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HOW TO CREATE USER-FOCUSED DIGITAL PRODUCTS THAT ACCELERATE GROWTH
TOTAL EXPERIENCE (TX)
INTERNATIONAL CONFERENCE ON DIGITAL ECONOMY 2022
55% 60% 25%
of customers are expecting


better customer service year over year


Microsoft Global State of Customer Service
of large enterprises to use TX to
transform business models & achieve
world-class customer and employee
advocacy levels by 2026


Gartner
increase in satisfaction metrics for
CX and EX across organization
providing a total experience by 2024


Gartner
MARKET EXPECTATIONS
MOST COMPANIES FOCUS ON THE INDIVIDUAL EXPERIENCE AREAS
Customer Experience (CX)


Understand several dimensions of
customers: wants, needs, expectations,
beliefs, feelings, and past experiences
Employee Experience (EX)


Increase employee satisfaction,


retention, skill level, and productivity.
User Experience (UX)


Combine business objectives, user
needs, and design best practices to
optimize digital products.
Multiexperience (MX)


Interact across multiple touchpoints:


mobile apps, web Augmented Reality /
Virtual Reality (AR / VR) , wearables with
a combination of approaches: voice,
touch, vision, etc.
Total Experience is a business strategy that integrates employee experience, customer
experience, user experience and multi-experience across multiple touch-points to
accelerate growth.


• A holistic view of the customer and their issues


• Removes the friction between departments


• Eliminates silos between processes and disparate tools
WHAT IS
Customer Experience


How do we increase engagement with top 10%?


How can we keep customers happy?


What problem can we help them solve?
Employee Experience


What is most important to our employees?


How do we help them progress?


What can we improve at zero-to-no cost?
User Experience


What are the friction points?


How long does it take to get what they need?


Do we have enough
fl
exibility?
Multiexperience


Do we have the right platforms?


What provides the right interaction
based on each persona?
CX
MX UX
EX
TX ANSWERS MOST OF THE QUESTIONS
PAINS


&


GAINS
Emotions
Behavior
Use Cases
Proposition
Systems
Prototype
Interaction Advocacy
Symbols
MVP V1.0
Culture
MARKETING AND STORYTELLING
ORGANIZATION
PRODUCT
What prevents your
customer from getting their
job done?
What gains would make your
customer's life easier?
UNDERSTANDING CUSTOMERS
A service that users love,
delivered at scale with a
sustainable business model
Desirable
Viable Feasible
STAGE EXPERTISE
	
FOCUS AREA TOOLS USER TYPES MENTALITY
1. Problem Solution Fit User Experience User Pains and Gains
Prototypes & Value
Proposition Canvas
Recruits Discovery
2. Product Market Fit Product Management Viability
Minimum Viable Product and
Lean Canvas
Early Adopters Validation
3. Distribution Conversion Fit Marketing
Traction and
Pro
fi
tability
Paid, Earned, Owned Media Mass Audience Growth
PRODUCT FIT APPROACH
OUR APPROACH TO DESIGNING GREAT PRODUCTS
Ideate Prototype Build
BUILD A TEAM OF
FEARLESS
COLLABORATORS


DEFINE THE
PROBLEM


DEFINE CLEAR
STAKES AND
OPPORTUNITY
UNDERSTAND USER
SEGMENTS


DEFINE USER
PROFILES


MAP USER JOURNEYS


DISCOVER USER
FRICTIONS
RAPID PROTOTYPING
& DESIGN THINKING
INTRO TRAINING FOR
THE CLIENT EXECS
THAT WILL BE
ACTIVELY INVOLVED
IN THE SPRINT
HAVE A VALIDATED
IDEA


DEFINE THE WORK
STREAMS


BUILD THE ESSENTIAL
FEATURE


TEST > 20 USERS
ADD BRAND, FRONT
END & DESIGN


CONDUCT IN THE
FIELD


ALIGN TO THE
ORGANIZATION


TEST AT LEAST 100
USERS
MASTER OUTLINE
THAT INCLUDES THE
PROTOTYPES, MAIN
DIRECTIONS AND
CONCLUSIONS
FOLLOWING THE
SPRINT
4 WEEKS 4 WEEKS 1 WEEK 2 WEEKS 10 WEEKS 2-3 WEEKS ITERATIONS
1 WEEK
SOLUTION
DEPLOYMENT,
KNOWLEDGE
TRANSFER,
MAINTENANCE AND
SUPPORT
4-8 WEEKS
ALLOCATE
RESOURCES, SET &
BRIEF THE TEAM
1 2 3 4 6
5 7
Discovery User Insights Training Sprint Playbook MVP Full Scale Production
0
Mobilization
WHO the is the most valuable end-user of the product.


A Skunkworks unit of the Client and QUALITANCE/
Platform builder employees drive the project as one team.


• Explore requirements, constraints, all customer input.


• Draft Lean & Value Proposition Canvas to guide the
project and the product development.


• Build the core team and de
fi
ne key project objectives.
Business focus
LEAN CANVAS


VALUE PROPOSITION CANVAS


BRAINSTRUST TEAM PLAN
STEP 1: DISCOVERY
3. Draft Business
Canvases together
With received inputs, the
problems and solutions are
mapped on the business
canvases.


Along with customer
segments, the canvases are
regularly updated
throughout the project;
collaboration and co-
creation is essential.
2. Receive input from
Client
Access to previous
customer research
conducted under the lens
of the target audience and
retail, core needs and
identi
fi
ed pains/friction, as
well as brand assets.


All business KPI’s, metrics
and key objectives are
drafted as inputs for all
canvas deliverables.
1. Build Core Team of
Client & QUALITANCE
The driving force from
start to launch, and
beyond.


Led by interviews and
selection process.


5. Kick off and con
fi
rm
milestones
CORE TEAM agrees on
project objectives and
outcomes.


Co-creation of timeline
and working sessions.
4. Plan team and
resources for RP session
Coordinate and agree
with the CORE TEAM the
schedule for the RP
stage.


All resources & materials
are planned well-ahead
of schedule to ensure the
maximum of validation
takes place over the 2-
day session.
DISCOVERY OVERVIEW
LEAN CANVAS


The Lean Canvas is a 1-page format for brainstorming
potential business models.


The blocks guide you through logical steps starting with your
customer problems through to your unfair advantage.
VALUE PROPOSITION


CANVAS


The Value Proposition Canvas is a tool which helps ensure
that a product/service is positioned around what the
customer values and needs.
TEMPLATES: LEAN & VALUE PROP CANVAS
Business focus
User focus
DEEP TESTING


DESIGN THINKING


PRODUCT POSSIBILITIES
It's all about understanding the user.




A TESTING PLAN is mandatory to maximize validation
with users.


• In-depth quantitative & qualitative interviews to
understand the end-users and their biggest needs.


• Testing low-
fi
delity creative prototypes with end-users
to explore possible solutions that can drive engagement
and behavior change.


• User Insights Report de
fi
nes the team design challenges
that are the starting point of the RP stage.


• Update the Canvas & create a Design Thinking Strategy
STEP 2: USER INSIGHTS
3. Quant and Qual R1
Quant R1: deep mapping
questions that identify key
pains and gains of bank
customers.


e.g. What are the key reasons
why a mortgage process is a
dif
fi
cult experience for you? [A/
B/C/D]


Qual R1: motivation-
orientated Qual tests that
reveal real features and
bene
fi
ts for the bank
customers and agents.


e.g. What mortgage-related
aspects do you feel the bank
could improve to make the
experience easier for you?
2. Testing with
customers
Web-based as well as in-
depth 1:1 phone interviews
with customers.


All interviews are
transcripted and tagged on
Dovetail for transparent
review.
1. Draft Testing Plan
Identify testing goals &
create screening questions
that ensure the correct
demographic is engaged.


Validate propositions in
order to prepare relevant
rapid prototyping materials.
5. User Insights
Our data scientists de
fi
ne
the design challenges based
on validated insights and
opportunities.


These product and business
opportunities become
subject of a customer-
attended rapid prototyping
session.


Make recommendation for
client stakeholders to be
included in each rapid
prototyping team.
4. Quant and Qual R2
Quant R2: validation and
proposition discovery
featuring low-
fi
delity
prototypes to explore possible
solutions for bank customers
& agents.


e.g. What do you think are the
key things that create
satisfaction during the mortgage
process? [A/B/C/D]


Qual R2: validation with
stimulus that identi
fi
es our big
opportunities with bank
customers and agents.


e.g. Imagine an instant
communication tool that lets
customers interact with the
Bank throughout the whole
mortgage process. What would
it look like for you?


USER INSIGHTS OVERVIEW
EXAMPLES OF QUANTITATIVE RESEARCH RESULTS
Non-Clients
PAINS


Faster process | 35%


Real-time & extra info on process |
30%


Support in relation with 3rd
parties | 25%


GAINS


Best cost (interest) solution | 55%


Continuous support through
process | 10 %


Clear steps of the process | 25%
Clients
PAINS


Faster process | 51%


More clarity on documents | 26%


Real time info on status | 18%


GAINS


Continuous support through
process | 50%


Best cost (interest) solution | 28%


Explanatory steps &
documentation | 12%
Employees
PAINS


Document analysis | 50%


Process clarity & predictability | 53%


Client documents (too many) | 48%


EXPECTATIONS


Reduce document handling effort |
75%


A more digital end-to-end solution |
60%


Clear processes | 50%
EFFORTLESS + EMPATHY


Support Along the Whole
Process


TRANSPARENCY +
PREDICTABILITY


Real-time + Relevant
Information on Documents &
Next Steps
TIME


Speed of Financial
Services Process
EG. USER PAINS AND GAINS RESULTS
“EMPOWERING” PERSPECTIVE - CLIENTS & STAFF
TRANSPARENCY
Precise steps


Clear costs


Transparent
information


Smooth flows


Open time-to-yes
PREDICTABILITY
I need a “Yes” now!


I want a reliable “now”.


I want to know: what,
when and why?


...and what comes
next?
TIME
Time to look product &
bank


Time to find product &
bank


Time for bank decision


Time to money


3rd parties time
CONTROL
Trust the financing advice


Trust 3rd parties


Reliable documents


Financial eligibility


Impact on the future
TEST AND LEARN


VALIDATE


ENJOY!
All learnings from DISCOVERY & USER INSIGHTS stages
are embedded in prototypes for customer-facing sessions.




A 2-day RAPID PROTOTYPING SPRINT with ‘Design
challenges’ that have the end-user in mind.


Client Executives & QUALITANCE Certi
fi
ed Experts work
side-by-side with consumers to create & validate
propositions, user stories and marketing approaches.


Teams are split by target-audience, feature & theme.
STEP 3: RAPID PROTOTYPING
Building focus
TEST AND LEARN


VALIDATE


ENJOY!
4. Two-Day RP session
Immersive 2-day offsite
session, featuring:


• 8 x Sprints focusing on
rapid prototyping, with


• 4 x teams


(15 x Client
Execs,


12 x
QUALITANCE
designers and
developers)


• min 20 x
customers to test
and validate
prototypes and
propositions
3. RP Employee Design
Challenges
Team 3: Internal
Customer: What if the
frontline employee has a
tracking system of a
mortgage
fi
le for the
Customer in his/her
portfolio and could know
the
fi
le status constantly?
2. RP Customer Design
Challenges
Team 1: Mortgage Customer:
What if the customer knows
what he/ she is supposed to do
along the mortgage journey,
both in
fi
nding the desired
home and the most suitable
fi
nancing solution?


Team 2: Mortgage
Customer & F/O Employee:
What if all parties involved in
the mortgage process - the
Client, the seller, the notary,
the evaluator, the Bank - may
be able to share mortgage-
related documents in a
common repository?


6. NPS report for recruits
A survey is shared to all
attendees after the
session for feedback.


This includes the
experience, as well as
their opinion of the
BANK.


We can discover how we
shift the attitudes of
retailers and consumers
before and after the
prototype testing.


This provides some
baseline metrics for
business impact.
5. Overnight test
Propositions and
prototypes created with
customers are uploaded
and shared overnight for
further validation from
our key demographics.


The results will be shared
on Day 2, so the teams
can continue re
fi
nement
of the identi
fi
ed
propositions.


This additional step in
validation increases the
rate of learning and
allows us the chance for
national testing.
1. Developers prepare
prototypes
QUALITANCE
developers build
prototypes based on
recommendations within
the User Insights Report.


With co-creation and
collaboration with the
BANK core team, these
validated prototypes are
featured in the RP
session.
RAPID PROTOTYPING OVERVIEW
STEP 4: PLAYBOOK
Roadmap focus
VALIDATION


INSIGHTS


MVP NEXT STEPS
Validated ideas from the RP session are developed into higher-
fi
delity prototypes with creative storyboards and educational
syllabus (aimed at the end-users), software and service
roadmap that announces the product to the market.


These prototypes / creative executions will be in a format
ready to be taken to Client's key markets for in-market testing
and further validating.


We will have a strong recommended roadmap for the MVP and
version 1.0 of the product.
Validation focus
MINIMUM VIABLE PRODUCT


BETA TEST


DE-RISK
STEP 5: MVP
Once validated in the Client's key markets via in-market
testing, we build the essential feature of the idea - in the
leanest manner, with the minimum amount of investment - into
an MVP.


With all the validation and consumer-input to date, we can
comfortably and con
fi
dently create ideas and executions that
we know the Client's customers will engage with, and
advocate;


The version of the product that we create will deliver the basic
functionality, allowing real users to interact with it, give us
feedback, and enable us to implement changes via a test-and-
learn mentality.
CONCLUSIONS
EACH EXPERIENCE IMPACTS AND INFLUENCES THE OTHER EXPERIENCES
CX
MX UX
EX
“Why” of Experience


Why do they want to engage?


Why do they stop engaging?


Why would they come to us vs our competition?


Why would they got the competition over us?
“What” and “How” of Experience


What is causing friction?


How can we simplify the path to their goal?


What do they need in an interface?


What platform is best to deliver communications?
TOTAL EXPERIENCE IS NOT ABOUT THE INDIVIDUAL EXPERIENCE VALUE


IT’S ABOUT THE EXPONENTIAL VALUE WHEN THESE EXPERIENCES ARE TRULY INTERLINKED
Customer Experience (CX)


Needs less friction and more delight


through a better user interface, more
options to communicate, and more
empowered employees
Employee Experience (EX)


Needs faster, better access with
empowerment across multiple channels,
platforms to delight customers
User Experience (UX)


Provide an effortless, more intuitive
navigation in less time and across
multiple devices
Multiexperience (MX)


Deliver better experiences with a
simpler interface across multiple
touchpoints and modalities: voice,
gestures, no-touch, etc
CX
MX UX
EX

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Total Experience. How to create user-focused digital products that accelerate business growth

  • 1. 


 HOW TO CREATE USER-FOCUSED DIGITAL PRODUCTS THAT ACCELERATE GROWTH TOTAL EXPERIENCE (TX) INTERNATIONAL CONFERENCE ON DIGITAL ECONOMY 2022
  • 2. 55% 60% 25% of customers are expecting better customer service year over year Microsoft Global State of Customer Service of large enterprises to use TX to transform business models & achieve world-class customer and employee advocacy levels by 2026 Gartner increase in satisfaction metrics for CX and EX across organization providing a total experience by 2024 Gartner MARKET EXPECTATIONS
  • 3. MOST COMPANIES FOCUS ON THE INDIVIDUAL EXPERIENCE AREAS Customer Experience (CX) Understand several dimensions of customers: wants, needs, expectations, beliefs, feelings, and past experiences Employee Experience (EX) Increase employee satisfaction, retention, skill level, and productivity. User Experience (UX) Combine business objectives, user needs, and design best practices to optimize digital products. Multiexperience (MX) Interact across multiple touchpoints: mobile apps, web Augmented Reality / Virtual Reality (AR / VR) , wearables with a combination of approaches: voice, touch, vision, etc.
  • 4. Total Experience is a business strategy that integrates employee experience, customer experience, user experience and multi-experience across multiple touch-points to accelerate growth. • A holistic view of the customer and their issues • Removes the friction between departments • Eliminates silos between processes and disparate tools WHAT IS
  • 5. Customer Experience How do we increase engagement with top 10%? How can we keep customers happy? What problem can we help them solve? Employee Experience What is most important to our employees? How do we help them progress? What can we improve at zero-to-no cost? User Experience What are the friction points? How long does it take to get what they need? Do we have enough fl exibility? Multiexperience Do we have the right platforms? What provides the right interaction based on each persona? CX MX UX EX TX ANSWERS MOST OF THE QUESTIONS
  • 6. PAINS & GAINS Emotions Behavior Use Cases Proposition Systems Prototype Interaction Advocacy Symbols MVP V1.0 Culture MARKETING AND STORYTELLING ORGANIZATION PRODUCT What prevents your customer from getting their job done? What gains would make your customer's life easier? UNDERSTANDING CUSTOMERS
  • 7. A service that users love, delivered at scale with a sustainable business model
  • 9. STAGE EXPERTISE FOCUS AREA TOOLS USER TYPES MENTALITY 1. Problem Solution Fit User Experience User Pains and Gains Prototypes & Value Proposition Canvas Recruits Discovery 2. Product Market Fit Product Management Viability Minimum Viable Product and Lean Canvas Early Adopters Validation 3. Distribution Conversion Fit Marketing Traction and Pro fi tability Paid, Earned, Owned Media Mass Audience Growth PRODUCT FIT APPROACH
  • 10. OUR APPROACH TO DESIGNING GREAT PRODUCTS Ideate Prototype Build BUILD A TEAM OF FEARLESS COLLABORATORS DEFINE THE PROBLEM DEFINE CLEAR STAKES AND OPPORTUNITY UNDERSTAND USER SEGMENTS DEFINE USER PROFILES MAP USER JOURNEYS DISCOVER USER FRICTIONS RAPID PROTOTYPING & DESIGN THINKING INTRO TRAINING FOR THE CLIENT EXECS THAT WILL BE ACTIVELY INVOLVED IN THE SPRINT HAVE A VALIDATED IDEA DEFINE THE WORK STREAMS BUILD THE ESSENTIAL FEATURE TEST > 20 USERS ADD BRAND, FRONT END & DESIGN CONDUCT IN THE FIELD ALIGN TO THE ORGANIZATION TEST AT LEAST 100 USERS MASTER OUTLINE THAT INCLUDES THE PROTOTYPES, MAIN DIRECTIONS AND CONCLUSIONS FOLLOWING THE SPRINT 4 WEEKS 4 WEEKS 1 WEEK 2 WEEKS 10 WEEKS 2-3 WEEKS ITERATIONS 1 WEEK SOLUTION DEPLOYMENT, KNOWLEDGE TRANSFER, MAINTENANCE AND SUPPORT 4-8 WEEKS ALLOCATE RESOURCES, SET & BRIEF THE TEAM 1 2 3 4 6 5 7 Discovery User Insights Training Sprint Playbook MVP Full Scale Production 0 Mobilization
  • 11. WHO the is the most valuable end-user of the product. A Skunkworks unit of the Client and QUALITANCE/ Platform builder employees drive the project as one team. • Explore requirements, constraints, all customer input. • Draft Lean & Value Proposition Canvas to guide the project and the product development. • Build the core team and de fi ne key project objectives. Business focus LEAN CANVAS VALUE PROPOSITION CANVAS BRAINSTRUST TEAM PLAN STEP 1: DISCOVERY
  • 12. 3. Draft Business Canvases together With received inputs, the problems and solutions are mapped on the business canvases. Along with customer segments, the canvases are regularly updated throughout the project; collaboration and co- creation is essential. 2. Receive input from Client Access to previous customer research conducted under the lens of the target audience and retail, core needs and identi fi ed pains/friction, as well as brand assets. All business KPI’s, metrics and key objectives are drafted as inputs for all canvas deliverables. 1. Build Core Team of Client & QUALITANCE The driving force from start to launch, and beyond. Led by interviews and selection process. 5. Kick off and con fi rm milestones CORE TEAM agrees on project objectives and outcomes. Co-creation of timeline and working sessions. 4. Plan team and resources for RP session Coordinate and agree with the CORE TEAM the schedule for the RP stage. All resources & materials are planned well-ahead of schedule to ensure the maximum of validation takes place over the 2- day session. DISCOVERY OVERVIEW
  • 13. LEAN CANVAS The Lean Canvas is a 1-page format for brainstorming potential business models. The blocks guide you through logical steps starting with your customer problems through to your unfair advantage. VALUE PROPOSITION CANVAS The Value Proposition Canvas is a tool which helps ensure that a product/service is positioned around what the customer values and needs. TEMPLATES: LEAN & VALUE PROP CANVAS
  • 14. Business focus User focus DEEP TESTING DESIGN THINKING PRODUCT POSSIBILITIES It's all about understanding the user. 
 
 A TESTING PLAN is mandatory to maximize validation with users. 
 • In-depth quantitative & qualitative interviews to understand the end-users and their biggest needs. 
 • Testing low- fi delity creative prototypes with end-users to explore possible solutions that can drive engagement and behavior change. 
 • User Insights Report de fi nes the team design challenges that are the starting point of the RP stage. • Update the Canvas & create a Design Thinking Strategy STEP 2: USER INSIGHTS
  • 15. 3. Quant and Qual R1 Quant R1: deep mapping questions that identify key pains and gains of bank customers. 
 e.g. What are the key reasons why a mortgage process is a dif fi cult experience for you? [A/ B/C/D] Qual R1: motivation- orientated Qual tests that reveal real features and bene fi ts for the bank customers and agents. e.g. What mortgage-related aspects do you feel the bank could improve to make the experience easier for you? 2. Testing with customers Web-based as well as in- depth 1:1 phone interviews with customers. All interviews are transcripted and tagged on Dovetail for transparent review. 1. Draft Testing Plan Identify testing goals & create screening questions that ensure the correct demographic is engaged. Validate propositions in order to prepare relevant rapid prototyping materials. 5. User Insights Our data scientists de fi ne the design challenges based on validated insights and opportunities. These product and business opportunities become subject of a customer- attended rapid prototyping session. Make recommendation for client stakeholders to be included in each rapid prototyping team. 4. Quant and Qual R2 Quant R2: validation and proposition discovery featuring low- fi delity prototypes to explore possible solutions for bank customers & agents. e.g. What do you think are the key things that create satisfaction during the mortgage process? [A/B/C/D] Qual R2: validation with stimulus that identi fi es our big opportunities with bank customers and agents. e.g. Imagine an instant communication tool that lets customers interact with the Bank throughout the whole mortgage process. What would it look like for you? USER INSIGHTS OVERVIEW
  • 16. EXAMPLES OF QUANTITATIVE RESEARCH RESULTS Non-Clients PAINS Faster process | 35% Real-time & extra info on process | 30% Support in relation with 3rd parties | 25% GAINS Best cost (interest) solution | 55% Continuous support through process | 10 % Clear steps of the process | 25% Clients PAINS Faster process | 51% More clarity on documents | 26% Real time info on status | 18% GAINS Continuous support through process | 50% Best cost (interest) solution | 28% Explanatory steps & documentation | 12% Employees PAINS Document analysis | 50% Process clarity & predictability | 53% Client documents (too many) | 48% EXPECTATIONS Reduce document handling effort | 75% A more digital end-to-end solution | 60% Clear processes | 50%
  • 17. EFFORTLESS + EMPATHY Support Along the Whole Process TRANSPARENCY + PREDICTABILITY Real-time + Relevant Information on Documents & Next Steps TIME Speed of Financial Services Process EG. USER PAINS AND GAINS RESULTS
  • 18. “EMPOWERING” PERSPECTIVE - CLIENTS & STAFF TRANSPARENCY Precise steps Clear costs Transparent information Smooth flows Open time-to-yes PREDICTABILITY I need a “Yes” now! I want a reliable “now”. I want to know: what, when and why? ...and what comes next? TIME Time to look product & bank Time to find product & bank Time for bank decision Time to money 3rd parties time CONTROL Trust the financing advice Trust 3rd parties Reliable documents Financial eligibility Impact on the future
  • 19. TEST AND LEARN VALIDATE ENJOY! All learnings from DISCOVERY & USER INSIGHTS stages are embedded in prototypes for customer-facing sessions. 
 
 A 2-day RAPID PROTOTYPING SPRINT with ‘Design challenges’ that have the end-user in mind. Client Executives & QUALITANCE Certi fi ed Experts work side-by-side with consumers to create & validate propositions, user stories and marketing approaches. Teams are split by target-audience, feature & theme. STEP 3: RAPID PROTOTYPING Building focus TEST AND LEARN VALIDATE ENJOY!
  • 20. 4. Two-Day RP session Immersive 2-day offsite session, featuring: • 8 x Sprints focusing on rapid prototyping, with • 4 x teams 
 (15 x Client Execs, 
 12 x QUALITANCE designers and developers) • min 20 x customers to test and validate prototypes and propositions 3. RP Employee Design Challenges Team 3: Internal Customer: What if the frontline employee has a tracking system of a mortgage fi le for the Customer in his/her portfolio and could know the fi le status constantly? 2. RP Customer Design Challenges Team 1: Mortgage Customer: What if the customer knows what he/ she is supposed to do along the mortgage journey, both in fi nding the desired home and the most suitable fi nancing solution? Team 2: Mortgage Customer & F/O Employee: What if all parties involved in the mortgage process - the Client, the seller, the notary, the evaluator, the Bank - may be able to share mortgage- related documents in a common repository? 6. NPS report for recruits A survey is shared to all attendees after the session for feedback. This includes the experience, as well as their opinion of the BANK. We can discover how we shift the attitudes of retailers and consumers before and after the prototype testing. This provides some baseline metrics for business impact. 5. Overnight test Propositions and prototypes created with customers are uploaded and shared overnight for further validation from our key demographics. The results will be shared on Day 2, so the teams can continue re fi nement of the identi fi ed propositions. This additional step in validation increases the rate of learning and allows us the chance for national testing. 1. Developers prepare prototypes QUALITANCE developers build prototypes based on recommendations within the User Insights Report. With co-creation and collaboration with the BANK core team, these validated prototypes are featured in the RP session. RAPID PROTOTYPING OVERVIEW
  • 21. STEP 4: PLAYBOOK Roadmap focus VALIDATION INSIGHTS MVP NEXT STEPS Validated ideas from the RP session are developed into higher- fi delity prototypes with creative storyboards and educational syllabus (aimed at the end-users), software and service roadmap that announces the product to the market. These prototypes / creative executions will be in a format ready to be taken to Client's key markets for in-market testing and further validating. We will have a strong recommended roadmap for the MVP and version 1.0 of the product.
  • 22. Validation focus MINIMUM VIABLE PRODUCT BETA TEST DE-RISK STEP 5: MVP Once validated in the Client's key markets via in-market testing, we build the essential feature of the idea - in the leanest manner, with the minimum amount of investment - into an MVP. With all the validation and consumer-input to date, we can comfortably and con fi dently create ideas and executions that we know the Client's customers will engage with, and advocate; The version of the product that we create will deliver the basic functionality, allowing real users to interact with it, give us feedback, and enable us to implement changes via a test-and- learn mentality.
  • 24. EACH EXPERIENCE IMPACTS AND INFLUENCES THE OTHER EXPERIENCES CX MX UX EX “Why” of Experience Why do they want to engage? Why do they stop engaging? Why would they come to us vs our competition? Why would they got the competition over us? “What” and “How” of Experience What is causing friction? How can we simplify the path to their goal? What do they need in an interface? What platform is best to deliver communications?
  • 25. TOTAL EXPERIENCE IS NOT ABOUT THE INDIVIDUAL EXPERIENCE VALUE IT’S ABOUT THE EXPONENTIAL VALUE WHEN THESE EXPERIENCES ARE TRULY INTERLINKED Customer Experience (CX) Needs less friction and more delight through a better user interface, more options to communicate, and more empowered employees Employee Experience (EX) Needs faster, better access with empowerment across multiple channels, platforms to delight customers User Experience (UX) Provide an effortless, more intuitive navigation in less time and across multiple devices Multiexperience (MX) Deliver better experiences with a simpler interface across multiple touchpoints and modalities: voice, gestures, no-touch, etc CX MX UX EX