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How Experienced are You? 
 
 
“At any given moment, public opinion is a chaos of superstition, misinformation and                         
prejudice.” — Gore Vidal 
 
The Strategy Department here at Mentally Friendly has become curiously concerned by                       
the misinformation and confusion that surrounds the de nition and purpose of The                       
Customer Experience.   
 
This ve-part thought piece sets out to explore this pervasive but oft-misrepresented                       
concept - Customer Experience (CX) - explaining what it actually is and what the bene ts                             
of doing it right will bring to your business and your customers. 
 
At the risk of sounding blindingly obvious, we are all in the business of delivering an                               
experience to a customer, but who is best equipped in the digital landscape to augment                             
the Customer Experience? Which skills are necessary for its delivery? Why should digital                         
companies be your lead partner in executing it?  
 
This series goes on a journey from the origins and principles of CX, the responsibilities                             
for delivering it, the skills and people who are required to make it work, and nally                               
landing on how to create a collaborative environment that encourages positive CX                       
design.  
 
It was conceived, de ned, discussed, written and edited collaboratively by Anna                     
Goddard, Alexandra McIntosh, Brian Dargan, Tadas Lukosevicius and Vicki Wilson.  
 
We hope you nd it educational, informative, and enlightening. We would appreciate                       
your thoughts and feedback. 
 
 
Brian Dargan 
Strategy Director 
 
brian@mentallyfriendy.com 
www.mentallyfriendly.com 
 
 
 
 
 
   
 
 
The Story: How Experienced are You? 
 
1.The History of Experience: Accident or Design 
 
Product folk built products that worked. Marketing folk told stories about it and service                           
people dealt with customers’ feedback and issues. The resulting experience was the                       
sum of these uncoordinated parts. Naturally this did not work seamlessly, until one                         
focused and driven organisation lead by a particularly far sighted individual saw a way                           
to make the sum more meaningful than their constituent parts. 
 
2.The Principles of Experience: Rules and Engagement 
 
In a world that is seemingly starved of spare time and cluttered with products and                             
choice, people have learned to be discerning. People don’t (and won’t) care about your                           
product or service unless it makes their lives easier. We yearn for things that create                             
convenience, a sense of delight or both. It’s why our Paleolithic predecessors invented                         
stone tools. It’s why Apple designed the iPhone. And it’s why people are hailing Ubers, in                               
Boston, Bombay, and Brisbane. 
 
3.The Owner of the Experience: Nobody Knows Anything   
 
There is a di erence between knowledge and expertise and for a discipline as new as                             
Customer Experience it’s di cult to separate the fakers from the makers. Many                       
businesses are talking about CX. Advertising agencies will say they can do this.                         
Consultancies will say they can do this. Design practices will say they can do this.                             
Behavioural economists will say they can do this. Can they all? Equally well? 
 
4. The Skills to Construct the Experience: Survival of the Fittest  
 
Pinch, tap, swipe, zoom. Right here, right now in the palm of your hand is where the                                 
experience begins. As the evolution of experience gains momentum, the structure of                       
our teams needs to evolve with it. But who comes out on top in this game of survival of                                     
the  ttest? 
 
5.The Creation of the Experience: Good Teams Play Nice  
 
Competitive advantage lies in creating a complete end to end customer experience.                       
What are the opportunities and challenges to achieving this for agencies (and their                         
partners), clients and customers ? And how much damage could the thinking enthusiast                         
practitioner vs the knowing expert do to the development of the discipline as it matures.                             
How do we enable the creation of a constructive and collaborative environment that                         
encourages the creation of positive CX?  
 
1 / 22 
 
1.The History of Experience: Accident or Design 
 
Product folk built products that worked. Marketing folk told stories about it and service                           
people dealt with customers’ feedback and issues. The resulting experience was the                       
sum of these uncoordinated parts. Naturally this did not work seamlessly, until one                         
focused and driven organisation lead by a particularly far sighted individual saw a way                           
to make the sum more meaningful than their constituent parts. 
 
 
 
“Any company that wants to improve its customer experience should be thinking of                         
this as a multiple decade initiative” — Kerry Bodine  
 
 
   
2 / 22 
 
If an organisation wants to understand the importance of its customers, journey                       
mapping is a good starting point because it helps us understand where they are coming                             
from and where they are going when they interact with your brand. If we were to                               
journey map experience design we would see that it has come from a variety of                             
di erent start points. Its interaction components are not always as interdependent as                       
they could be or its experience as consistent as the customer might like. 
 
A lot of this can be put down to the di erent interpretations of the relationship between                               
CX and UX as it’s that interpretation that determines what Customer Experience Design                         
(CXD) is actually delivered. What it should be is rather elegantly described below by the                             
O ce of Citizen Services and Innovative Technologies, in the UK. 
 
 
But as elegant as this solution is, how did we get to a position where there are such a                                     
variety of misinterpretations around what Experience Design actually is? 
 
You can actually trace the origins of UX back to 500 BC and the ancient science of                                 
Ergonomics (ἔργον, meaning “work”, and νόμος, meaning “natural laws”)— which was                     
Ancient Greek society's attempt to establish a set of principles that were making work                           
more convenient and e cient (e.g. Hippocrates provided a description of an optimal                       
surgeon’s workplace). 
 
Then things went quiet for about 2,000 years as mankind had other more pressing                           
issues to attend to. In 1995, Industrial Designer (the parent profession of the modern                           
day design thinker) Henry Dreyfuss wrote the book ‘Designing For People’ in which he                           
stressed the connection between people, their experience and the successful design of                       
a product. These principles, which include today’s oft-invoked concept of delight, have                       
only grown more relevant as the points of contact between product and person                         
proliferate. 
 
The human element was augmented with technology in the 1970’s when Xerox’s famous                         
research arm, PARC, gave form and function to the design of computers for human use.                             
Bob Taylor, a trained psychologist and engineer, led his team in building some of the                             
most important and enduring tools of human-computer interaction, including the                   
graphical user interface (GUI) and the mouse.   
 
 
3 / 22 
 
“I don't believe in accidents. There are only encounters in history. There are no                           
accidents.”  — Pablo Picasso 
 
These tools then bubbled up to the perimeter of the mainstream (and into all design                             
thinkers’ consciousness) in 1984 when Steve Jobs and Steve Wozniak launched the                       
Apple Macintosh. And from these tools - the mac, the mouse and the Apple OS - digital                                 
UX as an experience and a discipline, was born. 
 
From its birth, it took another 11 years before it had an o cial name at which point an                                   
electrical engineer and cognitive scientist by trade, Don Norman joined Apple to help                         
with the research and design of its upcoming line of human-centered products. He                         
asked to be called a "User Experience Architect," marking the rst use of the term in a                                 
job title. By this time he had also written his classic book, ‘The Design of Everyday Things,’                                 
which championed design for usability and functionality rather than aesthetics. So he                       
kinda had the right to insist on the title. 
 
Apple then kinda then had the right to claim to be the rst business to deliver the rst                                   
CX to compliment a digital user experience when they opened Apple's rst physical                         
store at the Tysons Corner Center mall in Fairfax County (incidentally then the richest                           
county in the US) Virginia on May 15, 2001. This was the beginning of the building of a                                   
truly unique retail empire through the vertical integration of their product, their retail                         
and their customer experiences. And a philosophy which is more in tune (and in debt)                             
to The Ritz-Carlton: Steps of Service, the gold standard in analogue CX, than any set of                               
retail sales modules. 
 
But this story is not linear or just about companies and technologies. It’s also about                             
content and its impact on experiences. This impact broke out in 2005 through personal                            
blogs, social networks, online communities and discussion boards, product reviews,                   
wikis, news sites, travel sites, video, and photo-sharing sites, and anything else that was                           
begat by User Generated Content, which as well as becoming Time magazine's 2006                         
Person of the Year fundamentally changed digital and retail experiences for consumers                       
for good and forever. 
 
"Innovate as a last resort" — Charles Eames 
 
All these elements really only became interdependent and really only started to evolve                         
in unison in 2007. Perhaps Apple did not know at the time, but they probably had a                                 
strong hunch that one device was going to radically escalate and innovate the practices                           
of UX and CX for businesses and consumers alike. And as history is written by the                               
victors we can use this story as a reference and version of the truth that we can agree                                   
on. 
 
 
 
 
 
4 / 22 
 
Steve Jobs unveiled the iPhone at MacWorld 2007, calling it a "leapfrog product" that                           
promised to be far easier to use than any other smartphone on the market. Not only did                                 
it deliver on its promise, but it changed the landscape of digital devices forever,                           
catapulting Apple into its position as one of the world’s most successful companies. The                           
genius of the original iPhone, arguably, lay in its fusion of superior hardware and                           
software to provide connectivity through a hybrid of inputs - voice, gesture and touch                           
making the physical keyboard obsolete. 
 
Through the iPhone, Apple had created a UX far superior to that of any other                             
contemporary device. This inadvertently led to the current business focus on CX. If                         
Apple’s emphasis on delivering great experiences was winning them market success                     
and critical accolades, others wanted in on it too. The benchmark was set. 
 
Through the Apple Store, Apple has created a retail experience far superior to that of                             
any contemporary retailer. The experience powered by the Apple Store Triple                     
Convergence (ASTC) creates a retail atmosphere that enables customers to properly                     
experience Apple products and to be assimilated into the Apple community. It has also                           
turned Apple stores into the most pro table retail stores on the planet.  
 
 
 
Through both of these, Apple has created an experience design where both the iPhone                           
and the Store, powered by their shared platform and iOS, o er the consumer a                           
seamless, consistent, frictionless experience in either or both channels. An experience                     
that was  rst born in 2007 and has yet to be bettered, by Apple or anyone else. 
 
 
 
   
5 / 22 
 
2.The Principles of Experience: Rules and Engagement 
 
In a world that is seemingly starved of spare time and cluttered with products and                             
choice, people have learned to be discerning. People don’t (and won’t) care about your                           
product or service unless it makes their lives easier. We yearn for things that create                             
convenience, a sense of delight or both. It’s why our Paleolithic predecessors invented                         
stone tools. It’s why Apple designed the iPhone. And it’s why people are hailing Ubers, in                               
Boston, Bombay, and Brisbane. 
 
“Have nothing in your house that you do not know to be useful, or believe to be                                 
beautiful” — William Morris 
 
In his book, The Design of Everyday Things, Don Norman stated that when things are                             
designed well “the results are brilliant, pleasurable products. When done badly, the                       
products are unusable, leading to great frustration and irritation”. As the recognition                       
that a product’s convenience and usability hinges on the end-users’ capabilities and                       
needs dawns on businesses, so do the concepts of User Experience (UX) and                         
Human-Centered Design (HCD). But what do these things mean, and what separates                       
HCD from Regular-Old Design? Pay attention now, because these are the six principles                         
of HCD, and why they matter. 
 
Know 
 
Designing something that creates convenience begins with a thorough comprehension                   
of the customer’s behaviours, pain points, wants, and needs. In plain terms: know your                           
customer. It’s Business 101, right?  
 
It also makes perfect sense that a Human-Centered approach to design puts the                         
customer, their behaviours, paint points, wants and needs at the center of the product                           
concept and design. With that said, let’s move onto the second principle of HCD. 
 
Involve 
 
The best way to know what someone wants is to ask. Similarly, the most e cient way to                                 
understand what one needs is to observe their behaviour, identify what’s missing, or                         
what’s not quite right, and then talk to them about it.  
 
From concept development, through prototyping, and into development, The                 
International Usability Standard calls for users to be involved throughout every step of                         
the design process.  
 
So that we’re clear; this does not mean asking people what they want and just giving it                                 
to them (Endsley, (2004) Designing for Situation Awareness) Users are not design thinkers.                         
But they are paying customers, and a product’s success relies on their ability to use it,                               
no matter what form it takes. 
 
6 / 22 
 
 
“If I had asked people what they wanted, they would have said faster horses.” - Henry                               
Ford 
 
Listen 
 
Not when someone gives their two cents about what colour they like best. But when                             
they stumble across an element of the design solution that creates (or does not remove)                             
an inconvenience. When they express that the product’s behaviour does not match their                         
expectations. When they struggle to get from A to B. Or to get A to do B.  
 
A Human-Centered approach to design requires end-customers to drive and re ne the                       
design through continuous evaluation of the product’s e ectiveness and e ciency                   
(Marcus, A. (2013). Design, User Experience, and Usability: Web, Mobile, and Product Design),                         
when used by real people, in real life scenarios. 
 
Iterate 
 
Solving anything - a puzzle, an argument, a problem - doesn’t happen without a bit of                               
going back and forth. To reach the best solution (note: the best solution), we need to                               
consult (involve), try (test), evaluate (listen), re ne and repeat (Zimmerman, E. (2003). Play                         
as Research: The Iterative Design Process). All the while, making compromises along the                         
way.  
 
The iterative nature of successful problem solving is a key feature of the HCD process,                             
as it is what keeps the design on the path to meet the customer’s needs. In turn, this                                   
keeps the design on the path to becoming a successful product - a solution that works                               
for everybody. 
 
Consider 
 
Just because something is usable and can get things done, doesn’t mean it is a good                               
product. People will force themselves to learn to work with a terrible product or service                             
experience, because it does what they need it to do and they don’t have another option.                               
But they won’t be happy about it. And they’ll jump on a competitor as soon as they get                                   
the chance (we’re talking to you, taxi industry). Because people want - no - they demand                               
more than just a good product. It’s about great experience. 
 
The philosophy of HCD knows this (just like Uber did), and prides itself on considering                             
the whole Customer Experience. This ensures that a) people can use the thing to do the                               
thing they need to do and b) they nd the experience of doing so positive, enjoyable                               
(Norman, D. (2008) The Design of Everyday Things).  
 
If we’re not just talking about use, usability, and users, but rather talking about                           
products, services, customers, and experiences - who is responsible for designing the                       
best solution? 
7 / 22 
 
 
Diversify 
 
The conclusive principle of UCD is that it is a team sport. Design in itself is a complex                                   
activity (Norman, D), made even more so when it’s process is grounded in foreign wants                             
and needs. The only way it can come together successfully is if a multidisciplinary team                             
puts their heads together to  ght for the greater good.  
 
Creating great products that provide convenient, delightful experiences relies wholly on                     
getting everyone involved from day dot. ‘Everyone’ includes real customers with real life                         
problems and needs, brave businesses willing and ready to provide a solution, and                         
product teams made up of diverse skills and expertise ready to design and create a                             
solution. Without involving all the right people at every step of the process to test, listen,                               
iterate and re ne, the end product won’t be good. It probably won’t be usable. And it                               
de nitely won’t be convenient or enjoyable. After all, how much UCD went into creating                           
the taxi driver’s license? 
 
 
   
8 / 22 
 
3.The Owner of the Experience: Nobody Knows Anything  
 
There is a di erence between knowledge and expertise and for a discipline as new as                             
Customer Experience (CX) it’s di cult to separate the fakers from the makers. Many                         
businesses are talking about CX. Advertising agencies will say they can do this.                         
Consultancies will say they can do this. Design practices say they can do this.                           
Behavioural economists say they can do this. Can they all? Equally well? 
 
We all know that the customer is always right, but who’s asking the right questions of the                                 
customer? 
 
Are you willing to jump down the rabbit hole? 
 
Good CX puts the customer at the centre of the problem. Not design, not a clever                               
strategy, not a beautiful interface and certainly not the priorities of the head honchos in                             
the big boardroom. The best CX comes from someone willing to roll up their sleeves                             
and step into the world of their customer. Someone with empathy, who can take an                             
agile approach to research, testing and someone who is brave enough and empowered                         
enough to ask tough questions and disrupt the status quo. 
 
How far are you willing to go? The closer the better. It’s not about titles, but about how                                   
intimately and respectfully you can solve problems for both your client and their                         
customer. If you’re within an organisation that’s willing and able to do this then power                             
to you. But for most, hierarchy, expectations and diplomacy within organisations make                       
it di cult for individuals to drive revolutionary CX from the inside without help.  
 
A beautiful mind, with its hands tied  
 
You need to invest for success. And you certainly need to understand your customer,                           
but moreover, something needs to be produced for them. And it is in this production                             
that some self-proclaimed CX ‘experts’ could be said to fall short. 
 
Consultantcies consult. Was that not groundbreaking? Okay let’s try that again -                       
Traditional and behavioral consultancies are great problem solvers, incredible                 
researchers and generally wonderful people (the ones I’ve met anyway), but their output                         
is more often a strategy, an analysis of the situation and a suggested plan to execute                               
rather than practical solutions and tangible customer facing output.  
 
The same could be said for behavioural economists. Yes, they present incredible                       
ndings and suggest solutions, but often these are removed from the business world -                           
too ethereal to have a strong and quick impact on the bottom line. 
 
Both of these consultancy types, as a rule, don’t build. Which means that once the plan                               
is set, the knowledge then needs to be passed along to another party for execution,                             
which often results in loss of knowledge delity, and potentially leaving clients                       
orphaned to execute on their own. 
9 / 22 
 
You’re just the pretty one 
 
Creative agencies are wondrous, mystical beasts that produce, impactful and creative                     
messages. But can a message alone truly change perception and forge bonds with                         
customers? Or is it merely the wrapping that beauti es a business from the outside in?  
 
Arguably, the di culty with trying to solve CX problems as a creative agency (other than                             
not having CX specialists) is that clients simply don't expect or want you to get your                               
hands dirty. They’ve done their research, de ned their audience, produced the product,                       
and closed that door.  
 
For this reason, unfortunately even the most quali ed creative agency could struggle to                         
deliver strong CX, simply because of where they are in the food chain. Perhaps, if                             
creative agencies really do want to play in the CX space (and why shouldn't they?), then                               
it’s a battle they need to ght on two fronts - to get up front in the process so that they                                         
are in a position to guide true change, and to ensure that when they do get a seat at the                                       
table, they truly have CX entrenched within their organisation (and that doesn’t mean 2                           
UX specialists and an interest in CRM).  
 
Nowhere to Hide 
 
Solid CX needs a supporting business culture that ‘gets it’. A model that understands                           
that the process isn’t one neat, linear master solution, but about iterative learning and                           
agile problem solving.  
 
When you are truly working with the customer at the centre of your project, you will feel                                 
a bit uneasy. This is because you will be working on the coal face of the project, face to                                     
face and hopefully in the same room as other project members both agency and client                             
side. Many disparate parts will be coming together at rapid speed, you will be trialing                             
your concept with *gasp* real people. This forces the project to leave the safe shores of                               
assumption and theory, and sailing into the less predictable waters of fact and                         
objectivity.  
 
For someone who works in an agency doing CX and agile well - it’s a massive change.                                 
One that cannot be committed to half heartedly. Both client and third party need to be                               
prepared to work di erently, and that starts on day one when your agency could ask                             
“what are your customers demanding from you?” 
 
A Star is Born 
 
Ultimately CX is multi faceted, still evolving and we are all still learning. Like professions                             
that have had the time to mature and strengthen, we need to be looking over our                               
shoulders to best in class examples and analysing what made those great, rather than                           
claiming to be experts. We need to be more critical of what we’re doing, because                             
ultimately CX is rising into position and prominence, and worth protecting and                       
respecting in its formation. 
10 / 22 
 
4.The Skills to Construct the Experience: Survival Of The Fittest  
 
Pinch, tap, swipe, zoom. Right here, right now in the palm of your hand is where the                                 
experience begins. As the evolution of experience gains momentum, the structure of                       
our teams needs to evolve with it. But who comes out on top in this game of survival of                                     
the  ttest? 
 
The need to adapt 
 
Historically, every time a new and innovative way to access information succeeds in                         
capturing our attention, content creators jump on the bandwagon before guring out                       
the right approach.  
 
“They read books on the radio at the beginning of radio; in the beginning of cinema,                               
they shot plays” - Chris Milk, Clio interactive award winner. 
 
For several decades we’ve been pressing a button to skip an ad on TV and today we are                                   
expected to click and voluntarily see the same content online?! With the rise of graphic                             
user interface, digital sensors and interconnectivity - the way we are willing to engage                           
with information and the way we are able to comprehend it, has changed radically. To                             
design experiences that harness the new variables that digital has brought, we need                         
people who understand it. 
 
The landscape of evolution 
 
“Everything is so complex and getting less clear, not more clear; Some of the most                             
talented people around don’t conform to any departmental description that we                     
recognize.” — Carl Johnson founding partner and global CEO of Anomaly. 
 
The number of opportunities that opened up for people who create experiences is                         
making it more challenging to pick the right path, maximise audience engagement, and                         
e ectiveness in reaching business goals. 
 
New possibilities have distracted customers, who now see no limit to what they can                           
potentially experience. Human nature declares that increased complexity demands                 
clarity. To achieve a clear, seamless experience across multiple touch-points we need to                         
add a new set of skills throughout the team, and each step of the process.  
11 / 22 
 
Who will survive? 
 
To identify the set of skills that could bring a competitive advantage to create digital                             
experiences, we need to list the core aspects of the digital experience design process. In                             
a nutshell, customer experience is a journey from A (their ‘current state’) to B (their                             
‘desired’ state).  
 
 
 
 
In our discerning and somewhat greedy society, for this journey to exist, there need to                             
be a set of forces present. 
 
 
 
 
To align with the forces mentioned above, the experience has to meet a certain criteria. 
 
 
 
 
 
12 / 22 
 
Understand the existing need 
 
While it may change from project to project, in order to really nail the desired state we                                 
need someone who can:  
 
● Understand the spaces the audience functions in 
● Decipher their behavioural patterns within those spaces, and the reasons behind                     
them 
● Identify the internal and external forces that a ect this ecosystem  
● Predict the trend of how the ecosystem will change 
 
Unbiased perspective and analytical thinking are crucial at this point of the process.                         
While looking at the required skills you probably think ‘strategist’, I think there is a trait                               
that de nes an evolved strategist. It is the skill to harness new technology and adapt as                               
the landscape of experience evolves and new opportunities sprout, in order to prove a                           
hypothesis. Agile thinking and iterative learnings from ‘mini experiences’ that can be                       
delivered to market more frequently than the actual products equip the team with the                           
knowledge required to succeed. 
 
Rooting for the business goal 
 
If digital has taught us anything, it’s that it is not always about the money (at the                                 
beginning). It’s the potential to keep an audience engaged that is the golden ticket. This                             
potential can take many di erent forms - data, for instance, or online tra c, even plain                             
and simple trust. To harness these options we need someone who can: 
 
● Open up and also narrow down the opportunities 
● Choose the right ‘currency’ 
● Set the right expectations 
● Relate everything to the business’ SWOT 
 
A deep understanding of the business, with the ability to see everything from a new                             
perspective, combined with a deep comprehension of technology, are crucial qualities                     
to have. Does it sound like a product manager?  
 
The evolved product manager is the one who is able to team up with the core                               
stakeholders of the business. Now, before we all raise our hands saying we know one,                             
I’d like to clarify that by ‘team up’, I mean the type of collaboration that is constant and                                   
consistent. I’m talking about going no more than 16 working hours without sharing                         
knowledge, decisions and progress with stakeholders. 
 
 
 
 
 
 
13 / 22 
 
Designing a usable experience 
 
It is important to involve end-customers in the process of creating customer-centric                       
experiences. This task requires a special skill because “People don’t know what they                         
want until you show it to them” Steve Jobs. To do it well we need someone who: 
 
● Has a vision 
● Can think strategically 
● Is capable of clearly articulating solutions using technology 
● Last but not least, we need someone who is be able to not only listen to a                                 
feedback but also to hear it 
 
The skillset can be associated to a UX specialist. This role is relatively fresh to market,                               
and these people are already respected for their input. However, the evolved UX                         
specialist is someone who can facilitate the team to work in parallel as opposed to the                               
‘waterfall’ method where one task has to be complete by a certain team member before                             
another one can start. 
 
Creating delightful, rewarding experiences 
 
When the customer completes their journey from A to B, and repeats the whole                           
experience, they are supposed to be driven by their need. However, throughout this                         
journey there is another exchange of information happening. The business needs to                       
meet their goals, which are often sel sh and do not really add value to the customer.                               
So, we need to dress it up, make it interesting and at least seemingly rewarding. To                               
succeed with this, the following skills are required: 
 
● Be able to educate customers 
● Make education stimulating (not too much, not too little, but just the right                         
amount) 
● Give the right information at the right time throughout the journey 
● Add perceived value to the e ort required to progress throughout 
● Find the appropriate way and entertain 
 
The above suggests both the role of a content strategist and a visual designer who apply                               
the form to the function. The evolved content strategist and the evolved visual designer are                             
team members who can shape the experience so it meets expectations of value and                           
exceeds expectations of e ort required to get to the value. Both are perceptive and                           
sometimes splitting the same amount of e ort into smaller steps can be the magic                           
touch delivering competitive advantage 
 
The evolutionary experience team is not just a combination of an existing roles. It                           
requires a set of evolved skills, adapted to suit the technological landscape, and applied                           
throughout the whole process - from nding purpose for the journey, through to                         
designing and creating it. 
   
14 / 22 
 
5.The Creation of the Experience: Good Teams Play Nice 
 
When it comes to nailing customer experience (CX), it all comes down to collaboration.                           
As Steven Johnson, author of Where Good Ideas Come From puts it “Chance favors the                             
connected mind.” 
 
Why is collaboration so important? Well, without collaboration, where is the input that                         
allows for iteration coming from? (surely not one executive's opinion?). Iteration is                       
essential to developing satisfying CX, because as put humbly by Gaby Brink, Founder of                           
strategic design rm Tomorrow Partners “we iterate because we know that we won’t get                           
it right the  rst time”’ And iteration is a direct byproduct of collaboration.  
 
 
 
Clients and product teams alike involved in the cycle of collaboration and iteration for                           
the rst time may feel uncomfortable. This will be especially true if you’re accustomed                           
to a concisely written brief inspiring a neatly packaged slide deck which outlines the                           
nal solution. Not knowing the end solution before starting design can be frustrating,                         
but as this perceptive motivational quote points out, being uncomfortable is necessary                       
to innovate.  
 
 
 
 
   
15 / 22 
 
“We may not know what that answer is, but we know that we have to give ourselves                                 
permission to explore.” — Patrice Martin, Creative Director at IDEO 
 
So, if you don’t plan or expect to iterate then a few red ags need to be raised. Why?                                     
You’ve made a few big assumptions:  
 
1. Your customer experience strategy can be created from an initial brie ng -                       
If an agency can con dently feel that a client has transferred their year's’ worth                           
of experience and insights in just a couple of hours (or on a piece of paper), I’d be                                   
sceptical. 
 
2. The CX plan can be executed - While it might feel structured and neat,                           
organisational coach Doug Sundheim points out that “Strategy and execution is                     
a false dichotomy, unnaturally sheared apart in order to divide labor in                       
increasingly complex organizations” It may look good in theory, what about in                       
practice? If strategists aren’t talking to clients, external partners, or even                     
co-workers throughout the process they aren’t asking themselves ‘how will this                     
actually work?’ 
 
3. CX is static - Customer's expectations and behaviours changes. Often quickly.                     
And if you’re not talking to them, you won't know why...  
 
Another blind spot… 
 
Aside from no plan to iterate, what else does a lack of collaboration point to? 
 
Without collaboration, the importance of empathy in designing experiences is being                     
ignored. And I’m not just talking about stepping into the customer's world, that’s a                           
given. Empathy includes understanding the problems, motivations, and dependencies                 
of your clients, external partners and people within your agency’s teams. 
 
And if you aren’t set up to play nice with the stakeholders, and all who have a part to                                     
play in shaping the CX, then I’m afraid it’s likely to turn out a bit of a mess (aka. there will                                         
be tears before bedtime).  
 
 
   
16 / 22 
 
So how should agencies collaborate? 
 
1. With clients  
 
○ Why? What’s briefed in at the beginning are the ‘knowns’ - what is                         
believed to be useful information to solving the problem. But what about                       
the ‘unknowns’? These vital pieces of information tend to surface later on                       
from various members on the client's side. And if you’re not in close                         
contact they are likely to be missed. 
 
○ How? Daily communication, weekly in-person checkins, working on site                 
together. And not just with the Marketing Manager. Working alongside                   
the sales team, customer service team, technical and design team is key                       
to shaping a cohesive CX. 
 
○ Outcome: Important information that may lead a turning point is                   
surfaced early, before much time, e ort and money is spent going down a                         
non viable path.  
 
 
 
 
 
   
17 / 22 
 
2. With client’s customers  
 
○ Why? When you’re face to face with customers, you’re forced to question                       
all the assumptions you’ve made about them and re ne what what you’re                       
planning to o er. And as theory moves closer to reality, risks are removed                         
as customer needs are validated. 
 
○ How? Talking to customers IRL throughout the design process. A                   
combination of talking (to gauge attitude) and doing (to observe                   
behaviour) type research is required, as the two often are very di erent. 
 
○ Outcome: customers aren’t left downloading an app, only to immediately                   
delete it thinking “Why would I want this thing?” (As i write this I’m                           
picturing all the Create and Share our brand your look” type apps) 
 
 
 
   
18 / 22 
 
3. With your client’s external partners  
 
○ Why? It’s unlikely that you’ll be working alone. A client is likely to have                           
multiple external partners working on a CX project to extend their                     
in-house capabilities...and if you play nicely with them, they’ll extend                   
yours too. 
 
○ How? Workshops, co-design sessions, usability testing, paper prototyping,               
reviewing the user ow/systems diagrams with the whole team extending                   
beyond the client to their technical, sales, marketing partners. 
 
○ Outcome: Instead of the client being the centre of the world, the                       
customer is, and all external partners are united around solving the                     
problem, leading to a quicker, more cohesive solution.  
 
 
 
 
 
  
 
 
 
 
 
 
   
19 / 22 
 
4. Within your internal teams 
 
○ Why? If all team members are across what everyone is working toward                       
and what dependencies exist, ideas are shared frequently and blocks are                     
solved faster. 
 
○ How? Standups, retrospectives, war rooms, shared spaces with all                 
members of the team (PM, Strategy, UX, Content, Design, Development). 
 
○ Outcome: Less time is spent on handovers, and documentation, meaning                   
more time (and resources) is actually spent solving the problem and                     
working on a solution. 
 
 
 
 
 
   
20 / 22 
 
Are you hedging your bets? 
 
When designing customer experiences, there are seven fateful sins that can (and will)                         
derail your success. Don’t say we didn’t warn you. 
 
1) Betting on only one side of the coin — CX takes into account communication                           
(email comms, social engagement, in store, on the phone) and interaction                     
(product/service design). Agencies claiming to do CX should o er both. 
 
2) Strategy, not execution — It’s one thing for a consultant to do some research,                           
identify what needs and problems exist, and come up with a CX model. But it’s                             
still a theory, and theories are hard to disprove without putting them out into the                             
wild. 
 
3) The UX team doesn’t get out of the building — Your user experience team are                             
not simply your interface and visual designers. They are eld researchers,                     
interviewers, workshop facilitators etc. They should be pressing for access to                     
people, statistics, research etc. If you don’t see them, be nervous. 
 
4) Send us a brief (and we’ll get back to you) — Probably enough said, but                             
claiming to be capable of working independently to come back with a ready to                           
market plan is not reality. 
 
5) They never ask to speak to other teams within your organisation — The                         
whole picture is not being thought about if you aren’t being pressing for access                           
to the sales, customer service, development or design teams. 
 
6) Customer research is limited to surveys — Surveys make all management feel                       
comfortable, normally con rming the idea they were all already thinking. But                     
surveys remove real life interaction, collaboration with customers, and human                   
behaviour from the equation. 
 
7) You only ever see ‘suits’ — If the team isn't there when the important questions                             
are being asked, then a couple of problems arise.  
 
1. You’re relying on the account manager (one person) to correctly interpret                     
the information you’ve passed on to them.  
2. The appropriate people (aka. team members) are not going to have the                       
opportunity to add alternate perspectives from their area of expertise or                     
quickly respond to any blocks that arise.  
 
On an endnote, if you consider yourself more of a heartfelt person, and would like an                               
emotive reason for collaboration, I’ll park the rationale for a moment and leave you with                             
a moral from the book ‘Into the Wild’ (boy embarks on solo journey to live in the                                 
wilderness) “Happiness is only real when shared.” 
21 / 22 

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The Evolution of Customer Experience Design

  • 1.   How Experienced are You?      “At any given moment, public opinion is a chaos of superstition, misinformation and                          prejudice.” — Gore Vidal    The Strategy Department here at Mentally Friendly has become curiously concerned by                        the misinformation and confusion that surrounds the de nition and purpose of The                        Customer Experience.      This ve-part thought piece sets out to explore this pervasive but oft-misrepresented                        concept - Customer Experience (CX) - explaining what it actually is and what the bene ts                              of doing it right will bring to your business and your customers.    At the risk of sounding blindingly obvious, we are all in the business of delivering an                                experience to a customer, but who is best equipped in the digital landscape to augment                              the Customer Experience? Which skills are necessary for its delivery? Why should digital                          companies be your lead partner in executing it?     This series goes on a journey from the origins and principles of CX, the responsibilities                              for delivering it, the skills and people who are required to make it work, and nally                                landing on how to create a collaborative environment that encourages positive CX                        design.     It was conceived, de ned, discussed, written and edited collaboratively by Anna                      Goddard, Alexandra McIntosh, Brian Dargan, Tadas Lukosevicius and Vicki Wilson.     We hope you nd it educational, informative, and enlightening. We would appreciate                        your thoughts and feedback.      Brian Dargan  Strategy Director    brian@mentallyfriendy.com  www.mentallyfriendly.com                 
  • 2.   The Story: How Experienced are You?    1.The History of Experience: Accident or Design    Product folk built products that worked. Marketing folk told stories about it and service                            people dealt with customers’ feedback and issues. The resulting experience was the                        sum of these uncoordinated parts. Naturally this did not work seamlessly, until one                          focused and driven organisation lead by a particularly far sighted individual saw a way                            to make the sum more meaningful than their constituent parts.    2.The Principles of Experience: Rules and Engagement    In a world that is seemingly starved of spare time and cluttered with products and                              choice, people have learned to be discerning. People don’t (and won’t) care about your                            product or service unless it makes their lives easier. We yearn for things that create                              convenience, a sense of delight or both. It’s why our Paleolithic predecessors invented                          stone tools. It’s why Apple designed the iPhone. And it’s why people are hailing Ubers, in                                Boston, Bombay, and Brisbane.    3.The Owner of the Experience: Nobody Knows Anything      There is a di erence between knowledge and expertise and for a discipline as new as                              Customer Experience it’s di cult to separate the fakers from the makers. Many                        businesses are talking about CX. Advertising agencies will say they can do this.                          Consultancies will say they can do this. Design practices will say they can do this.                              Behavioural economists will say they can do this. Can they all? Equally well?    4. The Skills to Construct the Experience: Survival of the Fittest     Pinch, tap, swipe, zoom. Right here, right now in the palm of your hand is where the                                  experience begins. As the evolution of experience gains momentum, the structure of                        our teams needs to evolve with it. But who comes out on top in this game of survival of                                      the  ttest?    5.The Creation of the Experience: Good Teams Play Nice     Competitive advantage lies in creating a complete end to end customer experience.                        What are the opportunities and challenges to achieving this for agencies (and their                          partners), clients and customers ? And how much damage could the thinking enthusiast                          practitioner vs the knowing expert do to the development of the discipline as it matures.                              How do we enable the creation of a constructive and collaborative environment that                          encourages the creation of positive CX?     1 / 22 
  • 3.   1.The History of Experience: Accident or Design    Product folk built products that worked. Marketing folk told stories about it and service                            people dealt with customers’ feedback and issues. The resulting experience was the                        sum of these uncoordinated parts. Naturally this did not work seamlessly, until one                          focused and driven organisation lead by a particularly far sighted individual saw a way                            to make the sum more meaningful than their constituent parts.        “Any company that wants to improve its customer experience should be thinking of                          this as a multiple decade initiative” — Kerry Bodine           2 / 22 
  • 4.   If an organisation wants to understand the importance of its customers, journey                        mapping is a good starting point because it helps us understand where they are coming                              from and where they are going when they interact with your brand. If we were to                                journey map experience design we would see that it has come from a variety of                              di erent start points. Its interaction components are not always as interdependent as                        they could be or its experience as consistent as the customer might like.    A lot of this can be put down to the di erent interpretations of the relationship between                                CX and UX as it’s that interpretation that determines what Customer Experience Design                          (CXD) is actually delivered. What it should be is rather elegantly described below by the                              O ce of Citizen Services and Innovative Technologies, in the UK.      But as elegant as this solution is, how did we get to a position where there are such a                                      variety of misinterpretations around what Experience Design actually is?    You can actually trace the origins of UX back to 500 BC and the ancient science of                                  Ergonomics (ἔργον, meaning “work”, and νόμος, meaning “natural laws”)— which was                      Ancient Greek society's attempt to establish a set of principles that were making work                            more convenient and e cient (e.g. Hippocrates provided a description of an optimal                        surgeon’s workplace).    Then things went quiet for about 2,000 years as mankind had other more pressing                            issues to attend to. In 1995, Industrial Designer (the parent profession of the modern                            day design thinker) Henry Dreyfuss wrote the book ‘Designing For People’ in which he                            stressed the connection between people, their experience and the successful design of                        a product. These principles, which include today’s oft-invoked concept of delight, have                        only grown more relevant as the points of contact between product and person                          proliferate.    The human element was augmented with technology in the 1970’s when Xerox’s famous                          research arm, PARC, gave form and function to the design of computers for human use.                              Bob Taylor, a trained psychologist and engineer, led his team in building some of the                              most important and enduring tools of human-computer interaction, including the                    graphical user interface (GUI) and the mouse.        3 / 22 
  • 5.   “I don't believe in accidents. There are only encounters in history. There are no                            accidents.”  — Pablo Picasso    These tools then bubbled up to the perimeter of the mainstream (and into all design                              thinkers’ consciousness) in 1984 when Steve Jobs and Steve Wozniak launched the                        Apple Macintosh. And from these tools - the mac, the mouse and the Apple OS - digital                                  UX as an experience and a discipline, was born.    From its birth, it took another 11 years before it had an o cial name at which point an                                    electrical engineer and cognitive scientist by trade, Don Norman joined Apple to help                          with the research and design of its upcoming line of human-centered products. He                          asked to be called a "User Experience Architect," marking the rst use of the term in a                                  job title. By this time he had also written his classic book, ‘The Design of Everyday Things,’                                  which championed design for usability and functionality rather than aesthetics. So he                        kinda had the right to insist on the title.    Apple then kinda then had the right to claim to be the rst business to deliver the rst                                    CX to compliment a digital user experience when they opened Apple's rst physical                          store at the Tysons Corner Center mall in Fairfax County (incidentally then the richest                            county in the US) Virginia on May 15, 2001. This was the beginning of the building of a                                    truly unique retail empire through the vertical integration of their product, their retail                          and their customer experiences. And a philosophy which is more in tune (and in debt)                              to The Ritz-Carlton: Steps of Service, the gold standard in analogue CX, than any set of                                retail sales modules.    But this story is not linear or just about companies and technologies. It’s also about                              content and its impact on experiences. This impact broke out in 2005 through personal                             blogs, social networks, online communities and discussion boards, product reviews,                    wikis, news sites, travel sites, video, and photo-sharing sites, and anything else that was                            begat by User Generated Content, which as well as becoming Time magazine's 2006                          Person of the Year fundamentally changed digital and retail experiences for consumers                        for good and forever.    "Innovate as a last resort" — Charles Eames    All these elements really only became interdependent and really only started to evolve                          in unison in 2007. Perhaps Apple did not know at the time, but they probably had a                                  strong hunch that one device was going to radically escalate and innovate the practices                            of UX and CX for businesses and consumers alike. And as history is written by the                                victors we can use this story as a reference and version of the truth that we can agree                                    on.            4 / 22 
  • 6.   Steve Jobs unveiled the iPhone at MacWorld 2007, calling it a "leapfrog product" that                            promised to be far easier to use than any other smartphone on the market. Not only did                                  it deliver on its promise, but it changed the landscape of digital devices forever,                            catapulting Apple into its position as one of the world’s most successful companies. The                            genius of the original iPhone, arguably, lay in its fusion of superior hardware and                            software to provide connectivity through a hybrid of inputs - voice, gesture and touch                            making the physical keyboard obsolete.    Through the iPhone, Apple had created a UX far superior to that of any other                              contemporary device. This inadvertently led to the current business focus on CX. If                          Apple’s emphasis on delivering great experiences was winning them market success                      and critical accolades, others wanted in on it too. The benchmark was set.    Through the Apple Store, Apple has created a retail experience far superior to that of                              any contemporary retailer. The experience powered by the Apple Store Triple                      Convergence (ASTC) creates a retail atmosphere that enables customers to properly                      experience Apple products and to be assimilated into the Apple community. It has also                            turned Apple stores into the most pro table retail stores on the planet.         Through both of these, Apple has created an experience design where both the iPhone                            and the Store, powered by their shared platform and iOS, o er the consumer a                            seamless, consistent, frictionless experience in either or both channels. An experience                      that was  rst born in 2007 and has yet to be bettered, by Apple or anyone else.            5 / 22 
  • 7.   2.The Principles of Experience: Rules and Engagement    In a world that is seemingly starved of spare time and cluttered with products and                              choice, people have learned to be discerning. People don’t (and won’t) care about your                            product or service unless it makes their lives easier. We yearn for things that create                              convenience, a sense of delight or both. It’s why our Paleolithic predecessors invented                          stone tools. It’s why Apple designed the iPhone. And it’s why people are hailing Ubers, in                                Boston, Bombay, and Brisbane.    “Have nothing in your house that you do not know to be useful, or believe to be                                  beautiful” — William Morris    In his book, The Design of Everyday Things, Don Norman stated that when things are                              designed well “the results are brilliant, pleasurable products. When done badly, the                        products are unusable, leading to great frustration and irritation”. As the recognition                        that a product’s convenience and usability hinges on the end-users’ capabilities and                        needs dawns on businesses, so do the concepts of User Experience (UX) and                          Human-Centered Design (HCD). But what do these things mean, and what separates                        HCD from Regular-Old Design? Pay attention now, because these are the six principles                          of HCD, and why they matter.    Know    Designing something that creates convenience begins with a thorough comprehension                    of the customer’s behaviours, pain points, wants, and needs. In plain terms: know your                            customer. It’s Business 101, right?     It also makes perfect sense that a Human-Centered approach to design puts the                          customer, their behaviours, paint points, wants and needs at the center of the product                            concept and design. With that said, let’s move onto the second principle of HCD.    Involve    The best way to know what someone wants is to ask. Similarly, the most e cient way to                                  understand what one needs is to observe their behaviour, identify what’s missing, or                          what’s not quite right, and then talk to them about it.     From concept development, through prototyping, and into development, The                  International Usability Standard calls for users to be involved throughout every step of                          the design process.     So that we’re clear; this does not mean asking people what they want and just giving it                                  to them (Endsley, (2004) Designing for Situation Awareness) Users are not design thinkers.                          But they are paying customers, and a product’s success relies on their ability to use it,                                no matter what form it takes.    6 / 22 
  • 8.     “If I had asked people what they wanted, they would have said faster horses.” - Henry                                Ford    Listen    Not when someone gives their two cents about what colour they like best. But when                              they stumble across an element of the design solution that creates (or does not remove)                              an inconvenience. When they express that the product’s behaviour does not match their                          expectations. When they struggle to get from A to B. Or to get A to do B.     A Human-Centered approach to design requires end-customers to drive and re ne the                        design through continuous evaluation of the product’s e ectiveness and e ciency                    (Marcus, A. (2013). Design, User Experience, and Usability: Web, Mobile, and Product Design),                          when used by real people, in real life scenarios.    Iterate    Solving anything - a puzzle, an argument, a problem - doesn’t happen without a bit of                                going back and forth. To reach the best solution (note: the best solution), we need to                                consult (involve), try (test), evaluate (listen), re ne and repeat (Zimmerman, E. (2003). Play                          as Research: The Iterative Design Process). All the while, making compromises along the                          way.     The iterative nature of successful problem solving is a key feature of the HCD process,                              as it is what keeps the design on the path to meet the customer’s needs. In turn, this                                    keeps the design on the path to becoming a successful product - a solution that works                                for everybody.    Consider    Just because something is usable and can get things done, doesn’t mean it is a good                                product. People will force themselves to learn to work with a terrible product or service                              experience, because it does what they need it to do and they don’t have another option.                                But they won’t be happy about it. And they’ll jump on a competitor as soon as they get                                    the chance (we’re talking to you, taxi industry). Because people want - no - they demand                                more than just a good product. It’s about great experience.    The philosophy of HCD knows this (just like Uber did), and prides itself on considering                              the whole Customer Experience. This ensures that a) people can use the thing to do the                                thing they need to do and b) they nd the experience of doing so positive, enjoyable                                (Norman, D. (2008) The Design of Everyday Things).     If we’re not just talking about use, usability, and users, but rather talking about                            products, services, customers, and experiences - who is responsible for designing the                        best solution?  7 / 22 
  • 9.     Diversify    The conclusive principle of UCD is that it is a team sport. Design in itself is a complex                                    activity (Norman, D), made even more so when it’s process is grounded in foreign wants                              and needs. The only way it can come together successfully is if a multidisciplinary team                              puts their heads together to  ght for the greater good.     Creating great products that provide convenient, delightful experiences relies wholly on                      getting everyone involved from day dot. ‘Everyone’ includes real customers with real life                          problems and needs, brave businesses willing and ready to provide a solution, and                          product teams made up of diverse skills and expertise ready to design and create a                              solution. Without involving all the right people at every step of the process to test, listen,                                iterate and re ne, the end product won’t be good. It probably won’t be usable. And it                                de nitely won’t be convenient or enjoyable. After all, how much UCD went into creating                            the taxi driver’s license?          8 / 22 
  • 10.   3.The Owner of the Experience: Nobody Knows Anything     There is a di erence between knowledge and expertise and for a discipline as new as                              Customer Experience (CX) it’s di cult to separate the fakers from the makers. Many                          businesses are talking about CX. Advertising agencies will say they can do this.                          Consultancies will say they can do this. Design practices say they can do this.                            Behavioural economists say they can do this. Can they all? Equally well?    We all know that the customer is always right, but who’s asking the right questions of the                                  customer?    Are you willing to jump down the rabbit hole?    Good CX puts the customer at the centre of the problem. Not design, not a clever                                strategy, not a beautiful interface and certainly not the priorities of the head honchos in                              the big boardroom. The best CX comes from someone willing to roll up their sleeves                              and step into the world of their customer. Someone with empathy, who can take an                              agile approach to research, testing and someone who is brave enough and empowered                          enough to ask tough questions and disrupt the status quo.    How far are you willing to go? The closer the better. It’s not about titles, but about how                                    intimately and respectfully you can solve problems for both your client and their                          customer. If you’re within an organisation that’s willing and able to do this then power                              to you. But for most, hierarchy, expectations and diplomacy within organisations make                        it di cult for individuals to drive revolutionary CX from the inside without help.     A beautiful mind, with its hands tied     You need to invest for success. And you certainly need to understand your customer,                            but moreover, something needs to be produced for them. And it is in this production                              that some self-proclaimed CX ‘experts’ could be said to fall short.    Consultantcies consult. Was that not groundbreaking? Okay let’s try that again -                        Traditional and behavioral consultancies are great problem solvers, incredible                  researchers and generally wonderful people (the ones I’ve met anyway), but their output                          is more often a strategy, an analysis of the situation and a suggested plan to execute                                rather than practical solutions and tangible customer facing output.     The same could be said for behavioural economists. Yes, they present incredible                        ndings and suggest solutions, but often these are removed from the business world -                            too ethereal to have a strong and quick impact on the bottom line.    Both of these consultancy types, as a rule, don’t build. Which means that once the plan                                is set, the knowledge then needs to be passed along to another party for execution,                              which often results in loss of knowledge delity, and potentially leaving clients                        orphaned to execute on their own.  9 / 22 
  • 11.   You’re just the pretty one    Creative agencies are wondrous, mystical beasts that produce, impactful and creative                      messages. But can a message alone truly change perception and forge bonds with                          customers? Or is it merely the wrapping that beauti es a business from the outside in?     Arguably, the di culty with trying to solve CX problems as a creative agency (other than                              not having CX specialists) is that clients simply don't expect or want you to get your                                hands dirty. They’ve done their research, de ned their audience, produced the product,                        and closed that door.     For this reason, unfortunately even the most quali ed creative agency could struggle to                          deliver strong CX, simply because of where they are in the food chain. Perhaps, if                              creative agencies really do want to play in the CX space (and why shouldn't they?), then                                it’s a battle they need to ght on two fronts - to get up front in the process so that they                                          are in a position to guide true change, and to ensure that when they do get a seat at the                                        table, they truly have CX entrenched within their organisation (and that doesn’t mean 2                            UX specialists and an interest in CRM).     Nowhere to Hide    Solid CX needs a supporting business culture that ‘gets it’. A model that understands                            that the process isn’t one neat, linear master solution, but about iterative learning and                            agile problem solving.     When you are truly working with the customer at the centre of your project, you will feel                                  a bit uneasy. This is because you will be working on the coal face of the project, face to                                      face and hopefully in the same room as other project members both agency and client                              side. Many disparate parts will be coming together at rapid speed, you will be trialing                              your concept with *gasp* real people. This forces the project to leave the safe shores of                                assumption and theory, and sailing into the less predictable waters of fact and                          objectivity.     For someone who works in an agency doing CX and agile well - it’s a massive change.                                  One that cannot be committed to half heartedly. Both client and third party need to be                                prepared to work di erently, and that starts on day one when your agency could ask                              “what are your customers demanding from you?”    A Star is Born    Ultimately CX is multi faceted, still evolving and we are all still learning. Like professions                              that have had the time to mature and strengthen, we need to be looking over our                                shoulders to best in class examples and analysing what made those great, rather than                            claiming to be experts. We need to be more critical of what we’re doing, because                              ultimately CX is rising into position and prominence, and worth protecting and                        respecting in its formation.  10 / 22 
  • 12.   4.The Skills to Construct the Experience: Survival Of The Fittest     Pinch, tap, swipe, zoom. Right here, right now in the palm of your hand is where the                                  experience begins. As the evolution of experience gains momentum, the structure of                        our teams needs to evolve with it. But who comes out on top in this game of survival of                                      the  ttest?    The need to adapt    Historically, every time a new and innovative way to access information succeeds in                          capturing our attention, content creators jump on the bandwagon before guring out                        the right approach.     “They read books on the radio at the beginning of radio; in the beginning of cinema,                                they shot plays” - Chris Milk, Clio interactive award winner.    For several decades we’ve been pressing a button to skip an ad on TV and today we are                                    expected to click and voluntarily see the same content online?! With the rise of graphic                              user interface, digital sensors and interconnectivity - the way we are willing to engage                            with information and the way we are able to comprehend it, has changed radically. To                              design experiences that harness the new variables that digital has brought, we need                          people who understand it.    The landscape of evolution    “Everything is so complex and getting less clear, not more clear; Some of the most                              talented people around don’t conform to any departmental description that we                      recognize.” — Carl Johnson founding partner and global CEO of Anomaly.    The number of opportunities that opened up for people who create experiences is                          making it more challenging to pick the right path, maximise audience engagement, and                          e ectiveness in reaching business goals.    New possibilities have distracted customers, who now see no limit to what they can                            potentially experience. Human nature declares that increased complexity demands                  clarity. To achieve a clear, seamless experience across multiple touch-points we need to                          add a new set of skills throughout the team, and each step of the process.   11 / 22 
  • 13.   Who will survive?    To identify the set of skills that could bring a competitive advantage to create digital                              experiences, we need to list the core aspects of the digital experience design process. In                              a nutshell, customer experience is a journey from A (their ‘current state’) to B (their                              ‘desired’ state).           In our discerning and somewhat greedy society, for this journey to exist, there need to                              be a set of forces present.          To align with the forces mentioned above, the experience has to meet a certain criteria.            12 / 22 
  • 14.   Understand the existing need    While it may change from project to project, in order to really nail the desired state we                                  need someone who can:     ● Understand the spaces the audience functions in  ● Decipher their behavioural patterns within those spaces, and the reasons behind                      them  ● Identify the internal and external forces that a ect this ecosystem   ● Predict the trend of how the ecosystem will change    Unbiased perspective and analytical thinking are crucial at this point of the process.                          While looking at the required skills you probably think ‘strategist’, I think there is a trait                                that de nes an evolved strategist. It is the skill to harness new technology and adapt as                                the landscape of experience evolves and new opportunities sprout, in order to prove a                            hypothesis. Agile thinking and iterative learnings from ‘mini experiences’ that can be                        delivered to market more frequently than the actual products equip the team with the                            knowledge required to succeed.    Rooting for the business goal    If digital has taught us anything, it’s that it is not always about the money (at the                                  beginning). It’s the potential to keep an audience engaged that is the golden ticket. This                              potential can take many di erent forms - data, for instance, or online tra c, even plain                              and simple trust. To harness these options we need someone who can:    ● Open up and also narrow down the opportunities  ● Choose the right ‘currency’  ● Set the right expectations  ● Relate everything to the business’ SWOT    A deep understanding of the business, with the ability to see everything from a new                              perspective, combined with a deep comprehension of technology, are crucial qualities                      to have. Does it sound like a product manager?     The evolved product manager is the one who is able to team up with the core                                stakeholders of the business. Now, before we all raise our hands saying we know one,                              I’d like to clarify that by ‘team up’, I mean the type of collaboration that is constant and                                    consistent. I’m talking about going no more than 16 working hours without sharing                          knowledge, decisions and progress with stakeholders.              13 / 22 
  • 15.   Designing a usable experience    It is important to involve end-customers in the process of creating customer-centric                        experiences. This task requires a special skill because “People don’t know what they                          want until you show it to them” Steve Jobs. To do it well we need someone who:    ● Has a vision  ● Can think strategically  ● Is capable of clearly articulating solutions using technology  ● Last but not least, we need someone who is be able to not only listen to a                                  feedback but also to hear it    The skillset can be associated to a UX specialist. This role is relatively fresh to market,                                and these people are already respected for their input. However, the evolved UX                          specialist is someone who can facilitate the team to work in parallel as opposed to the                                ‘waterfall’ method where one task has to be complete by a certain team member before                              another one can start.    Creating delightful, rewarding experiences    When the customer completes their journey from A to B, and repeats the whole                            experience, they are supposed to be driven by their need. However, throughout this                          journey there is another exchange of information happening. The business needs to                        meet their goals, which are often sel sh and do not really add value to the customer.                                So, we need to dress it up, make it interesting and at least seemingly rewarding. To                                succeed with this, the following skills are required:    ● Be able to educate customers  ● Make education stimulating (not too much, not too little, but just the right                          amount)  ● Give the right information at the right time throughout the journey  ● Add perceived value to the e ort required to progress throughout  ● Find the appropriate way and entertain    The above suggests both the role of a content strategist and a visual designer who apply                                the form to the function. The evolved content strategist and the evolved visual designer are                              team members who can shape the experience so it meets expectations of value and                            exceeds expectations of e ort required to get to the value. Both are perceptive and                            sometimes splitting the same amount of e ort into smaller steps can be the magic                            touch delivering competitive advantage    The evolutionary experience team is not just a combination of an existing roles. It                            requires a set of evolved skills, adapted to suit the technological landscape, and applied                            throughout the whole process - from nding purpose for the journey, through to                          designing and creating it.      14 / 22 
  • 16.   5.The Creation of the Experience: Good Teams Play Nice    When it comes to nailing customer experience (CX), it all comes down to collaboration.                            As Steven Johnson, author of Where Good Ideas Come From puts it “Chance favors the                              connected mind.”    Why is collaboration so important? Well, without collaboration, where is the input that                          allows for iteration coming from? (surely not one executive's opinion?). Iteration is                        essential to developing satisfying CX, because as put humbly by Gaby Brink, Founder of                            strategic design rm Tomorrow Partners “we iterate because we know that we won’t get                            it right the  rst time”’ And iteration is a direct byproduct of collaboration.         Clients and product teams alike involved in the cycle of collaboration and iteration for                            the rst time may feel uncomfortable. This will be especially true if you’re accustomed                            to a concisely written brief inspiring a neatly packaged slide deck which outlines the                            nal solution. Not knowing the end solution before starting design can be frustrating,                          but as this perceptive motivational quote points out, being uncomfortable is necessary                        to innovate.               15 / 22 
  • 17.   “We may not know what that answer is, but we know that we have to give ourselves                                  permission to explore.” — Patrice Martin, Creative Director at IDEO    So, if you don’t plan or expect to iterate then a few red ags need to be raised. Why?                                      You’ve made a few big assumptions:     1. Your customer experience strategy can be created from an initial brie ng -                        If an agency can con dently feel that a client has transferred their year's’ worth                            of experience and insights in just a couple of hours (or on a piece of paper), I’d be                                    sceptical.    2. The CX plan can be executed - While it might feel structured and neat,                            organisational coach Doug Sundheim points out that “Strategy and execution is                      a false dichotomy, unnaturally sheared apart in order to divide labor in                        increasingly complex organizations” It may look good in theory, what about in                        practice? If strategists aren’t talking to clients, external partners, or even                      co-workers throughout the process they aren’t asking themselves ‘how will this                      actually work?’    3. CX is static - Customer's expectations and behaviours changes. Often quickly.                      And if you’re not talking to them, you won't know why...     Another blind spot…    Aside from no plan to iterate, what else does a lack of collaboration point to?    Without collaboration, the importance of empathy in designing experiences is being                      ignored. And I’m not just talking about stepping into the customer's world, that’s a                            given. Empathy includes understanding the problems, motivations, and dependencies                  of your clients, external partners and people within your agency’s teams.    And if you aren’t set up to play nice with the stakeholders, and all who have a part to                                      play in shaping the CX, then I’m afraid it’s likely to turn out a bit of a mess (aka. there will                                          be tears before bedtime).           16 / 22 
  • 18.   So how should agencies collaborate?    1. With clients     ○ Why? What’s briefed in at the beginning are the ‘knowns’ - what is                          believed to be useful information to solving the problem. But what about                        the ‘unknowns’? These vital pieces of information tend to surface later on                        from various members on the client's side. And if you’re not in close                          contact they are likely to be missed.    ○ How? Daily communication, weekly in-person checkins, working on site                  together. And not just with the Marketing Manager. Working alongside                    the sales team, customer service team, technical and design team is key                        to shaping a cohesive CX.    ○ Outcome: Important information that may lead a turning point is                    surfaced early, before much time, e ort and money is spent going down a                          non viable path.                 17 / 22 
  • 19.   2. With client’s customers     ○ Why? When you’re face to face with customers, you’re forced to question                        all the assumptions you’ve made about them and re ne what what you’re                        planning to o er. And as theory moves closer to reality, risks are removed                          as customer needs are validated.    ○ How? Talking to customers IRL throughout the design process. A                    combination of talking (to gauge attitude) and doing (to observe                    behaviour) type research is required, as the two often are very di erent.    ○ Outcome: customers aren’t left downloading an app, only to immediately                    delete it thinking “Why would I want this thing?” (As i write this I’m                            picturing all the Create and Share our brand your look” type apps)            18 / 22 
  • 20.   3. With your client’s external partners     ○ Why? It’s unlikely that you’ll be working alone. A client is likely to have                            multiple external partners working on a CX project to extend their                      in-house capabilities...and if you play nicely with them, they’ll extend                    yours too.    ○ How? Workshops, co-design sessions, usability testing, paper prototyping,                reviewing the user ow/systems diagrams with the whole team extending                    beyond the client to their technical, sales, marketing partners.    ○ Outcome: Instead of the client being the centre of the world, the                        customer is, and all external partners are united around solving the                      problem, leading to a quicker, more cohesive solution.                                19 / 22 
  • 21.   4. Within your internal teams    ○ Why? If all team members are across what everyone is working toward                        and what dependencies exist, ideas are shared frequently and blocks are                      solved faster.    ○ How? Standups, retrospectives, war rooms, shared spaces with all                  members of the team (PM, Strategy, UX, Content, Design, Development).    ○ Outcome: Less time is spent on handovers, and documentation, meaning                    more time (and resources) is actually spent solving the problem and                      working on a solution.                20 / 22 
  • 22.   Are you hedging your bets?    When designing customer experiences, there are seven fateful sins that can (and will)                          derail your success. Don’t say we didn’t warn you.    1) Betting on only one side of the coin — CX takes into account communication                            (email comms, social engagement, in store, on the phone) and interaction                      (product/service design). Agencies claiming to do CX should o er both.    2) Strategy, not execution — It’s one thing for a consultant to do some research,                            identify what needs and problems exist, and come up with a CX model. But it’s                              still a theory, and theories are hard to disprove without putting them out into the                              wild.    3) The UX team doesn’t get out of the building — Your user experience team are                              not simply your interface and visual designers. They are eld researchers,                      interviewers, workshop facilitators etc. They should be pressing for access to                      people, statistics, research etc. If you don’t see them, be nervous.    4) Send us a brief (and we’ll get back to you) — Probably enough said, but                              claiming to be capable of working independently to come back with a ready to                            market plan is not reality.    5) They never ask to speak to other teams within your organisation — The                          whole picture is not being thought about if you aren’t being pressing for access                            to the sales, customer service, development or design teams.    6) Customer research is limited to surveys — Surveys make all management feel                        comfortable, normally con rming the idea they were all already thinking. But                      surveys remove real life interaction, collaboration with customers, and human                    behaviour from the equation.    7) You only ever see ‘suits’ — If the team isn't there when the important questions                              are being asked, then a couple of problems arise.     1. You’re relying on the account manager (one person) to correctly interpret                      the information you’ve passed on to them.   2. The appropriate people (aka. team members) are not going to have the                        opportunity to add alternate perspectives from their area of expertise or                      quickly respond to any blocks that arise.     On an endnote, if you consider yourself more of a heartfelt person, and would like an                                emotive reason for collaboration, I’ll park the rationale for a moment and leave you with                              a moral from the book ‘Into the Wild’ (boy embarks on solo journey to live in the                                  wilderness) “Happiness is only real when shared.”  21 / 22