Archive for the 'User Experience' Category

The Twitter Effect: How 140 Character Micro-Blogging Can BeneTweet Your Company

Tuesday, October 14th, 2008

Twitter is often described as a free micro-blogging and social networking service that you can use to send quick text messages or ‘tweets’ to friends and followers, no more than 140 characters long. While this may be a factually correct description, it only scratches the surface of how Twitter is being utilized as a revolutionary communications platform.

Since Twitter is hardware agnostic, you can access Twitter using hundreds of different devices. This flexibility is just one of the reasons the use of Twitter is spreading so fast. Anytime, anywhere accessibility means that users can tweet from anywhere–and they are! From the front lines of war zones, to sporting events, family vacations, the local conference event–anywhere you can see or do you can tweet about.

Recently a colleague of mine asked me about Twitter. He heard I was using it to conduct research, promote my blog, and provide assistance to others. “I don’t get it,” he said. “Why would anyone use Twitter? Especially a Fortune 100 company? I just don’t see how it’s useful or effective.”

I could relate to her. You see, I felt the same way only a month or so ago when I first joined Twitter. I posted a few comments, followed a few people, conducted a couple of advanced searches on topics of interest. Yawn. You mean to tell me people are tweeting about taking their children to soccer practice? Tweeting about what they are eating? Posting on topics such as gastronomical pains? Here are three sample tweets (actual Twitter posts):

  • I ate donuts all weekend
  • last day of skiing. I went crazy and shredded some mogul
  • Lunch with the new employee. I’m officially The Man now

Why on earth would I spend my valuable time sorting through thousands of comments like these concerning the mundane happenings of so many ordinary lives?

Then I started noticing other tweets like these:

  • FREE widget creation tool. http://tinyurl.com/8jplw4
  • New report shows Flash is poor choice for navigation design: http://tinyurl.com/7bp2je PS: Real world testing shows search engines can’t see the keyword buckets
  • Nice viral marketing campaign. Click through the site till you see the surprise ending! http://tinyurl.com/3bp1ju

Hmmm. Links to resources, collaborative research findings, online marketing case studies. I searched deeper and found tweets like these:

  • Wholefoods So far, we have not identified any products that contain the implicated peanut butter. We will post more details in The Whole Story shortly
  • LanceArmstrong Kicked off the LS Global Campaign today at Royal Adelaide Hospital with Premier Rann, Federal Treasurer Swann and many others. Here we go
  • DellOutlet Coupons coming for select Dell Outlet laptops & desktops! Not combinable w/ other coupons. Online only. Limit 2 PCs/customer. Expire 1/19/ 09
  • Zappos CES attendees: Intel party. For non-VIP entry say passwd “goat” at door
  • JetBlue Winter weather in the Northeast may cause delays or cancellations. Check your flight’s status at http://www.jetblue.com/flig…

Wow! Official tweets from companies, celebrities, CEO’s and even politicians. Tweets on a wide range of topics such as crisis management, news & event coverage, product discounts, networking opportunities, and even proactive customer service! With my online marketing noggin now fully engaged, I started thinking about Twitter as a strategy for a businesses or individuals looking to build their brand, increase sales, and/or create awareness. The possibilities are endless (and exciting).

As an outreach strategy, I identified eight obvious areas of focus that any person or organization could capitalize on by using Twitter:

  1. Sales & marketing
  2. Reputation management
  3. Social advocacy
  4. Crisis management
  5. Customer care / help
  6. News & event coverage
  7. Networking / employment
  8. Research & development

And how to utilize Twitter in each of the above eight areas? Here are four simple ways to engage with the Twitter.com site:

  1. Search - Use Twitter to find people, topics of interest, companies to follow, etc.
  2. Follow - Use Twitter to track all those you deem worthy of following (anytime they post, it’s added to your Twitter home page
  3. Post - Try contributing content (give advice, insights, tips, special offers, research links, event coverage, rebuttal to negative news, etc.) by either posting one tweet at a time, or better yet, tie in your blog posts and your other online contributions to Twitter automatically using FriendFeed or any number of feed services available online
  4. Interact - Customize the design of your Twitter profile, send direct messages to people and form new relationships, interact with the official Twitter blog, connect all your devices (like your Blackberry, iPhone, etc), and more!

So what are you waiting for? The best way to see for yourself how Twitter can ‘benetweet’ your company, website, blog, product or service is to dive right in and start tweeting today.

What is Sequential (Linear) Interactive Structure?

Monday, October 6th, 2008

Sequential structure is the basic building block of both interactive and linear media projects. User navigation follows a strictly defined procedural path— one node after another. A user cannot jump from node A to node C, for example, without having first traversed node B.

Sequential structureAlthough sequential structure is built into the design scheme of practically every new media application ever produced, it is often not talked about. That’s because, for most interactive projects, linear structure is not the primary design structure used in the application; it’s simply an underlying design system that keeps things moving along (see image).

In the early days of multimedia (late eighties to early nineties), sequential structure was used quite heavily in projects such as electronic books and multimedia novels. The Voyager Company published many of these self-label “expanded books,” titles such as Douglas Adams’s Hitchhiker’s Guide to the Galaxy, Herman Melville’s Moby Dick, and The Complete Annotated Alice based on the Lewis Carroll stories.

Electronic books (“e-books”) helped to redefine the boundaries of the printed word. Writers and publishers were able to create works of fiction or nonfiction that their predecessors only dreamed of. Electronic books enhanced the standard text by adding elements such as images, sound, and animation.

In 1991, the first stages of the 3-D graphic novel Sinkha were put into production by noted Italian science-fiction illustrator Marco Patrito and his production team, Virtual Views. Sinkha was a labor of love that was created over a five-year period on a shoestring budget. Upon its final release, the title won the 1996 New Media Invision award for Best Electronic Book and was hailed as an idyllic mesh of art and fiction.

Sinkha stood out from every other e-book on the market because it was neither book, feature film, nor game. It was truly something different—the first 3-D multimedia novel—as its press kit proudly proclaimed. Tens of thousands of hours went into creating the title and the result is a beautifully rendered graphical environment unlike anything you have ever seen. The artwork in Sinkha has been compared to the quality images found in mainstream games such as Myst and The Journeyman Project.

The central story of Sinkha concerns the character Hyleyn, who wishes to leave home in search of adventure. She hooks up with the Sinkha, a godlike race of creatures who seduce her into their magical, synthetic environments. Hyleyn’s enchanters soon become her captors and the race is on to see who will prevail the innocent girl torn away from her family or the dark forces of the Sinkha. To advance Sinkha’s story, the user is required to click an icon to turn each “page.” This limited user interaction triggers new pages of text, mood-altering music, and a poetic dance of photo-realistic 3-D images to appear onscreen. Since the images are basically static (no animation or QuickTime movies in this title), users are drawn into the images in a search for deeper meaning. The end result is a user experience more like browsing pictures

The Groundhog Day Phenomenon: A Lesson in Customer Convenience

Wednesday, October 1st, 2008

The article was written by Jon Samsel and first published in Buttom Up—The Magazine for the High-Tech Start-Up, in May 1999, when forward-thinking Fortune 500 companies had buttons like this on their websites.

The Groundhog Day Phenomenon: A Lesson in Customer Convenience

If we can assume that online customers demand something more from a company doing business on the web, why is it that so many companies put so little effort into getting to know what their online customers need? What’s so hard about identifying a site visitor, listen to what they have to say about conducting transactions online, and delivering an online experience that meets those expectations?

Two words explain this phenomenon—power shift. Most companies till placate their customers rather than rather than treating them like business partners. That’s understandable. Businesses are not used to interacting with their constituents any other way. But technology has empowered the consumer to interact with a company across many mediums in ways they have always wanted to. This shift in power from companies making decisions about what’s best for a customer to customers demanding that role for themselves makes an online transaction much different from the same experience occurring offline. Old venues push, sell or haggle to preserve some control over the customer’s impulses, questions or anxieties. In a connected economy, businesses respond to customers’ desire for information, then enable rather than control the eventual interaction.

This doesn’t mean that companies like Intel need to dismantle its manufacturing plants, or Barnes and Noble its bookstores. It does mean they need to respond to customer’s desires to also have access to products and services online.  Consumers do show strong preferences for conducting certain transactions—like buying books or computer equipment—or conducting other business such as procuring office products, paying bills, trading securities, or booking travel tickets—electronically, rather than in person or over the telephone. Electronic commerce and online self service enables individuals to do what they want, when they want to. It makes things convenient.

Convenience seems to be a consistently underrated commodity. One reason that very sophisticated businesses have underestimated the appeal of the internet is that they do not fully appreciate the value of convenience. Consumers who prefer online interaction do so largely because it takes less time to do than do alternative venues. They also enjoy the 24/7 storefront aspect of ‘anytime-anywhere’ web service. And as the internet evolves, web sites will become even more user-friendly, allowing consumers to spend their time even more efficiently and effectively than with offline mechanisms.

In the 1993 feature film comedy Groundhog Day, Bill Murray plays a reporter named Phil Connors who travels to small-town America–Punxsutawney, PA.—to do a story on the infamous Punxsutawney Phil, an overweight groundhog who every year informs the nation whether or not spring will arrive early. Connors reports on the story and somehow manages to survive the day. But something strange happens during the night. Upon awakening the next morning, he discovers that it’s Groundhog Day all over again. It seems he’s trapped in some type of time warp where he’s forced to relive the same day over and over. Each day, the townspeople greet Connors as if he were a stranger, even though the man spent time chatting and interacting with them the previous day. The redundant, interpersonal exchanges aggravate Connors to no end—turning him into a frustrated, angry and suicidal man.

Many of today’s businesses are doing the same things to their customers—they treat them like strangers. This only serves to alienate, frustrate and inconvenience them.

Let’s take this real-world story for example. Our tale begins with a woman who walks into a bank and tells the new accounts manager she’d like to take out a loan. The manager asks the woman to fill out a loan application (a legal-length document that takes her fifteen minutes to complete. Even though the woman has been a customer of the bank for over 10 years and all her personal information is on file already, the woman has no choice but to complete the paperwork. The woman is then told that the bank will call her once it’s had a chance to process and review her loan request. The manager and the woman shake hands and the woman exits the bank.

Instead of waiting for her bank to call, the woman decides to log onto an online bank where she submits an electronic loan application that takes her only a few minutes to complete. The online bank doesn’t need the woman to submit a 10 page application because it has developed an e-commerce engine that pings various third-party databases to append data automatically to the woman’s profile. With little effort, the online bank has just provided the woman with higher customer service than the bank she’s been doing business with for the past 10 years. And, seconds after submitting her online loan request, the woman receives two replies—one via email and one via text message on her iPhone—her loan has been approved! The woman accepts the loan terms with the click of a mouse and the funds are wired into her bank account within a few days.

One week later, the woman gets a call from her regular bank. “I’m happy to inform you,” offers the cheery manager, “that your loan has been approved.”

The woman replies rather dramatically. “I’m happy to inform you that you’re no longer my bank.”

This good humored anecdote is meant to drive home a point. As the internet decentralizes brick-and-mortar industries such as insurance, financial services, travel and real estate—in additional to lines of business such as marketing, sales, manufacturing and distribution—businesses must adapt to the growing expectations of their customers if they hope to keep them. The internet has forever changed what people expect from companies they do business with. Consumers can now demand that businesses treat them more like partners rather than pawns in a rigid, inflexible relationship.

In Groundhog Day, Bill Murray’s character vents his frustration in a way which mirrors customers stuck doing business with companies who still don’t ‘get’ the internet.

“What would you do,” Connor asks, “if you were stuck in one place and every day was exactly the same, and nothing that you did mattered?” It’s a quote from a movie but it could easily be attributed to a frustrated bank customer, a novice home buyer, an angry computer purchaser, or a befuddled insurance shopper.

The Groundhog Day phenomenon—treating customers the same old way, day after day—is a losing proposition. Businesses who insist on managing their patrons and prospects in this manor risk losing the one commodity they’ve always counted on—consumers without choices.

11 Link Bait Examples for Your Viewing Pleasure

Monday, September 29th, 2008

Link Bait

Link bait has been described as any form of link-worthy content that naturally attracts links, bookmarks or promotes viral behavior. Link bait can take the form of useful tools, cool widgets, humorous videos, or the just plain unusual. The key to link bait content is in its uniqueness and timing. Link bait is sometimes referred to as the holy grail of Search Engine Optimization, since this ‘premium’ content can drive huge amounts of organic (unpaid) website traffic.

Here are 11 link bait samples you may want to check out:

  1. Hilarious video that drives millions of visitors to FunnyOrDie.com
  2. Bruce Clay’s infamous, Search Engine Relationship Chart
  3. Akamai’s net usage graph showing who is reading the news
  4. Fundemental Particles and Interaction Chart (with a cool zooming feature!)
  5. How much of your favorite energy drink, soda, or caffeinated food would it take to kill you? (go)
  6. Preview how colors will look in your home
  7. Website text enhancer known as the We We Calc
  8. The 22 worst place names in the world (count the # of user comments)
  9. An interactive demo showcasing an IKEA-like website gone wild
  10. Eye candy that you can’t take your eyes off of
  11. Track the progress of your pregnancy using this baby development simulator

10 Common Traits of Companies Who Leverage Social Media Marketing to Achieve the Desired Constituent Response

Friday, September 26th, 2008

With the rapid emergence of Web 2.0 platforms and technologies, many Fortune 500 companies are now utilizing their websites and digital media assets to create mash-ups, crowdsource, microblog, and publish data in a way that promotes, engages and influences their key constituents. They are doing this by utilizing social media applications, word of mouth communication tactics, and consumer-centric interactive experiences to mesh business goals with constituent desires. The reward for successfully navigating this next media minefield is often a stronger brand, more loyal customers, and a new type of business mindset whereby markets are conversations.

Companies who have already embraced the type of conversations enabled by digital networks seem to have several things in common. Here are 10 of them:

  1. An understanding that being responsive to customers with service level agreements that know no boundaries, channel barriers or time constraints.
  2. Recognition that the online experience you provide is your brand. Great first experiences, like the theoretical ripple effect of a butterfly’s wings, are the catalyst for something larger, positive, profound, and influential, that associates a company with trust.
  3. Admission that honesty and transparency trumps double-talk and corporate babble-speak. In fact, it’s this real discussion (warts and all) that constituents crave.
  4. Have a network of smart marketers who prompt audiences to interact because they know that will increase the likelihood that their audiences will transact.
  5. Have the foresight and knowledge that customer engagement means more than launching an online discussion board, it comes organically through enabling valuable and motivating experiences at every touch point.
  6. Tend to have empathetic staff who question what they do for a living and then juxtapose this against what they know their consituencies actually need from them—implementing beneficial solutions as a result.
  7. An appreciation that new web analytics and measurement tools need to speak to where the visitor is going, and not merely to ‘where the puck is’
  8. Acknowledgement that although user-generated content diffuses corporate governance and editorial authority in some ways, it can be leveraged to boost site credibility and improve natural search results.
  9. An innate ability to harness the talents of each individual employee to share their knowledge and leverage their personal connections.
  10. Realizes that effective word of mouth campaigns cannot be manufactured. They tend to be spontaneous, honest and truly viral events centered around humor, oddities, insider news, the taboo or the just plain awe-inspiring.

Interactive Structure: Creating Order Out Of Chaos

Friday, September 19th, 2008

Whether or not you are aware of it, our world is structured into a series of shapes and patterns and sounds that trigger pleasure in us. This systematic organization is part of our intuitive nature—it allows us to structure sensory information into consciousness, thought, and language. It’s the way we humans are designed.

In the interactive world, design structure is more than just notes scribbled on a napkin or a complex flowchart depicting sequential scenes of an application in rich detail. Interactive design structure fulfills two important duties: it defines the navigational boundaries of the user experience and it is the framework that holds all the creative elements of an interactive work together.

You are now ready to make some pretty important decisions that will have a serious impact on the ability of the user to navigate your interactive application. As an interactive writer, it is your job to identify the user’s perceived range of action—keeping in mind that “what the user can do” directly corresponds with the “rules and pathways you create.”

For example, an interactive environment such as Myst [the groundbreaking first-person point of view adventure game created by Robyn and Rand Miller], which has a wide range and depth of choice, may be perceived as more interactive than a conditional branching system with limited choices. This is true, in part, because of the navigation methodology built into the system—a methodology that emphasizes the program’s “critical objective” over a “critical path” mentality. A critical objective is a centralized aim, goal, or action whereby the end user’s overall path of discovery stresses a “means to an end,” rather than fulfilling an immediate task. Key elements within such an application are revealed over time as the user navigates through the application. A critical path is a single correct path a user must follow to successfully complete an application. This is a procedural approach to completing a task.

The distinction between a critical objective and a critical path is significant. Many players confess that what they like best about playing Myst is “exploring the environment.” Finishing the game is much less important.

In her essay “The Garden of Merging Paths,” Rebecca Solnit writes, “Much recent attention to interactive media proposes that it makes the passive viewer become actively engaged. What is interesting about these products is that they map out a number of choices, but the choices are all pre-selected…that is, the user cannot do anything or go anywhere that the creator has not planned; as usual with computer programs, one must stay on the path and off the grass (by which analogy hackers do get off the path, a subversive success that keeps them in the park). We could chart the game as a series of forks in the road, in which each choice sets up another array of choices, but the sum total of choices has already been made. Thus the audience becomes the user, a figure who resembles a rat in a conceptual version of a laboratory maze. The audience-user is not literally passive; he is engaged in making choices, but the choices do not necessarily represent freedom, nor does his activity represent thinking.”

Douglas Gayeton, who has worked on high-profile projects such as Plug In (AOL), Waking Hours (Boxtop/IXL), Johnny Mnemonic (Sony ImageSoft), and Vanishing Point (MSN/Sunshine Digital), claims, “The geography of an interactive space is an illusion…it’s a directed experience. You only need to art direct (or write) what the viewer will see. If a location is too richly composed and features too many objects, the viewer will expect to be able to interact with everything. When she finds that she can’t, she will realize she’s hit a ‘wall’ in the interactive world.”

In his book The Complete Wargames Handbook, author James F. Dunnigan cautions, “Keep in mind that a computer does what you tell it to do, not what you want it to do. Unlike people (some people, anyway), you can’t just tell a computer what you want done and expect your request to be carried out. Computers require explicit instructions. These are called computer programs, or computer software. The terms ‘program’ and ‘software’ are often used interchangeably.”