripheral content can usefully complement that core content. An appreciation of the strengths different channels and content forms can offer is also vital. Ultimately though, the solution will only work if it’s based on user needs, behaviour and expectations. Design questions like ‘Are users likely to prefer 25 hours of content as video or audio?’ and ‘Does it matter that radio listeners can’t necessarily see the object?’ can only be answered by carrying some kind of user research.

According to Vanessa Hudgens of High School Musical fame “Being cool is being your own self, not doing something that someone else is telling you to do.”

But according to a poll published this week by coolbrands cool can be defined…
Apple tops their survey in a top 10 of surprisingly intangible brands including YouTube, twitter, google and BBC iPlayer.

For the first year in its eleven year history the poll is dominated by social media brands (with one major exception!) in fact a quarter of the brands (as the BBC is keen to point out) are free to the consumer. Previous years have included Harley-Davidson, Rolex, Ferrari, Chanel and Maserati none of whom make the cool grade this year!

The author of the report puts this accessibility down to the economic climate:

“It is interesting that in this age of austerity our perception of cool has increasingly shifted from aspirational, luxury brands to free or more affordable brands that provide us with pleasure,” said Stephen Cheliotis, chairman of the CoolBrands expert council.

Alternatively Mic Wright in the telegraph has a very different view.

“The whole CoolBrands jamboree is a gross misuse of an already thoroughly debased concept. The 20 brands that made the grade have one thing in common – they spend huge amounts on marketing. Whether you pay through a tax (BBC iPlayer), sharing personal information (Google) or with cash (Apple),”

The 2012/13 the top 20 are:

1. Apple
2. YouTube
3. Aston Martin
4. Twitter
5. Google
6. BBC iPlayer
7. Glastonbury
8. Virgin Atlantic
9. Bang & Olufsen
10. Liberty
11. Sony
12. Bose
13. Häagen-Dazs
14. Selfridges
15. Ben & Jerry’s
16. Mercedes-Benz
17. Vogue
18. Skype
19. Nike
20. Nikon

Is this evidence that geek chic is taking over or that marketing can drive cool, you decide…

You can crowdsource almost anything. Websites like Kickstarter & Quirky allow you to pitch a project (anything from animated movies to a wristwatches) to a community of people who may or may not decide to donate money to fund your idea. Taking a different slant on the same crowdsourcing principles is DesignCrowd, now its the users that pitch their ideas to you. Essentially DesignCrowd introduces you or your brand to over 80,000 graphic and web designers who vie against one another to create you a logo, brochure or even website.

For a price you stipulate in your brief you might receive hundreds, even thousands of designs – each created by a different person.

This is one end of the spectrum, on the other you have corporate giants spending millions on logos. For example:

  • Shell’s logo re-designed in 2008 at a cost of $211,000,000
  • Accenture spent $100,000,000 on theirs in 2000

These prices did include a complete branding package but this is still a serious sum of money, especially considering some freelancers essentially re-brand big businesses for fun. See this stylish re-brand of Microsoft Metro and what if Wikipedia was more usable and better looking.

Looking to the crowd

I should not have been surprised, big brands like to spend big money. But could the Crowd help? Does it have benefits over big name agencies? Well, possibly.

Crowdsourcing means you get a huge number of designs from people of various backgrounds, cultures and viewpoints. What is more it’s low risk; you don’t pay until the work is finished and you don’t have to pay anyone if the work is not to your liking.

Arguably the only thing stopping crowdsourced design being of comparable quality to agency work is money. As with anything money plays a huge factor and up until recently most DesignCrowd projects have struggled to break the £1,000 mark, however this trend might be about to change.

A client of DesignCrowd recently received over 5,000 entries to their logo design contest setting a new record for online logo crowdsourcing.  TimesSquare.com offered $10,000 to and received 5,706 logo designs.

 This is a design related example, but what does happen when serious money if offered to the crowd?

Striking $3bn of gold

When a new chief executive arrived at Goldcorp he put all its geological data online and asked for help on where the gold was located and put up $500,000 in prize money for accurate suggestions.

“They got submissions from people all over the world, including people using 3D computer modelling techniques. They found $3bn worth of gold on the property and Goldcorp became one of Canada’s biggest mining companies.”

So it can work. I wonder what would happen if you offered even £50,000 to the crowd to design a logo, even a whole branding package. But will big business take notice in a design context?

I don’t expect they will and I would not be surprised if TimesSquare was a one off example. Nevertheless, it’s an interesting proposition. But what happens if you share a problem with millions of people, asked Tom de Castella in a BBC article. “Are you left with a millionth of a problem? Or just lots of rubbish suggestions?”

Case studies

Our success stories

  • Hotels.com

    Hotels.com gained a much stronger competitive advantage due to a great mobile strategy

  • Macmillan

    Macmillan got fantastic results from our work, including a 50% reduction in mobile homepage drop-offs

  • Hitachi Capital

    Hitachi Capital now delivers a market-leading online proposition and the best user experience possible

More case studies

Training academy

  • User experience

    Come on our user experience courses and learn how to structure and design your digital platforms around the needs of your customers.

  • Website optimisation

    Come on our website optimisation courses and learn how to optimise your website to ensure its continued success both now and in the future.

  • Online copywriting

    Come on our online copywriting courses and learn how to craft compelling copy that inspires, engages & persuades your website visitors.

  • Web development

    Come on our web development courses and learn how to code up your web pages so they download quickly, are accessible & offer a great user experience.

  • Online marketing

    Come on our online marketing courses and learn how to market your website online and significantly increase its reach to new & existing customers.

View courses