Working with a virtual team can teach UX and CX professionals empathy, how to tell a good story, and how to listen. Part 2.

Read Part 1 about what it means to have empathy working on a virtual team…

 

Writers are master storytellers and understand how to share information to a virtual audience

Writers create art that isn't experienced live at creation. They express an idea in words for someone to read not only at a different time, but a different place and for a wide audience. Writers try to be sure they are communicating clearly. Some will have others read their work to make sure it makes sense. They target writing for a specific audience knowing that just about anyone will read the piece, so in some ways, there is a balance of creating something for someone who needs to read it versus who does happen to come across it and read it.

Writers will often structure a piece to share a story in a linear step by step sequence. Or share a story in a more circular way. Either way, the goal of any piece is to get someone to picture a scene, process, future vision – anything idea, concept or scene – in his or her mind. A writer creates an experience for the imagination. It's a type of experience that doesn't happen in person, but it is highly personal and individual.

Ironically, the defined experience on the page is broad enough to accommodate many; specific enough for a reader to create his own experience in his head.

The takeaway:

As a UX or CX professional, consider how writers tell a story to someone who they don't know, who can't ask additional questions, and doesn't care about some details (but know that there are details that are necessary to tell the story properly)?

And you need to tell a story that your target audience will understand – as will people who happen to stumble upon your piece.

That's the type of framework any online experience should take. Try to do the same with an experience you construct.

 

Working Remotely helps you Listen better. Listening is key to empathy.

Listening is awesome. It is hard to do, but it is something I enjoy doing. It helps me learn more about other people, their motivations, their interests, what makes them work. I think it is a core skill that's needed in the world. If more people listened to each other, fewer virtual teams would fail and more people would work well together.  

Justin Treasure talks about listening often. He's one of my heroes because he is so spot on about it. Here's a diagram I stole from one of his lectures about what we learn in school. Listening is often on not on the list.

  Longdistance-working-mb6

Longdistance-working-mb6-1

So how does one listen? There are two guidelines I follow: 

  1. Listen to understand, not respond.
  2. Consider listening a prime time activity. It is not something you can multi-task and do in the background, like listening to the radio.
  3. Listening is key to a conversation. Conversations are about give and take. If you keep talking, you keep giving. You have to take sometimes too.

How many of us have been caught in that trap?  You are on a call, you discuss something, and then you find out that the other person isn't listening – says something and later on you act like no one ever talked about it.

Or you listen with judgement in your mind about what is being discussed, subconsciously allowing yourself to hear what you want to hear from that person. You may miss what the person was trying to share with you. And you may miss an opportunity to interact with that person.

Listening, if done well, gives you insight into other people's perspectives and empathy for others. You can hear the tone of someone's voice. You can hear if someone is distracted. What someone is talking about tells you what is on his or her mind. You hear what is being said as well as what is NOT being said.

You take what someone allowed you to know and get as much meaning out of it as you can. Listening is what really builds relationships. It is not the talking or sharing. It is understanding all of the possible motivations for someone, all of the possibilities where he or she could be coming from.

Listening allows someone to share their perspective with you, build trust, and build a relationship. 

This is a skillset vital for UX and CX professionals. 

  • Usability testing requires listening skills. You need to read between the lines of what is discussed and shared and what isn't. Sometimes it is what the user isn't seeing that is the gap for massive product improvements.
  • Ask questions about what isn't being said. Knowing what isn't being said only happens when you are listening to the other person.
  • Listen without judgements. You may want to confirm a particular result from a usability review or test, but if that expected and desired outcome isn't occurring, you need the objectivity to realize that maybe a different solution is necessary. Take what they say at face value.
  • If you can't listen to real people – use data. Read between the lines to determine what the data tells you – and what it doesn't tell you. Listening to people closely teaches you how to read between the lines, and it is a skillset that helps you in so many other areas. Especially when analyzing data. – and I think this is key for most UX/CX professionals to be able to do.
  • Stop talking all the time, listen, and have a conversation. Most content is about talking, or giving – it's going on and on about a topic. Stop. Start a dialogue or discussion. Conversations and the experience of a conversation are what drive relationships. And an interaction online is a conversation.

 

So how do you use all of this information?

How can you use the experience of working with a virtual team, listening and understanding how writers work? 

  • When creating an experience, help your audience visualize what you are trying to accomplish. When you work with a virtual team and you need to explain an idea, you tell a story and try to help the team envision a process or an idea. An experience should be like a story.
  • Build a relationship with your audience by sharing a story – or rather, an experience. You don't know them, and probably never will. But a story, or rather experience, will help them understand you better. 
  • Make sure your experience is specific enough for users to have an individualized experience, but general enough for many people to want to have that experience. Be like a writer – target one group but make sure that others can experience it too.
  • Use your data as a "listening" tool to learn more about your audience and how to best work with them. Know that it is ok not to fully understand all of the motivations for them.
  • Know that not everyone will share all of their insights and perspectives with you – so listen to what's being said and not said. Sometimes, what's not being said is more important.
  • This wasn't really covered much, but people don't read. This is a large part of my presentation on virtual teams – and it drives my advice to create more audio, video and other types of content. Stop with the ebooks and Web pages already! People are knowledge collectors. If someone wants more information, they will let you know and have a conversation.
  • Stop talking and start having a conversation. Conversations are the best experiences because they are about sharing. And that's key to knowing what it means to listen and be on a virtual team. Give and take. Make sure your site has more of those experiences – it keeps people engaged.

 

If it is possible, I think UX and CX professionals should work virtually so that they can understand what it means to be a user. It is hard to be isolated, only interacting with a company through a Web site or phone. This is why it is so important to learn how to listen and how to have a conversation. Examine how writers achieve story telling and how they pull people into experiences. And remember – people share what they want to share. You don't know the full story. You need to listen carefully to get that. 

Working with a virtual team can teach UX and CX professionals empathy, how to tell a good story, and how to listen. Part 2.

Working with a virtual team can teach UX and CX professionals empathy, how to tell a good story, and how to listen. Part 1.

I have been working with virtual teams for about 20 years. There have been variable levels of virtual-ness to them. In some cases, I worked with colleagues in Europe or Asia actively on a project. In other cases, people were working on the same project in different cities. In yet other cases, we were all individual contributors working from our desks at home. 

There were timezone differences, location differences, cultural differences.

In all cases, I would be working with people I saw once a year, if that. I mostly interacted with people on the phone, chat/instant message, or email. 

I have given a presentation a number of times now about how to work with virtual teams as a UX professional using Agile methodologies. I never directly saw the connection between understanding what it means to work virtually and how that applies to user experience and customer experience. But there is a connection. And that connection is probably why I keep working on virtual projects.

 

What you get out of working virtually when you are a UX/CX professional.

Or – working virtually teaches you empathy when you don't know the full story.

When you work virtually, you don't get to see what the person at the next desk is working on today. You have no idea what's truly happening in an office – literally and figuratively. If there are rumors brewing and secret discussions happening, you simply don't know about them. You only know what you see and experience, which isn't much, especially if you work from home or in a different office. You are removed from the team and the in-office experience.

It is hard to ask someone questions and interact directly because you aren't sure what their focus is for the day or what they need to do. There are many unknowns about a virtual team member's life.

You only see what people allow you to see. 

You don't know the emotional state of your colleagues, unless they tell you. For all you know, that person acting cold and aloof on the phone could be having a rough day and trying to keep it to him or herself. You can't see if that person is in distress, happy, nervous, sad, or any other emotion. People share what they want to share with you on the phone, on chat, or in email. People don't always share good or bad news, for whatever reason. And you will never know the motivation to share or not share and it shouldn't matter. 

Yes – I said it. Motivations don't matter.

In the end, you need to connect with that person, regardless of his or her feelings and emotions, and get work done. You need to operate with compassion, knowing that someone may be hiding – intentionally or unintentionally – his or her feelings about a topic. And those hidden feelings hide that individual's true motivations. When you work remotely, you need to be able to consider multiple motivations for someone's actions because you simply don't know what is driving them. 

And again – you aren't there to know. Your job is to listen to that person and try to understand what he or she is experiencing at that moment.

Although this makes building relationships online difficult, understanding people, their emotions, and motivations from afar is a skillset that is amazingly useful for UX and CX professionals to have.

We create experiences for people who aren't in front of us to ask us questions. We don't always know what users are feeling during an experience. We don't know everyone's motivation for going to a site or app to complete a task. We like to think we know how they are responding to content or design during an experience, but we don't. Sure, personas and ethnographic research informs us, but we honestly don't know the motivations for each individual. UX and CX professionals only understand experiences through clicks or the scroll of a screen, call records, or other data. We know people through stats. In a usability study, we can ask questions, but we are only hearing what these participants tell us, only seeing the facial expressions they are sharing, only seeing what they are clicking.

Like the virtual world, we need to keep in mind that we are getting information that a user is allowing us to see. Or information that we are able to gather. We don't always have the full picture.

Most times, users won't share what their challenges are with a site or product. We will need to explore the issue with more people to get a better understanding. Most times, users will go to a site and do what they need to do. Some users "make do" with an experience. Some complain and send emails or messages. But most just try to make a solution work.

 

What does it mean to communicate to someone who is pretty much anonymous?

How do we make an experience as easy as possible for someone who is right in front of you, but you don't know? And all we know about this person is how he or she is providing feedback about an experience through clicks.

It is similar to working with a virtual team. You probably don't know much about that person except what his or her job is. But you need to find a way to work with that person and get something done.

This is why I think it's key for UX and CX people to work remotely. It helps you realize:

  • What it means to know someone but not know them – and to know that it doesn't always matter. We have personas and research. We understand a handful of possible motivations they may have to complete tasks, but we don't know the details of their life. Nor should we. Nor do we need to. You can still build a great relationship with someone without that information. You need to have a working relationship with the user and need to define what that means.
  • What it means NOT to be part of a live and in-person experience. Users experience completing a task through what's on the screen. They don't know or understand what happens inside a company – nor should they. It's almost like working remotely. You know what happens at the company based on what you are exposed to through the phone, Web sites, emails…not what you are missing or you simply don't know.
  • What it means to interact with ONLY a screen and have no other way to know who you are dealing with. That's how most customers interact with you – a screen. Or through articles that they read. Or through a phone call. Or through a chat window. These customers have a limited view into a company and that is ok. It's not necessary and it can still be successful.
  • What it means to have a working relationship with someone. What do you need to know about someone to get your job done – and vice versa? Frankly, not much. You need to know some basics about the person, but knowing someone personally is a great feature. It's not necessary. When you design for people, you don't need to know the details – and these users probably won't tell you anyway in their actions with through data or other means.

Some things to keep in mind when you design knowing the virtual team experience:

  • What knowledge do you as a designer or developer take for granted about the user?
  • What are all of the possible motivations of someone coming to your site or app? 
  • What would you like someone to be feeling when they use your product or visit your site? 
  • What do you take for granted that a user may know about the process your company puts online?
  • What do you think the users assume about your business? Are there myths to correct?
  • How are new features or products communicated to users?
  • What is really industry jargon vs. a word to use? Does your audience use jargon? Do you care if people outside your target don't understand what you are saying?
  • What does it mean to be an outsider (new customer, prospect, outside the industry)? How can this outsider be welcomed into the fold? 

 

What can writers teach UX/CX professionals and listening in Part 2. Stay tuned!

 

Working with a virtual team can teach UX and CX professionals empathy, how to tell a good story, and how to listen. Part 1.

The customer feels informed – knowing all of the options available and understands that there are choices.

This is part of the series 9 Characteristics of Great Customer Experiences. This is #6 of the series.
 
What does it mean for a customer to feel informed – knowing all of the options available and feeling that there are choices?
 
After reflecting on this question, I wonder if it should be asked differently: Why should a prospect or customer believe you? 
 
Often, a company will communicate to a customer what it thinks he or she needs to make for a purchase. Describing product features or providing 3rd party analysis reports about a product is one way to help a customer make a purchase. Customer product reviews where they share their experiences with that product is another. And there is always support content, which provides transparency about the product and what it can or cannot do well. Knowing the issues and challenges existing customers have with a product is very important for a buyer to have before he makes a decision.  
 
However, what really matters for a customer to feel informed:
  • The customer can define the problem he needs to solve by himself
  • The customer knows and understands all of his options available – he knows there are many solutions to his problem, many ways to reach and connect with you, many ways to use your product
  • The customer also knows that there are solutions available that are cheaper than what you are offering, could potentially be more effective and solve his problem better, and may be offered by another vendor
  • The customer feels he can make an objective decision based on the data you have given him or referred him to
  • A customer trusts what you are saying is true and accurate
What is difficult about this characteristic is that it is in a seller's best interest to lie or reswizzle the truth. Prospects and customers know this and watch for it. 
 
So how do you change this perspective? 
 
 
What does an informed customer "look like?"
I like to use REI as an example because they are all about the customer. They have a knack to know when to help you, when to leave you alone, and when to suggest the right solution for you. REI employees are usually active outdoors and enjoy nature - and they have a wealth of knowledge. They will sometimes steer you away from the most expensive product and guide you to the product that is best for you and your level of outdoor experience. They don't just sell you the best product – they sell you a product that is right for you.
 
That approach may not be the best for the business regarding revenue, but it is the best for the business regarding the business relationship.
 
If they sold "the best" product only, it would probably be more advanced than needed by a beginner or intermediate buyer and that person would never come back. Getting something that is more than what someone needs for a solution is just as bad as not having enough of a solution. And selling a product like that supports the view that a seller is not to be trusted and they work towards their own benefit. The "best" product is usually the most expensive; the seller is looking to make money in that case. Your needs and the solution that's best for you doesn't matter.
 
This is why REI is so revolutionary.
 
We sell to people. 
Sometimes, businesses forget that they do business with people. People search for solutions to their problems. People (salespeople) are sharing the solution with people. Business is about relationships between people.
 
And how do you build a great relationship or friendship? You don't hide information. You are forthcoming. You tell the person the truth – and share all the possibilities. You don't share just the possibilities that benefit you if you want an open, honest and transparent relationship.
 
And this is why people don't trust companies. They don't disclose challenges with a product or solution or they don't tell the full story. If companies focused on how to build a relationship with a person, they would sell very differently.
 
Confidence is sexy.
Read any dating site and they all say the same thing: confidence is sexy. When you present all sides of a story to your customers, you are being confident in the capabilities of your product, the type of solution it provides and the solution approach as appropriate. 
 
When you get desperate – pull apart your competitor, play dirty tricks to get customers, start calling everyone on your lists to make sales – you aren't acting confident. You are acting like the stereotypical "psycho girlfriend" who will do anything for a date. 
 
You have to be confident for your prospect and customer to feel confident about their decision to work with you. If you aren't feeling confident about you, why should they?
 
(Dating and sales are very similar. You can take a look at this module in my Beta course). 
 
 
 
How does this apply to the customer lifecycle? How is trust built?
 
Pre-purchase
  • Clearly describe the problem your product solves. Make sure it is clear and all aspects of the problem are defined. This builds trust. 
  • Let customers share their stories with your product. Encourage them to indicate why they made the choices they did. They can also talk about why they chose your product. Sure, you are highlighting the stories of customers who bought into your vision, however, their stories about your product promotes trust and presents more reasons why someone should buy your product. Prospects and customers are hearing about their experiences directly – that means a lot.
 
Purchase Decision
  • Compare and contrast all possible solutions to a customer's problem, possibly thru a competitor analysis table. This builds trust as well. You are informing your prospects and customers about all possible solutions they could use. You aren't doing this for any gain – in fact, you are providing them with options that they may not have considered previously. 
  • Encourage customers to compare your product to others. Even if they don't like it, share it. There is a silent confidence in sharing good and bad feedback.
  • Open up your support area for a customer to learn more about your product. Encourage the prospect to learn about your product benefits – and defects. Let the customer learn this before purchasing. Sure, there may be some sensitive, competitive issues with your product that needs password protection – like architecture issues or something similar. Those could be password protected – or not, depending on your attitude towards competition. I think your competitors usually have a good idea of what you are up to. If anything, they want your roadmap more than a public product.) If you don't feel comfortable with this approach, you may want to consider why. Is it because your product has too many problems? Maybe you should fix those issues if they bother you to the point you want to hide them. Your customer will always find out your dirty little secrets in product development. You really can't hide.
  • Share an origin story! Depending on where the customer is in the sales process, share how your product was built. People want to understand in depth how a solution works. And this information can help someone understand the solution better. It's not future facing and competitive. And origin stories are always a hit! People love to hear how a product or feature came to be.
  • Provide a trial version. This is probably the best way for someone to determine if the product will help him – he gets to experience it directly. Letting someone use your product for free for 30 days or whatnot builds trust.
  • Maintain a showroom – online or offline. Let people touch and play with your products. Apple was brilliant to create one for their products. And online trial versions are a version of this – they allow you to play before you buy. This is so important. I mean – do you buy a couch before sitting in it? How about a mattress before laying on it? I thought so.
  • For select customers – share your future secret plan: the roadmap. If you have a complicated product, share your roadmap. People want to see where you are going and the direction you are taking your product. 
 
Product Use
This is focused on product feature options and using the product.
  • Super straightforward and easy to use and find functionality. That alone keeps someone feeling informed. Users feel more confident and secure when they are able to easily see and understand the functionality available on the screen. Hiding features or making them difficult to access adds user anxiety about using your product. Keep it simple and straightforward. 
  • Make sure that there is a direct way to access a feature and a secondary way. There isn't really a single, hard and fast way to use any product and access tools. There are always multiple ways to complete tasks depending on how the user thinks. There is the direct way, which is usually an obvious, straightforward way to achieve a goal. And there is usually a second way – that happened probably by accident during product design. But that's ok. It is actually kinda healthy to have that.
  • Provide different ideas for how to implement and use a product. People love to hear how a product can be used for different purposes. Or setup in a different way to achieve another goal – or multiple goals. Doing this doesn't only show product usage options – it provides insights into the problem your product solves and its solution. There are always twists and related problems that can be solved with a product. Sometimes a user needs a little help visualizing that.
  • Provide all information needed to get the product setup. Provide options for best results and placement and make it easy to read and understand. Images and video is best (people don't read anymore).
  • User is able to see all potential user-suggested features to add. It includes people in product development and reminds them of why they chose your product to begin with: open and honest perspective.
 
Post-sales: share information about the product 
  • Share all ways to contact the company. This sounds basic but I can't begin to tell you how difficult some companies are to contact. They may not have an 800-number but there should be a second way at least. When users send an email or complete an online form, they can often feel like their message is going into a rabbit hole. There has to be a few ways for someone to reach a real person – phone or online chat or another method.
  • When it comes to support, offer a few ways to get the information – video, text, audio. Video is an easier method to use to describe how to complete complex processes.
  • Update the customer with information about new releases and features. Remind them why they chose your product and why you have a unique solution. Don't let the customer find out about new features or updates thru industry publications or automatic updates. That's so impersonal! Reach out. Send a quick video. Or an email. Or a link to a mini-site to help them understand what else you offer. Make them feel special and individualized when working with you.
  • Billing – be honest about all of the ways that you can be paid. I can't stress this enough. So many companies are not straightforward about this. And they should be. I discussed this in-depth in this other post about customers feeling secure and confident in a customer lifecycle
  • Make warranty and guarantee information easy to access – understand the policies and options to buy new warranties. More in that same post: feeling secure and confident in a customer lifecycle
  • Products break, need a replacement, or a refill. But make sure when this happens that a customer understands why he chose your product in the first place. You always have to confirm a customer's decision to buy again or replace items. That's why the relationship with a customer is less of a journey and more of a lifecycle. The journey ends at a destination point – a sale, a transaction completed. In the case of support and replacing a part, the customer in a way is choosing your company and product all over again. They could replace your product with a different company's product. Or decide they have a different problem and need a different solution. Don't get complacent or cocky. Customers can always switch.
Making sure that a customer feels informed, knowing all options available at any time and understanding all choices available, requires that you are confident as a company. Doing this also builds trust with your customer or prospect, further building a relationship with him. Remember, a customer chose your company and product to help them solve your problem. They can always choose someone else just as easily.
 
 
 
The customer feels informed – knowing all of the options available and understands that there are choices.

The customer has a pleasant experience: peak-end rule, expectations, and goals

This is #7 of 9 Characteristics of Great Customer Experiences. Read the entire list!

What does it t mean to have a pleasant experience with a company – online or offline. Pleasant experiences are very memorable – and there is a reason for that. Part of it involves the peak-end rule (one of my favorite psychology insights). 

I wrote about this rule in another blog post: Why do memorable experiences happen during support calls? Here is a excerpt of the definition:

I learned about peak-end rule at the Giant UX Conference in South Carolina. I attended a presentation by Curt Arledge titled: User Memory Design: You Can’t Take Experiences With You.

The peak-end rule claims people remember the most extreme and the ending of an experience. Most aspects of an experience aren't particularly memorable; it's rare to experience something extreme. Typically, extreme experiences center around problems and challenges; we often don't associate extreme experiences around something positive, unless it is extreme winnings or a prize of some sort. 

But there is a catch to this when it comes to enjoyable experiences: one needs to consider the expectations a user has going into an experience. If the expectation is met and the ending is successful, then the user will remember a success. If the expectation is NOT met, then the memory of the event will be unpleasant and the user will remember that it was a failure. 

 

Usability Tests with Prototypes: Wireframes vs Designed Screens

There is often a debate around usability tests and if it makes more sense to test with a final, designed product or to test early and often during the process, starting with wireframes, or even sketches. 

In keeping with Agile methodologies, I prefer to test interfaces early and often, especially using sketches. The main reason: users don't really like interacting with a sketch. That sounds odd, doesn't it? Well, look at it this way – if a user likes the interaction described on a sketch, imagine what he will feel like when the screen is fully designed?

Most users are familiar with designed screens with colors. They aren't used to looking at a black and white and grey screen. Users looking at a blank-ish screen don't have the ability to choose a button because it is the right color as defined by the branded screen environment. Or have the ability to select something because it is pretty.

On a black and white screen, a user chooses items because they make sense to select. Or they read the copy because they can – there isn't much else to distract them, like cool icons or other design novelties. Testing with a wireframe or black and white screen helps you – and users – identify what is important to them in the process as well as where they get lost, and where there needs to be more assistance.

There were times, though, after testing wireframes I'd wonder: if they like this unfinished screen, what would they think about something more finished? More designed?

In fact, presenting a well-designed, visually appealing screen will, but it's nature, support the underlying interaction design and almost MAKE IT WORK. This happens whether the interaction design is solid or just flawed thinking. I saw this happen time and time again. A user would be told to complete a task on a visually appealing, beautiful screen that frankly, didn't make much sense, but the users would accept the flawed screen as a great solution. Sure, a visually appealing screen implies that the design is done and users then decide that they will just accept it as the way it is.

People will rationalize physical beauty as being the same as being functional. They will forgive the challenges of the UI because it is attractive. They may be searching for functionality, not understanding the interface, but they make it work in their own minds because it is attractive. And attractive things must work well, right?

 

How peak-end rule applies

The extreme experience in a usability study can occur when a participant is very confused or pleased with the outcome. I think in the case of the black and white screens or sketches, a user is pleased when he walks away from that type of experience and realized he could complete a task. That's a great sense of accomplishment! Especially since the screen looked meh and it still worked…

Conversely, if he fails, something similar happens but in the other end of the emotional scale. If the participant didn't feel like he was able to complete any tasks, there is a slight feeling of failure (why it is so important to tell participants that success or failure are both right answers). But the failure isn't all that bad because the screen was meh, so the anticipated experience was meh to start.

When a user sees a beautiful screen, already his expectations are set higher. He will remember the beauty of the screen; he won't remember how he didn't understand how to complete tasks. However, this won't impact his experience as much because the high point of the experience – the most extreme point – was seeing the pretty screen. If the user can't complete tasks that's not an extreme event (unless it is ongoing and the user gets frustrated) – he was already rewarded with a pretty screen and won't remember the problems. 

That's why a great UI really does matter.

 

Finding bargains and curiosities in a disorganized store can be a great experience

I remember going to Building #19 as a kid. The charm of the store was the bargains you could find in it. It was pretty incredible to learn what was on sale because a warehouse was on fire and items in it had fire damange or something like that. But the challenge of the store was that it really wasn't the prettiest around. In fact, it was kinda grungy. I don't think it even had a real floor to speak of; it was concrete with tiles here and there. The staff didn't clean it often. But they had great deals – that's why people went there. And you went to rummage – as these videos illustrate.

 

 

How peak-end rule applied

In the experience of Building #19, you remembered the deal (or steal) you got. And you remember the fun you had looking at random stuff everywhere. An extreme emotional experience could come from the hilarity of finding a toilet in the middle of the store. Or extreme disgust at finding something so old and rotten it should be discarded. Or disgust at finding something so old it needs dusting (like a pattina of dust!). Or a deal on a rug that was from Building #19 that was so incredible because there were a few random threads out of place that someone at the store had to show you.

Finding the bargain was always the pleasant customer experience. Secondly, the experience was fun because you could rummage thru random stuff and have an interesting life experience. 

 

Phone calls about unpleasant subjects with nice people

I've been on calls about unpleasant subjects like billing. There was one call sequence with AmEx where the person calling insulted me, accusing me of not wanting to pay my bill (yes, I reported him and cancelled cards and never had the same perspective of American Express again. Talk about peak-end rule for a bad experience!).

When I think about banks and good experiences, I fondly recall my experiences with Citibank – especially when they helped fix an ongoing issue I had with an auto-payment. To sum it up: I made an early payment for a loan, but an autopay option kicked in shortly after that payment so I paid twice. The system didn't realize it and I was in an infinite loop of payment and cancellations.

Sure, I complained through social media to get their attention. However, I went into the experience with extremely low expectations. I was already highly annoyed at the fact that they couldn't fix this circular problem that their systems created and that humans found insane. I was also annoyed that I needed to keep calling them to get any attention whatsoever.

 

How does peak-end rule apply

I was so upset with Citibank and it's automated processes that made no sense that my expectations for any type of experience were low. I wanted a single result: resolution of the circular billing problem.

When someone helped me and resolved the issue in a day – I was thrilled! And the person who helped me being nice was such an added bonus. On top of that, the end result was a successful resolution. Between my low expectations and being able to achieve my goal, of course I had a great experience!

 

What does this all mean?

Pleasant experiences don't always include carefully designed stores that are highly maintained. A pleasant experience is about satisfying a customer's need and expectation. Either the customer is able to complete a task he couldn't complete previously or he is able to find a tremendous deal or he has successful resolution. 

Sure, it helps to have a great experience when staff is neat looking and polite. However, the pleasant experience is a result of the peak-end rule combined with user expectations of what the experience should be and his goal for that experience. The success or failure of the experience happens during extreme events or meeting expectations and goals. If the goals and expectations are met, that's great! If the experience and goals exceeds expectations – even better!

You lose if the expectations and goals aren't met at all.

 

When creating a pleasant experience, consider:

  • What does the user want to do? What are his goals when he comes to your site, uses your product, or goes to your store? What will make him happy?
  • What are his expectations when he comes to your site, uses your product, or goes to your store?
  • What would make an experience considered to be a failure for the user?
  • What can I do to ensure that the failure experience won't happen? How can I make a successful experience all the time?
  • What's needed to have a peak experience for the user? Should I incorporate a peak experience?

 

 

The customer has a pleasant experience: peak-end rule, expectations, and goals