Archives for posts with tag: customer experience

Sometimes when you try to decide if the output of an interactive project is a product or a service, things get blurry. Traditionally products are defined as tangible goods as opposed to services which are defined as intangible goods.  Not so helpful… What is that tangible on the web? Perhaps the interface, but not much else.

I prefer the definition which says a product is something we own whilst a service is something we can use temporarily. The difference between buying and hiring a dinner jacket.
This definition seems useful, so I’ll try to apply it to a few real life projects (the output of which I would have called generically Product in the past):

An e-learning platform – Definitely providing an education service
An online newspaper – An information service
A software-as-a-service online shop
– Can provide a similar service to a sales assistant offering expert advice and guiding the customer towards  a suitable service package.
A mobile mapping application – A tricky one. I have downloaded the software (so I own it), but for it to be useful at all I need data provided by the mapping company (a service) facilitated by my network operator (also a service).
A multinational corporate website – Essentially a marketing and communication tool between company, customers, investors, press, etc. At the same time you can consider it as a provider of self-customer-services.

Why is this differentiation relevant to interactive projects?

It is pretty clear that many online projects will generate hybrid product-service offerings, just as in the physical world. But I think we (practitioners) are developing more services than we imagined, yet treating them mostly as products.

Services usually involve longer or repeated engagements with the user and perhaps we can contemplate that more efficiently.  It would be really interesting to start using rich design tools such as service blueprinting in addition to content maps and prototypes.

Let’s see how it works in practice.

——–

Some interesting reading: Better than owning

Product development practitioners have little control over what happens after they hand over a project deliverable.

It’s a bit like delivering a baby and hoping the parents will be  responsible and caring. Because good user-experience  and ultimately the success of a website or an interactive product depends hugely on its management, perhaps more than we would like to admit. A couple of examples:

> In a content-rich site we (consultants) often have no control over the quality of incoming content.
> On an e-commerce site, we don’t determine pricing, delivery policies and fulfillment.
> A well designed, user-friendly corporate website can improve the image and perception of a traditional brand, but it can´t change the corporate culture by itself, which is ultimately what governs the relationship with their clients.

I think it’s important to differentiate  usability, user experience and customer experience in terms of expectations whenever we are to be made accountable for results and ROI.  There are many definitions – this is my understanding:

usability, user-experience, customer-experience

The good news is that there are several ways to extend our scope of influence so the final customer experience is closer to what we had conceived initially:

> Design flexibly to scale – sites tend to inflate in content, sections and functionality with the time.
> Speak to stakeholders during the project (marketing, customer care, IT…) – understand their requirements,  advise  on realistic resources they should plan for.
> Write a set a recommendations for post-development UX management, e.g: Fulfillment best-practices, focus areas for customer care, privacy policies, advertising and editorial guidelines, etc.

It’s great to be the product midwife but it’s much better to be the godmother!