I recently received an invitation from Mads Soegaard, Editor-in-Chief at Interaction-Design.org to offer those who read this blog an early view of a new chapter on Social Computing in their encyclopedia. I’m a little late on this writing for you to get a pre-publication view of the chapter but I wanted to make sure and point it out for those who take topics like social computing seriously. Thomas Erickson wrote the chapter. To be candid, I didn’t really know much about Thomas until I read it. He seems like a very interesting person. Thomas’ chapter takes seriously the point of an early comment I made in a post here in 2008 on Social Software, Community, and Organization: Where Practice Meets Process, specifically my point that not enough of the influential discussion on the topic took seriously the roots of what it means to do social computing.
The distinctions involved are as old as the study of social interaction in organizations, especially the characteristics of routine work. However, we don’t need to go back to the 1950s when the distinction first emerged in the study of industrial organization to understand the significance of Ross’ point. Indeed, the early 1980s will do. Rob Kling discussed computing as social organization as early as 1982 in Marshall Yovits’ edited series on Advances In Computers. Drawing from the symbolic interactionist tradition, Rob distinguished between a line of work which, he contended, indicates what people actually do in computing work, compared to formal descriptions of that work, or what we might today refer to as business processes. Kling’s work was one precursor to the focus on computer supported collaborative work (CSCW) in studies of group collaboration, most notably developed at Xerox PARC.
The social roots of social computing are important for influentials to keep in mind as they discuss current developments in Web 2.0 technologies, especially their use in the enterprise. The point is not a simple academic exercise of giving credit to what came before. Rather, it is to take note that the distinctions made explicit…regarding practice/process are as old as the modern, hierarchical organization and seem to survive regardless of the way communication technology is applied in it. Those who discuss tensions between social software and Enterprise 2.0, or learning management systems and eLearning 2.0, are pointing to persistent challenges in how organizations work.
Thomas’ chapter provides an excellent overview of the roots, history, and development of the concept of social computing as a concept that promises to stand the test of time regardless of the labels used to describe it, e.g. Web 2.0, Social Media, Social Business, Enterprise 2.0, etc. I recommend anyone involved in current discussions related to compound nouns like social media, social business, social “this” or “that” take a look at Thomas’ chapter as well as the Interaction-Design.org encyclopedia which offers in-depth analysis of such topics.
One of my earlier posts discussed the learnability of a service as a key challenge for experience design. Today I ran across this early video from Don Norman on learnability and product design. I thought I would share it.
There is nothing like an exception to the way things are done to highlight the need to increase knowledge sharing, especially if the exception is one instance of a pattern that results in bad experiences for customers. As Jay Cross recently noted, people learning at work rely on social, or informal learning, around 80% of the time. Interestingly, I noted in a former post, Social Learning and Exception Handling, that John Hagel and John Seeley Brown contend that “as much as two-thirds of headcount time in major enterprise functions like marketing, manufacturing and supply chain management is spent on exception handling.” It is not coincidence that the two numbers are aligned.
Social Learning and Exception Handling, discussed the organizational challenges involved in dealing with exceptions to business process and their relationship to the shared experience of people working together saying,
The most basic point to remember is that exceptions to formal business processes require efforts to design a scalable learning architecture that supports content co-creation needed to adapt to emergent challenges and manage the flow of that adaptation through an enterprise’s ecosystem. Whether judging an adaptation successful requires it to result in new formal learning content, i.e. content co-creation, or a new business process, i.e. organizational innovation, or both, remains an open question.
Informal, social learning is key to exception handling since both make up most of what people do in organizing work in enterprises. We know people face difficulty when drawing from shared experience, especially in distributed teams because fewer points of common reference exist. Leadership and management consultants often contend a common organizational culture pulls teams together, even though distributed teams frequently span national, regional, and global locations. However, the mere challenge of everyone on a team knowing who else is a member can prove daunting as enterprises grow.
One of the promises of social business is the capability to embed social networks into human relationships to organize business enterprise in a way that people can act together without centralized command and control. The discussions linking the capability involved with its organizational implications for group performance are far fewer. Dave Gray’s discussion of pods in The Connected Company is one notable effort in that direction. In my conception of it, the key challenge is one of organizing businesses for social flow.
In Social Flow in Gameful Design I made the point that social flow contrasts to Csikszentmihalyi’s original concept of individual, or solitary flow, in which a person’s engagement in actions is optimal when they lose a sense of time and awareness of self in an intrisincally rewarding feeling of accomplishment. Social flow implies a qualitatively different order of the flow experience, a group-level experience. To that extent, gameful designs that take social flow into consideration incorporate a different set of design principles to those involved in what most people currently refer to as gamification.
In a similar vein, Simon Wiscombe recently observed , “Gamification is inherently flawed because it focuses on rewarding players for the end-state.” He adds that designs that gamify are best when they focus on the journey rather than the outcome, especially if the aim is to evoke the voluntary, ongoing engagement of participants. I emphasize the importance of voluntary experience because if you can’t quit playing when you want to the experience is not a gameful one. Recent social psychological research supports Simon’s point.
Walker recently offered a series of relevant social psychological studies on social flow:
Flow in a social context may be a qualitatively different phenomenon than flow experienced in isolation. Classic research in social psychology has amply demonstrated that people act, think, and feel qualitatively differently within a group than by themselves…Social contexts introduce additional variables that may inhibit, facilitate, or transform flow experiences. Social contexts can be enormously complex. They range from ‘mere presence’ situations where individuals perform in the midst of passive others…, to co-active situations where people perform side-by-side but do not interact, to highly interdependent interactive situations where people must cooperate and coordinate their performances within established groups…In highly interdependent situations, people may serve as agents of flow for each other. This form of social flow is mutual and reciprocal, a form that is likely to be qualitatively different than solitary flow (my emphasis). In mere presence and some co-active social situations, a form of solitary flow is probable because the unit of performance is the individual, however when the unit of performance is a group, especially a team that must do tasks requiring interdependence and cooperation, social flow should be more likely. Social flow should be easily seen in highly cohesive teams in which there is agreement on goals, procedures, roles, and patterns of interpersonal relations and the competency of team members is uniformly high… (see original text for references, my emphasis added).
The main thing to note from Walker’s research is that it confirms Csikszentmihalyi’s point (p. 158) that flow experiences occur most frequently in work settings, yet qualifies it by noting that “social flow is more joyful than solitary flow.” Moreover, interactive situations compared to co-active ones scored highest in social flow in Walker’s research.
To start I want to acknowledge that the term “gamification” is not the subject of this post even though it is the buzz term these days. So before going further let me explain why I think the term is misleading.
When used as a noun, gamification implies a standardized design process and I don’t think one exists for implementing game design that enables relationships in social business. I prefer to follow Jane McGonical’s use of the term gameful to reinforce the point that the spirit of games rather than the mechanics is most important in designing for what makes experience playful, especially in collaboration. I do use gamification in the context of other people’s discussions though. In additon, I use the verb gamify to imply an activity.
Don’t Gamify Wild Bill discussed the importance of designing for voluntary play in serious games. Playfulness is the baseline requirement for any game designed to provide useful indicators for gauging individual and organizational successes over time.
The qualifier over time is the key point to keep in mind. Specifically, those interested in gamifying employee engagement in social business, and who also aim to effectively use collaboration, must optimally design for emergence not just competition and cooperation as guiding principles.
To echo the position taken by many game designers on the subject of gamification, you can’t simply add game mechanics to employee participation in business processes and expect voluntary engagement by players over time.
There is a lot, actually a whole lot, of buzz over the past year about the gamification of business, specifically marketing, training, customer service. The discussion too often overlooks the simple point that it is the experience with it, the playfulness of it, that makes a game. Not the scoring system, or the rewards, or anything else can make up for a game that participants (customers or employees) don’t experience as play. I’m not saying that incorporating game mechanics into relationships cannot create a motivating dynamic, at least over the short run. It certainly can.
Jesse Schell offered the point earlier this year that a game is a problem solving situation people enter into because they want to. He went on to say that if you can make a task feel like a situation people enter into because they want to then you’ve made it a game. Additionally, in her presentation “We Don’t Need No Stinkin Badges” Jane McGonical observes that gameful experience requires that participants experience the spirit of gaming rather than simply the mechanics, in other words that the rewards of playing a game people want to continue playing are intrinsic rather than extrensic.
The point of this post is to note that gamifying business to engage customers is one thing. Customers can almost always walk away from a commercial relationship if they want to, except perhaps in dealings with health insurance companies and utilities. Gamifying business to motivate employees is entirely another type of design challenge.
Using gamification to elicit patterns of action that enable employees to work together, such as knowledge sharing, easily slips into involuntary play and reinforces the type of competition that currently sustains siloed organizations. I’ll add to this point in a subsequent post on gameful collaboration where I contend gamification in social business aiming to increase collaboration must design for emergence,not just competition and cooperation, as guiding design principles for play. However, for now, let me just flesh out the point about gamifying employee relationships with an example from the construction industry and personal experience.
At the end of February I co-presented at STLUX’11 with Dave Gray. Our presentation was called Exploring the Usefulness of Chartjunk. The collaboration behind the presentation started as an exchange between the two of us on Twitter regarding whether the whole concept of Chartjunk is a myth. Over a series of conversations about recent research on the relative importance of visual embellishment in how people remember and understand data, I suggested to Dave that we develop a presentation around the topic. Dave agreed and suggested that we also build the presentation in a manner that engaged the audience to share their thinking about the issues involved.
Dave and I designed the presentation as a simulated debate between the pre-eminent critic of Chartjunk (actually the design theorist who formulated the concept) Edward Tufte and Nigel Holmes, an illustrator and the former Graphics Director at Time Magazine. Homes is well known for his use of visual embellishment in designing graphics that tell stories about data relationships. We designed the presentation around four graphic displays, two by Tufte and two by Holmes. We discussed the graphics and then asked members of the audience to consider each graphic on four dimensions.
ease of understanding what it is about
ease of understanding the categories and values displayed
ease of seeing the basic trend
ease of determining whether it conveys a message
I designed a simple survey that allowed us to gather data on those four dimensions using an implicit five point scale, eliciting participation and dialogue with the audience at the same time. The graphic below provides a view of the survey’s instructions. The participants seemed overall to enjoy the approach and the evaluations confirmed the impression.
We drew the four dimensions from research done in 2010 by members of the Interaction Lab at the University of Saskatchewan. The Interaction Lab researchers designed an experimental study to test two basic questions: “first, whether visual embellishments do in fact cause comprehension problems; and second, whether the embellishments may provide additional information that is valuable for the reader.” I’m not going to detail the methodology used, however the researchers asked four questions to participants in the research as they reviewed graphics by Holmes with a great deal of visual embellishment or the same graphics after applying the data-ink ratio used by Tufte.
Q1–Subject: ‘What is the chart is about?‘ ‘Tell me about the basic subject of the chart.’
Q2–Values: ‘What are the displayed categories and values?‘ ‘Tell me how the chart is organized and any relevant values.’
Q3–Trend: ‘What is the basic trend of the graph?‘ ‘Tell me whether the chart shows any changes and describe these changes.’ (Note that this question was not relevant for pie charts.)
Q4–Value Message: ‘Is the author trying to communicate some message through the chart?‘ ‘Is the author trying to get across a specific point or is he or she merely presenting objective information?’
We reported on the major findings of the research team to the audience as follows:
There was no significant difference between plain and image charts for interactive interpretation accuracy (i.e., when the charts were visible).
There was also no significant difference in recall accuracy after a five-minute gap.
After a long-term gap (2-3 weeks), recall of both the chart topic and the details (categories and trend) was significantly better for Holmes charts.
Participants saw value messages in the Holmes charts significantly more often than in the plain charts.
Participants found the Holmes charts more attractive, most enjoyed them, and found that they were easiest and fastest to remember.
At the end of the presentation, after we covered the research study findings, we then asked the participants to list as many of the graphics from the four discussed earlier and to rate each along the four dimensions. As we broke up the session a few participants asked if we could share the findings from the participative survey.
I agreed to post the results and I am now getting around to it.
Back in 2006 Hugh Macleod offered the following point on Gapingvoid: “If people like buying your product, it’s because its story helps fill in the narrative gaps in their own lives.” At the time I thought it conveyed nicely the point made by Gerald Zaltman in How Customers Think that “companies should define customer segments on the basis of similarities in their reasoning or thinking processes” (p. 152) rather than constructs related to demographics. Hugh’s point made a lot of sense when I first read it and the point continues to gain in significance for me.
Hugh’s initial post sparked a range of interesting comments that I encourage anyone puzzled by the quote to read. The one point I’ll make about the topic is that nowhere in the post or the comments does anyone say what they mean by narrative gaps. I’ll attempt to clarify the concept below because it doesn’t simply mean stories. Stories that fill narrative gaps do so by purposively or accidentally creating personal curiosity, imagination, intrigue, or mystery for people experiencing them.
Narrative gaps in our personal stories are resolved through other stories about our own experience, perhaps with a product or service, that help us make sense of the feelings evoked. Specifically, Hugh noted in a later post that people fill in narrative gaps with meanings they construct from their own stories. It is on this point that the concept of personas becomes relevant to narrative gaps and to a recent conception of how to use social media robots, especially DigiViduals™, in qualitative research. Moreover, in this respect I suggest that the challenges involved are analogous to key ones faced by industrial robotics.
We know that most learning in the workplace is informal. Most observers put it at around 80%. Recently, John Hagel and John Seeley Brown contended that ”as much as two-thirds of headcount time in major enterprise functions like marketing, manufacturing and supply chain management is spent on exception handling.” Of course, that fact is a result of the successes of process automation over the past few decades. Yet, still, The Barely Repeatable Process (BRP) persists as an organizational challenge for business.
Earlier discussions here focused on the importance of exceptions, to business process and formal learning. I examined the implications of the Kirkpatrick Evaluation model to the use of social media in learning experience design, while addressing the challenges facing learning leaders. Leading the Business-Centered Learning Experience noted that evaluating formal learning is as much about organizational learning and change management as it is about individual learning, largely because much of the learning, and performance, that matters today occurs at the group level. Marc Rosenberg recently echoed the point in an article in Learning Solutions Magazine, The Special Sauce of Social Learning. Marc noted that social learning is largely a change management challenge for organizations.
The most basic point to remember is that exceptions to formal business processes require efforts to design a scalable learning architecture that supports content co-creation needed to adapt to emergent challenges and manage the flow of that adaptation through an enterprise’s ecosystem. Whether judging an adaptation successful requires it to result in new formal learning content, i.e. content co-creation, or a new business process, i.e. organizational innovation, or both, remains an open question.
When an exception happens, we have to step away from our PowerPoint, stop typing an email, or exit a meeting in order to take care of it. Routine work stops. And, our modern reliance on technology to find, aggregate, and alert us to these exceptions has made the task of managing them more burdensome than ever before. Systems that manage exceptions provide the enterprise with vast amounts of data points that have become overwhelming for employees to handle. The applications that we rely on for managing exceptions still rely on process owners to make decisions and respond to the issues. The result is a workforce that isn’t dealing with exceptions well at all. (my emphasis)
The importance of social networking to increasing the effective handling of exceptions is a major focus for those interested in social learning.
I’ve discussed ethnography, especially digital ethnography, several times here taking note that, whether we use ethnography in marketing or design research remains irrelevant to the methods employed. What matters is whether we develop the research questions around the assumption that sociocultural practices provide the data source for answers. Ethnographers research settings, situations, and actions, with the goal of discovering surprising relationships. The most surprising relationships though are often hiding in plain sight, right under our noses.
I was recently pointed to a video from a link in the Yahoo Group Anthrodesign. The video, by Amy Krouse Rosenthal, provides a unique example of insights about people we can glean from designing situations that transgress established sociocultural practices. I actually watched it three times, and not because Time listed it in the top five viral videos of the week…kind of like people (at least some people) did when the moonwalking bear video came out. Rather, my interest in it was how the mere observation of the actions taken by pedestrians leads us to experience surprise. More on this below. For now, let’s consider the video itself.
After sticking labels on 100 one dollar bills, with a unique message written on each, and clipping those dollar bills to individual leaves on a tree, Ben, Brian, and Amy video recorded how people respond to money hanging on a tree as they walk by it on a street. The narrator, Amy, indicates no crowds showed up to grab all the money they could get, though a few did take more than one dollar at a time. Most people who took money, a minority, pulled a couple of dollars, or one, and moved on.
(UPDATE: You will need to click on the Watch on YouTube link to see the video. Some proprietary thing I’m sure)
Amy offers two lessons learned from the Money Tree:
That people routinely walk by a “tree filled with free money” without even noticing
That people can look at a tree filled with money and not even see it
The Money Tree offers an example of what social psychology, but especially ethnomethodology, refers to as a breaching experiment. Breaching experiments typically involve a researcher breaking a rule about everyday life and then analyzing other people’s response. The Money Tree exemplifies a situation designed to break a tacit understanding about money and sidewalks.
“Money doesn’t grow on trees”, is a phrase most people in Chicago (the location of the Money Tree) probably know. We don’t routinely see money hanging from a tree along a sidewalk. It is certainly more common, as the bicyclist’s experience in the video shows, to see money on a sidewalk. And, I’d wager, most of us just think someone lost it. In other words, merely by setting up the situation to violate the pedestrians’ tacit knowledge of what walking down a sidewalk entails, the videographers show us something about people.
At the same time that the video offers us a surprising experience, it sure would be interesting to know what people who failed to take money were thinking. Anyone else find this interesting?
What do you think the typical manager might say if you told them their employees don’t gossip and engage one another enough in social interaction at work?
Most managers know about the water cooler effect. However, not enough understand the meaning of the concept and how it relates to performance and collaboration. People thinking about how to support collaboration and performance need to keep in mind the simple fact that employees don’t only gather around the water cooler or coffee pot to get a drink. They often use getting a drink of water, or a cup of coffee, as a pretext for taking a break, and information sharing happens incidentally as they interact in that informal process, sometimes playfully, with their peers and, in exceptional organizations, their managers.
A couple of studies released this summer dealing with performance and collaboration in teams merit consideration in this regard. Not so much for what they specifically say about performance and collaboration as much as what they imply about the importance of social relationships to both.
The consulting firm RW3 recently released a study of distributed teams, reporting that “40 percent of members on virtual teams believe their groups are underperforming”. We previously discussed such distributed teams, noting that team members often disagree with team leaders about who is, and is not, on the team. Michael Schell, CEO for RW3, noted in Chief Learning Officer magazine that, of the teams studied, “Half of these teams never meet in person…They don’t get time to create any kind of rapport, which is very important when you’re working across cultures.”
While the RW3 research points to a salient issue in distributed teams, it fails to acknowledge that merely recognizing and talking about the impact of cultural variation on performance and collaboration, whether in informal online meetings or in training, fails to address the main issue. Members of distributed teams perform more effectively when they understand one another as people as well as employees. Specifically,
Collaboration means getting to know that other employees possess expertise on this or that topic, but also developing comfort with one another by sharing significant symbols relating to self, family, friends, and social activities, thereby understanding one another as people.
Merely orchestrating virtual water cooler meetings on a regular basis does not address the issue, especially when management coordinates the meetings. As I observed in a previous post on the importance of empathy and collaboration to social business design,
People who identify with one another are more likely to share information proactively, without waiting for others to ask for it, because they understand how their own work relates to that of other people and see the flow of work from multiple points of view, spanning silos. Too many social computing experts view collaboration from within a command and control prism, assuming people collaborate because coordination and communication are part of their job description.
Effective collaboration really requires proactively sharing information with those it affects, not simply reacting to information requests. It means anticipating the future impact of actions you take on the responsibilities of other employees or business partners, or the needs of customers. People really don’t do this well unless they see other employees, and customers, as people too. Indeed, this is one of the main reasons that social networks increase in importance as collaboration decreases as a face to face activity.
Recent research on collaboration, performance, and job satisfaction in co-located teams provides useful findings to consider in thinking about what social networks add to the mix in distributed teams.
From "A Journey Round My Skull's" photostream on Flickr
Digital ethnography is an increasingly feasible research technique as smartphones decrease in cost and more people carry them around. The photographic capability of smartphones is an important resource in making digital research ubiquitous, giving people the ability to capture images and record observations as they go about their everyday lives, and characterize those observations for ethnographers.
Of course, taking photographs and sharing them online as part of a diary or journal for ethnographic research predates smartphones. Smartphones simply increase the likelihood that an everyday experience is recorded as a representation of the moment in which it occurs. Nevertheless, the video recording capabilities of smartphones afford collaborators an opportunity for representing experience in a manner previously unavailable to ethnographic research.
I’ll discuss the range of implications for ethnography posed by the ubiquitous access to video recording capabilities by ordinary people in another post in the near future. For now, my discussion focuses on how to use video in ethnographic research to inform product/service design.
Video of people using products or services is one of the most challenging data resources used in ethnographic research. Playing and replaying video segments for review is time-consuming and, depending on the number of people involved and the type of activity recorded, difficult to distil into agreed-upon insights.
I recently read several chapters from Sarah Pink’s Visual Interventions: Applied Visual Anthropology, thoroughly enjoying all of them. One chapter in particular though, Video Ethnography Under Industrial Constraints, by Werner Sperschneider, really caught my attention. Werner spells out a technique (the Video Card Game) for analyzing video in design research that I remembered reading about several years ago but, at the time, didn’t really give a lot of thought to.
The Video Card Game draws from the “Happy Families” childrens’ card game, a game in which players collect families of four cards as they ask one another in turn for cards of a particular archetype. The goal of “Happy Families” is to collect a family of four cards, forming a stack. Collecting the most stacks makes you the winner.
Werner provides an overview of how researchers in user-centered design at the Danish industrial manufacturer, Danfoss A/S, initially created the Video Card Game as a method for combining ethnographic and visual research methods using video. Design researchers, Margot Brereton, Jared Donovan, Stephen Viller, at the University of Queensland, as well as Jacob Buur and Astrid Soendergaard, of the University of Southern Denmark, and the University of Aarhus, respectively, also provide case studies of its use.
Family Resemblance and the Video Card Game
The Video Card Game’s design provides a collaborative space of interaction for researchers, designers, and design collaborators to co-create insights for product and service design, using video as a primary source of insight. The rendition of the game offered here refers to it as the Video Card Family Game for the explicit purpose of making it clear that Ludwig Wittgenstein’s concept of family resemblance is a key criteria in the gaming process for deciding to which themes a video card belongs. Using the concept of family resemblance to analyze video enables design researchers to organize, prune, and interpret actions taken in their research with collaborators in the field, providing actionable ideation outcomes.
When playing the Video Card Family Game the key is remembering that, even though the cards give the video a tangible mode of expression, the images remain on relatively small cards, whether on the surface of a table or attached to a poster on the wall. One can imagine an interactive wall display like Microsoft’s Surface that minimizes the legibility problem. Short of such a solution however it is important to keep in mind the spatial limitations imposed by rendering video representations of action onto tangible video cards arranged on tables or walls.
Keep reading if you are curious about how the Video Card Family Game is played in the context of video analysis for design research.
From "A Journey Round My Skull's" photostream on Flickr
Recent studies, one by Sentiment360 and the other by FreshMinds, concluded that social media monitoring tools aren’t very accurate in automatically measuring sentiment, much less influence. The insight isn’t a new one and speaks to the now well-known issue of whether social media engagement is scalable. Consequently, we now see social media monitoring companies combining with text analytics companies to bundle their service offerings to increase their ability to monitor a customer’s activity and online influence, tracking that information to the workflows of marketing, sales, customer support, or operations in near real-time.
How well hybrid analytics companies, combining social media monitoring with text analytics, can deliver on the automation promise, and scalability, in managing the customer experience remains in question. For example, in attempting to convey the limits of the marketing promise, Maria Ogneva of Attensity360 in The “Right” Degree of Automation recently offered the following distinctions, between process automation, response automation, and pre-response automation.
Process automation involves developing rules to use in decisions about the flow of information. Response automation involves using automated and “canned” responses to customer questions, generally a “no no” in social media unless tied to an information update rather than a marketing message. It is worth noting, as Maria’s colleague Michelle de Haaff does, that response automation also includes automatically determining which social media messages merit engagement and which ones don’t. The whole SCRM discussion needs independent research on these new hybrid tool sets to assess their degree of accuracy over the existing automated sentiment analysis tools.
I don’t think it is too soon though to assert, following Mark Tamis recent point, that the importance of collaboration across the Enterprise and its ecosystem is crucial to SCRM. It isn’t as simple as training people to collaborate, as some imply. Rather, a learning organization and the culture that goes with it are crucial preconditions for employing analytics effectively in SCRM, especially if business processes and work practices are to deliver customer experiences seamlessly.
The thoughts Maria shared about pre-response automationare key to our discussion here.
Somewhere in between process and response automation there exists another kind of automation. It’s a hybrid of sorts, let’s call it pre-response automation. What in the world is pre-response automation? Well, I did just make up the term, but bear with me – let’s see if we can make it catch on. Your system reads, understands and distributes social media messages in step 1. Then taking it a step further, it looks up a potential answer from either within your FAQ or an external user forum, and queues it up as a potential answer for the person who should be sending this message. This way, you as the company rep, get to send a message that’s automated and personalized at the same time. The thing you are automating is the research that would take you time to look up – time you would’ve spent on a menial task that could be spent on engaging and humanizing your responses. Imagine how many more customers you could talk to then! As long as you are putting human touches on all of your messages, using automation to help you write the straightforward response is A-OK. Of course this only works for fairly straightforward cases, nothing custom or complex. Then there’s no shortcut around research (my emphasis).
Maria’s distinctions about how to apply text analytics in fine tuning social media monitoring to engage the customer experience are well put. In fact, as Lior Arussy recently noted, the more Social CRM advocates promise automation as a feasible choice for meeting the scalability challenge of social media for businesses, the more their consulting strategy mimics traditional IT consulting where the technology, though claiming to only provide a part of the solution, is actually assumed by clients to provide THE solution. As a result, crucial organizational and cultural challenges too often go unaddressed.
…we should not rush to embrace new technologies, when we lack the substance to initiate the customer engagement. A fan club on facebook or constant tweeting will not disguise inferior customer experiences. In fact it will only magnify the problem and distribute it to millions of potential new customers.
At the core of social CRM success must be not the tools but the organizational readiness to act. Both through executives’ readiness to listen and commitment to act combined with design and delivery of superior, differentiating experiences.
In his comment to Lior’s post, Marc Mandel observed that ” in my experience the fault about trying to substitute a tool for a truly appropriate organizational solution is neither the exclusive domain of the buyer or the seller, but often a shared culpability.” To her credit, Maria Ogneva of Attensity360 straightforwardly notes that analytics and monitoring tools cannot substitute for a business strategy.
How can we keep the people and culture challenges in organizational focus while deploying analytics in SCRM? As Christian Finn, Microsoft’s Director for Collaboration and Enterprise Social Computing, recently noted regarding Microsoft’s use of Sharepoint 2010, “Solve a Problem, Don’t Deploy a Technology”. To get more specific, ready the organization to solve bumps in the customer experience in a seamless way first.A good customer experience can be delivered without SCRM technology, as the video below by Jaffe Juice makes clear in relationship to an experience with Starbucks and Foursquare.
Frequently a seamless customer experience will needdelivering without SCRMsince the customer’s job demands application of a barely repeatable process.Or, as Sig characterizes barely repeatable processes over at Thingamy,” The activities that employees spend most of their time on every day”.
Over the past five years my thinking and work focus is on the strategic importance of dialogue between businesses and customers. The potential of social software, specifically social media and also Social CRM, to extend dialogic opportunities between the wants and needs of customers and the way companies meet those wants and needs with products and services intrigued me from the start. On several occasions I’ve discussed dialogue in relationship to organizational self-orientation, open innovation, brand strategy, and learning.
As I recently noted,
A dialogue strategy builds on the assumption that companies learn more from customers when customers learn from them, and doing so benefits both. I increasingly think it provides a basic framework to think about, and consider as part of your experience design strategy, when relating to customers. Thought leaders increasingly refer to the challenge as social business design.
The overall premise of this way of thinking rests on the idea that consumers and customers, as well as others with influence in a company’s ecosystem, are gaining increasing power to affect the meaning and value of brand offerings as well as the evaluation of operating assumptions. As a result, strategic efforts of organizational transformation are inevitable for most companies. Dave Evans puts it well,
Social CRM involves multiple elements, linked together, to provide an end-to-end understanding of how your brand, product, or service is received in the marketplace and how your internal processes produce and deliver experiences that drive this reception.
We’ve been talking to customers over the phone for how long? Exactly! So, what’s the difference? Sure, social platforms are more public. But, does the public nature of the channel automatically turn us into bumbling idiots that are going to trash our company’s brands in 140 characters?
Barry seems to make the point that you don’t need to know how much influence a customer exercises in your ecosystem to provide them with services. I certainly agree with him on that point, and I’ll offer a personal account about why later in this post. However, in my view, Barry draws the wrong conclusion from the point. He paraphrases a quote from Frank Eliason at a recent SOCAP conference when someone asked about influencers and influencer analysis. Frank, reportedly said, ” I’m in customer service. I don’t care how influential they are. I need to solve their problem. Do you ask who your customer knows before you answer their question on the phone?”
I suggest that the influence of the customer does matter for the business supported, but not necessarily for delivering customer service alone. Along the same lines, Paul Greenberg notes in his consideration of the concept of Social Relationship Management developed by Brian Solis,
Measuring the whispers gives you some idea of how influential someone can be or how fast a trend can grow or what kind of chatter is spreading about your company — good or bad — and who is spreading it….
…Optimally, using these measures will help you gain some insight into individual customers and their particular influence. If you then provide them with the personalized products, services, experiences and tools they need to sculpt their own relationship with you, because the customer is prone to trusting “someone like me”, it is entirely possible that they will think of your business as a “company like me.”
Influentials matter, especially if they are one of your customers, or even a brand advocate, since they can help you flip the marketing funnel through word of mouth. These opportunities do not reduce to the goals of Public Relations, or marketing, or sales, or operations, or any other specific functional area of a business. The interrelationships are too important for specific functional areas to adopt tailored solutions to their own processes and add the word Social as an adjective, as Mitch Lieberman’s comment on Barry’s post makes clear.
Any strategy needs to support cross-functional goals and objectives which, I think, makes it essential to create or take advantage of new dialogic opportunities, or existing ones, in the business ecosystem. Not doing so, or simply approaching Social CRM as a solution, threatens to fail in an analogous manner as CRM itself did, treating relationships as transactions. Perhaps a cautionary tale about CRM can convey the point. I offer the following anecdote of my own recent experience as a customer of a technology service provider’s CRM system. Note that my experience was a social one, even though the business, XO Communications, doesn’t seem to recognize that social channels exist, nor does it seem capable at managing communication across channels with customers.
My last post dealt with transformations in the grocery shopper’s service journey in the United States since the late 19th century, after creation of the shopping bag. It noted that, before the shopping cart was introduced into grocery stores, the shopper’s journey started with paper grocery bags and noted the transformation required to get shoppers to use shopping carts.
In recent years, local and state governments, grocers and other retailers, as well as many shoppers increasingly understand the environmental impact of using so many disposable bags, whether paper or plastic. Not to mention the direct costs to the grocer in providing the disposable bags.
Paper bags cost four cents each on average and plastic bags one cent. The cost per year in the United States is over four billion dollars, leaving aside all the unintended harm to the environment. This post suggests that shoppers exhibit a purposive desire to use reusable shopping bags. When will the large grocery chains design the customer journey to reinforce the purposive desire of their shoppers? Customers expressing such a purposive desire need symbolic resources to aid them in remembering to take their reusable shopping bags,
from here
or here
to here
and, finally, here
Let’s start off with an anecdote.
Schnucks is a grocery chain in the St. Louis area that I sometimes frequent. The particular store I shop in seems to stock the best Bibb lettuce in my area and that is the main reason I go there. Earlier this year, as I entered that store, I experienced the simplest solution you could imagine to a recurrent problem many retail shoppers face.
Someone in this store took the time to mount a reusable Schnucks bag onto a matte board and attach it to the Enter doorway. Even though I was almost in the store when I saw it, the mere sign with no call to action gave me the motivation to turn around and go to my car trunk to retrieve some reusable bags.
My household owns 15 – 20 reusable grocery bags from various retail chains in St. Louis, Schnucks and Dierbergs. I keep several of those reusable bags in the trunk of my car to use whenever I go shopping, especially for groceries. I’m sure many of you do the same with stores in your area. Needless to say though, I can’t count the times I’ve reached the checkout counter and realized that the answer to the “paper or plastic” question is, “Oh crap, I forgot to bring my bags in with me.”
For those of you who own reusable shopping bags I’d wager you know the experience. In fact, one of the reasons my household has so many of these reusable bags is that my wife often forgets also, but she is not reluctant to just buy another one or two bags instead of using paper or plastic. Don’t ask!
In addition to an inexplicable sense of inappropriateness, which my wife says she shares, in bringing a Dierbergs bag into Schnucks, and vice versa, or banish the thought, to bring a Schnucks or Dierbergs reusable bag into Whole Foods or Trader Joes, the main culprit for my failure to remember is usually just getting in a hurry.
Consider the following numbers:
40% of 1,000 people surveyed by Consumer Reports in the United States say they own reusable shopping bags and use them along with grocery supplied plastic and paper bags
17% of 104,830 people surveyed by MSNBC in the United States say they consistently use reusable shopping bags
Any way you look at the numbers, many more people own reusable bags than use them consistently. Someone at the Schnucks store who posted the sign is obviously listening to those customers who end up at the checkout and express dismay over forgetting their reusable bags. None of the other five or six Schnucks stores I occasionally shop have posted such signs. Schnucks lacks a strategic communications strategy for addressing the green customer need in question, i.e. the desire to remember reusable bags.
Schnucks isn’t alone. Dierbergs doesn’t provide signs to support reusable bag shopping at the start of the customer journey. Neither does Whole Foods or Trader Joes, at least in St. Louis. Nevertheless, the Schnucks store discussed in this post developed a workaround for the overall failure of the company to engage the shopping journey needs of its customers. It serves as a paradigmatic example of service design brought to the wayfinding challenges of grocery shoppers who are interested and motivated to minimize their environmental impact.
A customer that voluntarily expresses dismay over leaving their reusable shopping bags in their automobile trunk, or at home, is also revealing a desire, an emotional response to their own failure to remember a personal commitment to a larger purpose, i.e. they want to act in an environmentally responsible way. It is a purposive desire. I suggest that such purposive desires are relevant to service design and wayfinding, and the sections below outline how.
Grocery shopping is one of those chores that we all have to do from time to time. I’m introducing the topic of grocery shopping as a service journey not because the concept is new. In-store ethnographic studies, and shop-alongs, implicitly recognize the concept. Few people who analyze what grocers do, and how people who shop in their stores get the job of buying groceries done, would be surprised that it is a journey. And, of course, the journey starts in the shopper’s home, which Tesco’s Fresh and Easy discovered the hard way when they expanded from the United Kingdom to the United States. What I want to do here is provide a brief, high level history of the U.S. grocery shopper’s journey, and key transformations of that journey, to establish the context for my next post.
Other than time, money, and typically transportation, two pieces of technology are critical to the journey we take as we shop, especially for groceries. We must collect items around the store and move them to the checkout counter. Once our grocery items are checked out and we pay for them, we must move those groceries from the store to our source of transportation. For many of us that transportation consists of an automobile, or other vehicle; for others it may be public transport.
A partial solution to the challenge of collecting items around the store came with the invention of flat-bottomed paper bags by Margaret Knight in 1870. However, it really wasn’t until Walter H. Deubner, a grocery store owner in St. Paul, Minnesota, created a shopping bag in 1915 (a paper bag with a cord running through it for strength) that a workable solution to the challenge of collecting and moving items from shelves to the checkout counter came along. The Deubner Shopping Bag carried up to seventy pounds of groceries. In other words, at least initially, the grocery bag was supplied before customers began to shop.
The invention of the shopping cart by Sylvan Goldman in 1936 provided the basis for changing the shopping journey. Consider the problems he faced in persuading shoppers to change their shopping journey.
Goldman’s concept was simple: make shopping easier for the customer and they’ll visit the store more frequently, and buy more. Unfortunately, the customers didn’t want to use the carts. Young men thought they would appear weak; young women felt the carts were unfashionable; and older people didn’t want to appear helpless. So, Goldman hired models of all ages and both sexes to push the things around the store, pretending they were shopping. That, and an attractive store greeter encouraging use of the carts, did the trick.
Paid female model pushing shopping cart.
By 1940 shopping carts had found so firm a place in American life as to grace the cover of the Saturday Evening Post. Supermarkets were redesigned to accommodate them. Checkout counter design and the layout of aisles changed.
As a result, shopping bags were relocated in the shopper’s journey, with the exception of small bags for produce and other perishables. The invention of plastic bags later on added another alternative for bagging, in the produce section as well as the checkout counter, and it was a cheaper direct cost than paper.
Today, the result of these basic technologies for supporting grocery shoppers makes the experience much easier, no doubt less stressful on the back and shoulders than carrying heavy bags around the store while shopping. My next post focuses on the current transformational challenge facing the grocery shopper’s service journey through the diffusion of reusable bags.
Marketing, especially social media marketing, and learning, including organizational learning, are both essential components of a dialogue strategy for customer experience design and management. A dialogue strategy builds on the assumption that companies learn more from customers when customers learn from them, and doing so benefits both. I increasingly think it provides a basic framework to think about, and consider as part of your experience design strategy, when relating to customers. Thought leaders increasingly refer to the challenge as social business design.
Given the maturity and diffusion of social media, a dialogue strategy provides a framework to discuss communication as an ecosystem, whether addressing collaboration, innovation, segmentation, sales, customer service, or brands. The key to the process is understandingcustomers, attractingthem, engagingthem with sales in mind, empowering them to solve your product and service problems, and learningfrom them to improve products and services, thereby strengthening your brand. It is not simply segmenting them, targeting them, driving them through interactions, and transacting with them through sales.
Over time, people buy things they need from you rather than someone else because they want what you offer, and because they feel an empathic connection, i.e. that you understand them. From my reading, Wim Rampen’s contention that we need to use segmentation the customer’s way gets to the heart of the point. The challenge of learning how to make an empathic connection increases to the extent that CRM (customer relationship management) aims to align customer engagement directly with business transactions.
Those looking for a direct, sustained connection between customer engagement and sales from Social CRM are expecting too much in my opinion. The key question is whether you know that Jane Smith who called for support tonight also chatted with one of your people earlier, or posted (or tweeted) something positive or negative about you on her blog, or posted something about your product/service to a how-to community forum. Knowing any of those things about Jane’s activities and experiences with your brand increases the potential for empathic connection between your people and Jane, meaning your understanding of what Jane needs from your products/services increases.
It would be nice if a monitoring platform could listen for you and, just automatically, determine how influential Jane Smith really is in the scheme of things. It might be nice to have a social media management system that just took care of everything, gauged the influence of anyone commenting about you online, ranked their value relative to your brand, and prioritized the level of response needed. However, in the near term, regardless of how much we want that panacea, your employees, or outsource partners, are going to need to engage with your customers as though their problems are your own.
Nestle’ can speak to that issue recently. It is important to note that the Nestle’ example is not the first time a company’s supply chain management, rather than a product or service per se, came under organized criticism. Nike and Shell, among others, found their own supply chain relationships under fire over the past decade. Indeed, Shell’s early experiment in 1998 with a blog called Tell Shell came under such negative commentary from the public that the company shut it down. Nike, on the other hand, engaged the debate and incorporated the criticisms into its business model, I’ll leave it to you to decide which brand strategy makes the most sense for customer relationships.
Harold Jarche recently offered a framework for social learning in the enterprise in which he draws from a range of colleagues (Jay Cross, Jane Hart, George Siemens, Charles Jennings, and Jon Husband, all members of the Internet Time Alliance) to outline how the concept of social learning relates to the large-scale changes facing organizations as they struggle to manage how people share and use knowledge.
Harold’s overall framework comes down to the following insight,
Individual learning in organizations is basically irrelevant because work is almost never done by one person. All organizational value is created by teams and networks. Furthermore, learning may be generated in teams but even this type of knowledge comes and goes. Learning really spreads through social networks. Social networks are the primary conduit for effective organizational performance…Social learning is how groups work and share knowledge to become better practitioners. Organizations should focus on enabling practitioners to produce results by supporting learning through social networks.
Indeed, Jay Cross suggests that the whole discussion needs framing in terms of collaboration, and I tend to agree. Yet, saying social learning occurs largely through collaboration means delving into the subtleties of how social networks relate to the organizing work of project teams as well as to their performance. After all, much of the work done in Enterprises involves multidisciplinary teams, often spread across departments, operating units, and locations.
One of my earlier posts posed the question Who’s on Your Team? to highlight the importance of social networking to establishing team identity and enhancing knowledge sharing across distributed, multidisciplinary teams. Its focus was on the importance of social software applications in the Enterprise to the ability of distributed project team members to recognize who is on their team at any point in time, and who isn’t. Organizational analysts refer to the challenge of establishing team identity as a boundary definition problem for teams, when members are spread across large distances whether geographic or cultural in nature.
As I noted in a post on Peter Morville’s Findability several years ago,
“Interfaces are not what they used to be. The computer-human interface is both more and less than it was a few years ago. Interfaces are not only, or even primarily, a screen anymore. Yet, screens remain important to most design efforts, even though interfaces are increasingly part of the environment itself. As John Thackara and Malcolm McCullough both recently pointed out, entire cities are developing into user interfaces as ubiquitous computing environments expand.”
Caleb, over at MobileBehavior, recently observed that mobile phones do not yet provide users with a graphic language for touch interactions. Caleb’s post points to an early visualization of a standard graphic language offered by Timo Arnall of the Touch project, which researches near field communication. Caleb makes his point by talking about the confusion that consumers experience when faced with a visual tag (v-Tag), or 2D Barcode, and does so with the following Weather Channel forecast that offers viewers an opportunity to interact with a visual tag using their mobile phones (wait until about 45 seconds into the video). The forecast fails to indicate to viewers what the v-tag does.
The user experience team that developed the v-tag for that particular forecast must have assumed viewers would know it represented an invitation to interact. A search on the Weather Channel website fails to return any information on the use of v-tags in their media programming though.
In a previous discussion of Dan Saffer’s book, Designing Gestural Interfaces, I made a similar point about mundane gestural interfaces in public bathrooms, a setting with fairly established graphic language conventions. Yet, even such mundane gestural interfaces can pose difficulty for users. As I noted,
I remember the first time, a few years ago, when I tried to get water flowing through a faucet in a public restroom that used sensor detection. Initially, it was not obvious to me how the faucet worked, and I suspect others continue to experience the same problem based on the photo I took during a recent visit to a physician’s office.
Among other observations, it is important here to note that these examples provide clear instruction for why experience design encompasses user experience. Specifically, people only experience a user interaction if the interactive capability of an artifact is intelligible, if they recognize the artifact as an instance of that kind of thing, i.e. an invitation to interact with media or machinery. Who knows how many people noticed the Adidas logo embedded in a v-Tag on their running shorts, or shoes, and failed to see it as an invitation to a user experience?
People can’t use an interface if it is not recognizable as such or, as the Palcom team coined it, palpable to their use. Otherwise, the invitation to experience, what Dan Saffer calls the attraction affordance, fails. Consider the more telling example of the symbol at the top of this post. It represents an RFID signal environment for devices using the Near Field Communication (NFC) standard. Indeed, Timo Arnall and Jack Schulze’s recent work for the Touch project demonstrates the spatial qualities of an RFID device’s signal, the shape of its readable volume.
Dan Saffer, in Designing Gestural Interfaces, touches on the fact that we are currently missing common symbols for indicating when an interactive system “is present in a space when it would otherwise be invisible,” or when we just wouldn’t recognize it as such. Adam Greenfield’s Everyware made a similar point a half decade ago.
Ethnographers are traditionally known for immersing themselves in the everyday lives of people and paying attention to the details and context of their activity. Anthropologists after Malinowski considered extended participant observation in the lives of the people they studied a prerequisite for analyzing culture. However, in the last few decades of the twentieth-century ethnographers began to consider their analysis increasingly as a challenge of interpreting cultural phenomena rather than explaining their variation.
With the increasing availability of the Web, researchers using computer-mediated communication, i.e. digital, devices in their projects label their work under a range of categories. I’ve discussed ethnography several times before, the first taking note of the trend toward virtual anthropology and the next talking about the significance of Tom Boellstorff’s ethnography of Second Life, followed by a couple of posts about ethnography’s relationship to empathyand globalization.
In 2003, Cheskin’s Davis Masten and Tim Plowman characterized digital ethnography as the next wave in understanding the consumer experiencein Design Management Journal. To my way of thinking they were correct in asserting that, “Digital Ethno enables participants to convey the real-time richness of their own lives and environments.”
Along with any new wave in understanding people’s experience comes a range of neologisms intended to clarify the multiplicity of research options that emerge. Kozinets recently suggested that the use of ethnography in computer-mediated research activities is best described as Netnography, a neologism he dates from 1996. He argues for the use of the term, netnography, in the following way:
Netgography differs from other qualitative Internet research techniques in that it offers, under the rubric of a single term, a rigorous set of guidelines for the conduct of computer-mediated ethnography and also, importantly, its integration with other forms of cultural research (p. 15)
However, as Kozinets suggests, the 2008 survey of Intenet users done by the Annenburg Digital Futures Project found that 56% of the members of online community members meet other members of their online community face-to-face. And, as Kozinets further notes, the Annenburg research did not include social networking sites, making the figures conservative ones since, as Brian Solis recently noted, social networking combined with geo-location and augmented reality applications is bridging the online and offline interaction. Kozinets insists that this simply means research must blend ethnography and netnography to study the intermixof online and offline activity.
I won’t go into all the reasons I think Kozinets thinking on the relation between netnography and ethnography fails to persuade. Suffice it to say that, to my mind, as Web 2.0 increasingly permeates peoples’ everyday lives, the term netnography fails to sufficiently describe the way ethnography works in a consumer environment where digital devices are ubiquitous.
As people increasingly access the Web and engage online communities on the go, the notion that this is happening on the net seems quaint. If any term is needed other than ethnography, I’d suggest digital ethnography remains the most fitting. When we consider mobility as part of a ubiquitous computing environment, defining the relationship between spaceand placeincreasingly requires analyzing social practices rather than simply distinguishing a time and location for an activity.
As Johanna Brewer and Paul Dourish observe, “space is not simply an ‘inert container’ for the places of everyday experience; rather, space itself is the outcome of particular ways of reasoning about and representing the world.” Brewer and Dourish note, for example, that research on mobile messaging used to coordinate meet-ups or other rendezvous allow for people to show-up using a proxy form of participation before they get to the physical meeting. Additionally, the recent research by Hope Jensen Schau, Albert M. Muniz, Jr., and Eric J. Arnould, How Brand Community Practices Create Value from the Journal of Marketingexplicitly approaches brand communitiesusing a range of qualitative techniques, including netnographic, to study participants across several years both online and off.
My inclination regarding ethnographic methods is to endorse the point of view offered in Sunderland and Denny’s Doing Anthropology in Consumer Research. They note,
…ethnography is not a method per se, but rather a collection of methods…In commercial consumer research circles, one sometimes hears various rules, on the order “it is only ethnography if there is observation,” or “video,” or “multiple meetings,” or “sufficient time,”…or…(filled in with any number of favorite and idiosyncratic rules. But what seems most accurate about ethnography as a companion mode of discovery in cultural analysis is that as a methodology it must be viewed through, and seen as permeated with, the sociocultural. (p. 50, my emphasis)
In other words, the specifics of the methodology matter less than its purposive application. Following Geertz, Sunderland and Denny contend, the methodologies employed, whether participant observation, focus groups, in-depth interviews, diaries (online or offline), village censuses, surveys, or maps, “are not ‘ethnographic’ per se, but…are made so by the intellectual framing of the task” (p.52).
The purpose of ethnographic research is as important as the methods used, as long as the sociocultural context remains in focus. For example, whether we use ethnography in marketingor designresearchremains irrelevant to the methods employed. What matters is whether we develop the research questions around the assumption that sociocultural practicesprovide the data source for answers.
Skilful Minds discusses Experience Design
and the ways it matters to client stakeholders, whether users, consumers, customers, learners, or just plain people.