May 28, 2009
Vendor Relationship Management (VRM) is a term used by Doc Searls and other members of ProjectVRM to distinguish market relationships between vendors and consumers where the latter gain increased control over that commercial relationship. Building on the VRM concept, Jeremiah Owyang recently noted that VRM offers a potential future for public relations agencies in which the future of PR is in representing communities rather than brands. As Doc recently declared,
We therefore resolve to avoid all relationships in which the privileges of loyalty are determined entirely by the seller, and to construct new terms and means of engagement that will work in mutually constructive ways for both customers and sellers, for the good of all.
So, in the spirit of the Declaration of Customer Independence recently outlined by Doc, I offer the following turn of the century anecdote for thinking about Customer Managed Relationships (CMR).
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Community 2.0, Customer Communities, Customer Experience, Social Networks | Tagged: Community 2.0, Customer Communities, customer community, customer managed relationships, Experience Design, personalization, social network, social networking, vendor relationship management, VRM |
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Posted by Larry Irons
May 20, 2009
I first took real notice of the term “social business” in a post early this year over at Peter Kim‘s blog. The concept of social business is not limited to those enterprises seeking to “generate social improvements and serve a broader human development purpose,” though these are certainly admirable goals. Rather, social business is increasingly discussed as a frame of analysis for considering the business implications of large numbers of people using web 2.0 technologies, especially social media, within corporate enterprises as employees, or outside them as customers.
Channels, policies, processes, touch points and transactions are increasingly viewed as parts of the social experience organizations use to engage employees in collaboration, and customers in conversation. The common goal of the discussion involves transforming business practices to incorporate social relationships into the value proposition to customers and other stakeholders.
My recent reading of Wired to Care by Dev Patnaik (with Peter Mortensen) provided some basic insights for me in thinking about the development of social business practices. I highly recommend it to anyone with an interest in the intersection of experience design and organization. The book explores the concept of empathy in a manner that speaks to the social business discussion by pointing out that the result of a transformation is more than adoption of new technologies such as social media.
Wired to Care offers an approach to organizing business as well as creating design insights on how to engage customers to improve products and services. One of my earliest posts on Skilful Minds, Break the Golden Rule with Customer Dialogue Support, offered the following observation,
Many “customer care” approaches call for treating customers the way you’d like to be treated—the so-called Golden Rule. Treating customers the way we, as service providers want to be treated implies that we inherently know what’s best for them. A customer dialogue approach alternatively assumes that customers know, or can quickly learn, what’s best for them as individual customers. We need to treat customers the way their actions indicate they want, not the way we would want to be treated as a customer.
Reading Wired to Care persuaded me that my previous point only moved the discussion a part of the way to an understanding of the nuances of the Golden Rule for business. Wired to Care offers an interesting point of view on the limitations inherent in the traditional understanding of the Golden Rule, while contending that a full appreciation of it reveals truths about us as individuals, and our relationship to organizations, whether as employees or customers. It outlines three levels of the Golden Rule:
- “Do unto others as you would have them do unto you” — the most basic level with limited efficacy unless people share the same view of the world
- “Do unto others as they would have done to them” — requires increased empathy to distinguish the wants and needs of individuals
- “Do unto each other as we would have done unto us” — provides for empathy by focusing on “how we’d all like to be treated, inside the company and out,” yet also recognizes that good business practice might additionally require treating people “better than they expect to be treated”
Dev contends that the third level of the Golden Rule provides a basis for integrating empathy into the everyday practices of organizations. Though he does not use the term social business, Dev’s analysis offers a foundational strategy for implementing social business through the concept of an Open Empathy Organization.
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Brands, Change Management, Experience Design, Innovation, Social Business Design | Tagged: brand, Customer Experience, dev patnaik, empathy, empathy with customers, Experience Design, Golden Rule, open empathy organization, social business, wired to care |
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Posted by Larry Irons
April 20, 2009

- The Cynefin Framework
As noted in a previous post, the promises made by brands are increasingly judged on whether they converge with the customer experience across channels of service in organizations. The challenge is a longstanding one for all organizations. However, the increasing adoption of social media makes the challenge more pressing as word of mouth (WOM) from customers, suppliers, competitors, or others amplifies their ability to communicate their experience with your brand to others. Word of mouth communities and networks using social software are increasingly spread over regional, national, and international borders, making them much more important to those who market branded products and services, online and off.
Speaking the language of customer-centricity is not good enough. Companies must talk-the talk and walk-the-walk for brand strategy. Brand strategies are most effective when based in the design and delivery of business services themselves. Listening to the conversations people engage online about a topic (such as your brand), and eliciting the participation of those people in the development and refinement of products and services, are two key parts of an experience design strategy. Even though you may think this is a “Duh!” insight, consider recent findings on the engagement gap.
PriceWaterhouseCooper’s 12th Annual CEO Survey recently reported that most CEOs,
…believe that data about their customers (94%), brand (91%) and employees (88%) are important or critical to long-term decision-making. However, strikingly low percentages of CEOs say they have comprehensive information in these and other critical areas that contribute to organisational agility. Just 21% have comprehensive information about the needs and references of customers and clients. Less than one third feel they have all the information they need about reputation (31%) and the views and needs of employees (30%).
Not surprisingly, the ability to anticipate customer needs is the widest gap between the information CEOs report they need to make decisions about the long-term success of their businesses, and what they currently possess. This post explores the Cynefin (pronounced cunevin) Framework as a helpful approach for thinking about the importance of dialogue with customers in efforts to bridge insight and action.
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Customer Communities, Customer Experience, Experience Design, Social Media, Social Networks | Tagged: brand, co-creation, community, Customer Experience Management, Cynefin Framework, dialogue, Experience Design, Social Media, WOM, word of mouth |
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Posted by Larry Irons
April 6, 2009
The topics discussed at Skilful Minds fall in a range of challenges involved in translating strategic business goals, and the complex needs of people, into exceptional experiences, for employees who provide products and services and those who consume them, whether the latter are customers, users, learners, or just plain people. Commentators and practitioners of experience design tend to focus on the latter while largely ignoring the former. A few recent posts by influentials speak directly to these concerns and merit specific attention for their insights into experience design and brands.
The underlying theme is that brands are not simply about the way customers view products and services. The way employees engage customers in the design, development, and delivery of those products and services is also crucial to brands. However, exhorting employees to live the brand and talk customer-centricity is a prescription for failure when isolated from transformational changes to a company’s engagement with customers.
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Brands, Change Management, Customer Experience, Experience Design, Social Media | Tagged: brand, Customer Experience, dialogue, Experience Design, PR 2.0 |
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Posted by Larry Irons
February 23, 2009
Good service is one of those experiences most of us recognize when we get it. Much of the time though, a good service experience is as much a result of how learnable the provider makes its business processes, the context of the service, as it is the products and services themselves. I discussed this a couple of years ago in a post on the importance of a dialogue strategy for customer experience management. A dialogue strategy builds on the assumption that companies learn more from customers when customers learn from them. More recently I noted that,
The increasing maturity and diffusion of social media over the ensuing years makes it clear that a dialogue strategy provides a coherent framework for communications, whether addressing collaboration, innovation, marketing, sales, support, or branding. The key to the process is understanding customers, attracting them, engaging them, and learning from them to improve products and services, thereby strengthening your brand…
Strategists increasingly recognize that listening to customers, engaging them in dialogue, and acting on what is learned lies at the heart of experience design’s relevance to brands, customers, and social media.
These insights are relevant to the current shift in focus for experience design, from primarily emphasizing the design of products to also emphasizing the design of services, as exemplified in Peter Merholtz’s recent series in Harvard Business online. Okay, you may ask, how does this all relate to eLearning and learnability?
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Collaboration, Experience Design, Learning Experience | Tagged: business process, call center, Customer Experience, e-Learning, eLearning, elearning design, Experience Design, learnability |
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Posted by Larry Irons
February 2, 2009
The Museum of Lost Interactions opened in 2006, and many of you may know about it already because of the initial sensation it caused among prominent thinkers about technology like Bruce Sterling. However, for those who don’t, I thought you might want to. MoLi is located in the University of Dundee’s Interactive Media Design program. MoLi aims to raise public awareness of the history of interaction design.
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Cool Entries, Experience Design, Social Media | Tagged: Experience Design, interaction archaeology, interaction design, lost interactions, social communicator |
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Posted by Larry Irons
January 27, 2009

We Need A New Box
A recent report from the Chief Marketing Officer Council provides an interesting set of insights into the engagement gap. The engagement gap refers to the difference between the influence of the Internet in consumer decision making and the amount of spending, and effort, by corporations and government agencies in trying to interact with and shape the thinking behind those decisions.
The CMO Council report summarizes the overall results of the survey as follows:
What we are seeing is much stronger sensitivity to engage directly with customers and learn more about what shapes, influences and impacts purchasing decisions and intentions to do business. The move to quantify “customer affinity” and increase “customer advocacy” has become a new measure of marketing effectiveness…
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Brands, Experience Design, Social Media | Tagged: brand monitoring, engagement gap, Experience Design, listening platform, social media marketing |
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Posted by Larry Irons
November 11, 2008

Whirlpool CentralPark Connection
I’ve been meaning to write about Dan Saffer’s Masters Thesis since reading it a couple of years ago. A recent post by Mike Kuniavsky provides an opportunity to do so. Also, it appears that Dan left his position at Adaptive Path to found Kicker Studio, a product design company. In The Role of Metaphor in Interaction Design, Dan noted that metaphors help users/customers understand new products and services by providing cues that orient and personify the experience of the familiar with the new.
In other words, metaphors help us understand one thing in terms of another by highlighting similarities between the two, while at the same time implicitly recognizing differences. Dan also added that metaphors introduced to facilitate adoption of a new product can also limit its innovation in other ways. He specifically pointed to the Workspace is a Desktop metaphor, which conceptualizes the computer as an office tool primarily. I would add that the metaphor contributed to the myth of the paperless office by obscuring the differences between desktops and graphical user interfaces. Specifically, Dan contended that,
it could be argued that the desktop metaphor has hindered the development of ubiquitous computing as much as some hardware factors (p.22).
At the same time, he observed that the desktop metaphor was much more effective in gaining the widespread adoption of computers when compared to the previous metaphor, i.e. computers as programming environments. He recommended that whenever designers use a metaphor in a new product they need to begin with what is new, the subject of the metaphor, rather than what the metaphor refers to. In other words, don’t force functionality into a metaphor. Use the metaphor to support a concept rather than the other way around. The point builds on the design principle of Cooper, Reiman, and Cronin in About Face 3.0 to, “Never bend your interface to fit a metaphor” (p. 279).
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Customer Experience, Experience Design, Ubiquitous Computing, User Experience, Web 2.0 | Tagged: Ceiva, clutter, Experience Design, intelligent refrigerator, metaphor, Ubiquitous Computing, whirlpool |
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Posted by Larry Irons
October 16, 2008
Skilful Minds reminded readers about place-based story experiences like [murmur] recently after I visited the Missouri Botanical Gardens (MoBot) to see the Niki exhibit. The Niki exhibit showed forty mosaic sculptures done by Niki de Saint Phalle (1930 – 2002). Each concept used cell phones to either allow visitors to places to share stories about the place, as in [murmur], or allow visitors to listen to stories about specific exhibit items, as in the Niki exhibit.
Yanko Design showcased a design recently called touched echo developed by Markus Kison. Touched echo makes a place-based story experience available to visitors without the use of devices like cell phones. Although the technology was anticipated in an early experiment by Laurie Anderson called the Handphone Table, applying it to place-based stories is a new and innovative experience design. The design works by using bone conduction for hearing rather than transmitting audio waves through the air.
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Cool Entries, Experience Design, Innovation, Social Media | Tagged: bone conduction, exhibit, Experience Design, Innovation, Social Media |
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Posted by Larry Irons
October 1, 2008
Keeping up with social media is a real challenge these days. However, one theme seems constant whenever you read blogs about social media, especially among marketers and so-called optimizers who target, target, target to drive, drive, drive customers to their client’s social media asset, i.e. video, blog, community, etc. You would think advocates of social media are Rowdy, Gil, Jed, or one of the other actors on Rawhide.
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Brands, Customer Experience, Experience Design, Social Media, User Experience, Web 2.0 | Tagged: customer engagement, Experience Design, SEO, Social Media, social media optimization, targeting, Web 2.0 |
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Posted by Larry Irons
September 25, 2008
I don’t usually discuss books or reports without contextualizing the discussion. However, I’ve just begun reading a book that merits mention before digesting how it fits either strategically or tactically with experience design issues.
Skilful Minds first discussed virtual anthropology several years ago noting the following.
The term points to the ability of customer researchers to now tap into the stories about personal experience that increasing numbers of people are providing online…But, keep in mind that the people offering their stories and experiences for your edification are not doing it for you.
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Customer Communities, Digital Ethnography, Ethnography, Experience Design, User Experience | Tagged: Experience Design, second life, virtual anthropology, Web 2.0 |
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Posted by Larry Irons
August 27, 2008

La Cabeza
We initially discussed place-based stories back in 2006, noting the way [murmur] provided people experiencing a place to add a story about their engagement with it. To listen to the stories, visitors to that place simply called a number on their mobile device.
I was reminded of the [murmur] service this past weekend while walking through the Missouri Botanical Gardens(MoBot) here in St. Louis. MoBot is hosting the Niki exhibit, showing forty mosaic sculptures done by Niki de Saint Phalle (1930 – 2002). Each sculpture is assigned a unique number that corresponds to an audio message for that work. For example, La Cabeza information is available at (314) 558-4357 11#.
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Experience Design, User Experience | Tagged: Experience Design, murmur, niki |
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Posted by Larry Irons
August 13, 2008

For those who think discussions of semantic value and meaning are pointless, with no relationship to technology adoption, you may want to skip this post.
We first discussed visual tags in 2006. Many people today refer to them as 2d barcodes. However, a crucial difference exists between what things are like and what they in fact are. Calling visual tags (v-Tags) 2d barcodes is like calling YouTube a video database, Flickr a photo database, or Del.icio.us a favorites list. Literally, the description is accurate. Functionally, it is meaningless. Read the rest of this entry »
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Community 2.0, e-Learning 2.0, Experience Design, Innovation, Ubiquitous Computing, v-Tags, Web 2.0 | Tagged: 2d barcode, Experience Design, folksonomy, m-learning, mlearning, mobile experience design, mobile learning, social media marketing, Ubiquitous Computing, v-Tags, visual tags, Web 2.0 |
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Posted by Larry Irons
July 20, 2008
Adam Silver, a Strategist at Frog Design, recently wrote an insightful article, “Calculated Design”, in the company’s online magazine — design mind. I want to discuss the article because it touches on several key issues relating to innovation and designing products and services for the experience of users/customers. Adam notes that as globalization and digitalization emerged in the 1990s the trend resulted in product and service interfaces with more culturally diverse and geographically distributed audiences and a fragmented market. The combination of these forces led designers to search for new methods to augment artistic intuition. Considerations of form and function also required attention to feel, features, and interactivity attuned to the needs, wants, and beliefs of specific users/customers.
As Adam observes, ethnography was one of the first new methods incorporated by design research to meet these challenges in the market. However, he thinks ethnography is, on its own, unable to provide the kind of information needed to validate product and service ideas across wide audiences. Read the rest of this entry »
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Customer Experience, Experience Design, Innovation, User Experience | Tagged: empathic research, empathic research methods, empathic research strategy, empathy with customers, Ethnography, Experience Design, Innovation |
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Posted by Larry Irons
July 9, 2006
Rachel Jones, founder of the UK user-centered design company Instrata reports in Usability News on research her company recently finished asking what mobile phone users in the United Kingdom and Europe over the age of 30 want in a product. She makes the following observations about the customer segments for mobile phones above the age of 30:
Some are technically advanced, using a range of other gadgets but with purpose and quality as their motivation. They primarily want to use their mobile for calls and texts, e.g. businesspeople communicating on the move – and would choose a simpler model over others, but only if it has the right look. They won’t use a mobile camera unless the photo quality is equivalent to their digital cameras, and so convergence will only be of interest if quality is undiminished.
Others may be uncomfortable with technology, but don’t want to advertise the fact. They often give up on mobiles, which come to live at the back of the desk drawer or in the bottom of the handbag.
Many potential customers just wish for a phone that is user friendly, and rate this as much more important than any other factor. Many in all groups have had free upgrades to phones that no longer suit their needs, and which have then caused unanticipated frustrations.
As Jones correctly notes, many customers want increasingly sophisticated functions in their mobile phones. Yet, as she adds, ” When phones are created for the older market they do not have the styling or personalisation that these consumers want, or if they do, the marketing concentrates on what they feel are the more patronising aspects of improved usability instead of innovation.” In other words, customers over 30 want mobile phones with simple features that provide a pleasant look and feel.
Jones research raised my interest because it provides insight into a basic change occurring in the mobile phone market. Read the rest of this entry »
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Experience Design, User Experience | Tagged: Experience Design, MVNA, MVNO |
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Posted by Larry Irons
June 9, 2006
I started reading The Persona Lifecycle by John Pruitt and Tamara Adlin over the past week, all 700 plus pages. The book provides a detailed overview of how to use personas, though mostly focused on interactive applications such as web design and software. I cannot review the whole book here, largely because of its length, but also because it does not seem like a book the authors designed for people to read through. It is more like a nicely woven set of concepts, practical insights, and toolkits around the topic of personas. In addition, it provides five original contributions, as individual chapters, by well-known authorities in user centered design. Read the rest of this entry »
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Brands, Customer Experience, Experience Design, User Experience | Tagged: Customer Segmentation, Experience Design, Persona |
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Posted by Larry Irons
January 4, 2006
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.
Peter Morville has outlined one approach to the challenges posed by ubiquitous computing for people who need to go places or find things. He calls it “ambient findability”: “…a fast emerging world where we can find anyone or anything from anywhere at anytime” (p. 6). Read the rest of this entry »
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Experience Design, Social Networks, User Experience, v-Tags, Web 2.0 | Tagged: Experience Design, Findability, visual tags |
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Posted by Larry Irons