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ExperienceDesign
Brand,Business,
andBehavior
DC GRIFFITH

@Griffopolis
Brand, Business, and Behavior
Digital
Experiences
griffopolis.com
What is a digital experience, anyhow?
This is not your father’s brand
We are going to cut to the
chase: In digital marketing
experiences, branding begins
before the customer even arrives
(and sometimes you won’t know
from where)
01
SEO
Ads
Digital
Experiences
www.griffopolis.comBrand, Business, and Behavior
Designing for Digital Experiences
The Process
02
Digital
Experiences
www.griffopolis.comBrand, Business, and Behavior
KPIs
Designing Digital Brands for ROI
Revenue-based Design
03
Sources:	“Welcome	to	the	Experience	Economy”,	Harvard	Business	Review,	July-August	1998,	Pine	II	and	
Gilmore;	Fig.,	www.poetpainter.com/thoughts/arMcle/a-user-experience-hierarchy-of-needs		
One of the biggest differentiators in
designing digital experience for marketing is
how success is measured (with Key
Performance Indicators, “KPIs”):
ROI—Return on investment
Conversion—Mid-funnel acquisition, the
“buying in” to your brand promise
NPS—Net Promoter Score (brand affinity &
advocacy)
Engagement—How engaged are your users
within the experience? The deeper in the click
path, the more likely their engaged.
Retention—Repeat visits, buying more, less
attrition/dropout/off
Retention
ROI
Engagement
NPS
Conversion
Digital
Experiences
www.griffopolis.comBrand, Business, and Behavior
Designing for the funnel
04
Overview
Ownership
Advocate
Brand Funnel
Buying behavior
Digital Strategy
Measurement
Objective
Data sources
KPI
Awareness Familiarity Likeability Consideration Purchase
Opinion Forming Research &
Short-List
Action Buying/Trial Purchase
Get Attention Connect
Inspire &
Inform Persuade Convert Retain
Maximize Quality
Optimize
Functionality
Optimize Content
& Message/SEO Maximize Sales
Optimize
Check-out
Process
Maximize Repeat
Purchase
Competitive Data Usability Testing Qual Research Drop out Analysis
Drop out Analysis
Satisfaction surveys
SEM Media Primary Purpose survey
Drop out Analysis
Analytics/Clickstream Data
Unique Visitors
Site
Engagement
Index
Content

Engagement
Index
Form Fills

FreeTrials Conversion Rate Retention Rate
Brand, Business, and Behavior
Digital
Experiences
griffopolis.com
Design to Keep Winning
Roger Sterling said it best
“The day you sign
a client is the day
you start losing
them.”
05
The day you
connect with a
customer is the
day you start losing
them.
Digital
Experiences
www.griffopolis.comBrand, Business, and Behavior
Social Commerce
SUBTITLE GOES HERE
17
Brand, Business, and Behavior
Digital
Experiences
griffopolis.com
Are You a Product or an Experience?
Products are doing and instant. Experiences are indelible engagements.
07
Source: Steven Charles Boone
Brand, Business, and Behavior
Digital
Experiences
griffopolis.com
Selling Product
New Coke
08
Brand, Business, and Behavior
Digital
Experiences
griffopolis.com
Selling Experiences
Corona
9
Digital
Experiences
www.griffopolis.comBrand, Business, and Behavior
Emotions and Memory
Pleasure in successful attainment of (sub)goals
While successfully able to achieve a
goal results in the likelihood of
repeated engagement, a negative
experience can have social
repercussions resulting in brand
aversion.
Source: The role of emotions in marketing
Richard P Bagozzi; Mahesh Gopinath; Prashanth U Nyer
Academy of Marketing Science. Journal; Spring 1999; 27, 2;
ABI/INFORM Global pg. 184
10
Digital
Experiences
www.griffopolis.comBrand, Business, and Behavior
Empathy
Being meaningful is an essential ingredient to success
11
Sources:	“Welcome	to	the	Experience	Economy”,	Harvard	Business	Review,	July-August	1998,	Pine	II	and	
Gilmore;	Fig.,	www.poetpainter.com/thoughts/arMcle/a-user-experience-hierarchy-of-needs		
Empathetic design leverages
anthropological day-in-the-life field
observations of users in order to bring
them the most meaningful experiences.
“An experience occurs when a company
intentionally uses services as the stage,
and goods as props, to engage
individual customers in a way that
creates a memorable event.” (e.g. Walt
Disney’s “Guests” of Disneyland).
Digital
Experiences
www.griffopolis.comBrand, Business, and Behavior 13
Designing Brands for Sustainability 12
Digital
Experiences
www.griffopolis.comBrand, Business, and Behavior
Customers Guiding Brands for Sustainability 13
Digital
Experiences
www.griffopolis.comBrand, Business, and Behavior
Going for Global
Where	the	UX	team	is	based	
One	loca4on																									Many	loca4ons	
Where	the	products	are	used	
One	culture																							Many	cultures	
Teams	may	be	located	anywhere,	
products	are	used	in	many	places,		
Contribu4ons	to	the	product	are	
collabora4ve,	with	no	single	center.	
Individuals	bring	dis4nct	
perspec4ves	to	the	collabora4on.	
The	flat	world:	
mul4point	collabora4on	
A	team	from	one	place	creates	
products	used	in	many	different	
places.	
The	product	is	controlled	centrally,	
with	insights	from	target	audiences.	
Individuals	may	travel	for	research,	or	
use	local	partners	as	surrogates.	
Global	reach:	
travel	+	local	partners		
A	team	in	a	single	loca4on	or	
country,	crea4ng	a	product	used	in	
the	same	place.				
Product	management	and	
individual	team	members	are	all	
part	of	the	target	culture.	
The	local	world:	
single	point	culture	
Teams	from	many	places	work	on	
products	primarily	for	other	
loca4ons	or	cultures.	
Project	is	managed	from	a	central	
points.	
All	work	is	based	on		the	culture	of	
the	target	market.	
	
Outsourcing:	
borrowed	resources	
	
	
You cannot learn about a culture
without experiencing it. Take pictures,
talk to strangers, avoid Starbucks (unless
you want to see how they approach
localization, then that’s okay)
SOURCE: Daniel Szuc on Global Research
14
Digital
Experiences
www.griffopolis.comBrand, Business, and Behavior
Emirates Air
A Case Study
Evolving the Emirates.com
experience to meet user
expectations and increase
likelihood of conversion.
THE CHALLENGE
15
The previous Emirates.com was
outdated and disjointed WITH TWO
SEPARATE SITE—ONE FOR
FREQUENT FLYERS AND ONE FOR
THE ORDINARY CUSTOMER. And…

•Lack of personalization
•Cumbersome online booking
experience (results in less sells)
•High bounce rates
•Shallow site experience (1-click and
out)
•Outdated and incomplete mobile site
•Minimal opportunity for up-sell
Digital
Experiences
www.griffopolis.comBrand, Business, and Behavior
Emirates Air
Before
16
Digital
Experiences
www.griffopolis.comBrand, Business, and Behavior
Selling Narratives
Fueling customer experience with economics and brand offerings
Find Narrative
17
•Look into the tracking data (analytics) - Quantitative
•Look for pain points with stakeholders
•Compare and contrast with actual pain points of the customer
•Become the customer—flying each class, going to different places, converse and observe - Qualitative
Build Narrative
•Map the journey (unified at a primary use case)
•Identify secondary journeys through personas (surveys are helpful, so is LinkedIn, and so is EMPATHY)
•Tie the personas and journeys back to the business needs
•Assign conservative metrics to the bottom line
Iterate and Evolve Narrative
•Place meaningful interactions that elicit self-qualifying/or self-guided choices to feed feedback loops
for future iterations.
Digital
Experiences
www.griffopolis.comBrand, Business, and Behavior
Personas
Why would your customer care? And just who are they, anyway?
18
Digital
Experiences
www.griffopolis.comBrand, Business, and Behavior
Social Commerce
SUBTITLE GOES HERE
13
Digital
Experiences
www.griffopolis.comBrand, Business, and Behavior
Selling Narratives
Fueling customer experience with economics
20


Prototype Field
Test
Proof
Points
Live
& monitor
Identify
Opportunity Surveys
• Find the broken
narrative (users
avoid purchasing
add-ons)
• Acknowledge
the “No’s” from
those that fear
change, but keep
moving
• Find out why—do
customer want
add-ons? Do
they notice
when they can
add-on?
• High-fidelity
experiences, as
close to design via
tools like Sketch
and INvision, will
net quality results
in testing without
burning taxing a lot
of resources
• Eye-tracking,
UserZoom, Guerrilla
testing with
customers that fit
your persona
• Sell in the results,
with affirmative
proof points that
what you want to
do will work.
• Thread in KPIs into
the narrative
• Convince to “Yes”
• Push live and be
sure to monitor
user inputs (e.g.
when and where
they are clicking,
why or why not are
they converting)
• YOU CAN’T TEST
AGAINST ZERO
Digital
Experiences
www.griffopolis.comBrand, Business, and Behavior
FEEDBACK LOOPS
SOURCE: http://synapticnulship.com/blog/2011/11/09/gamification-and-self-determination-
theory/
21
Digital
Experiences
www.griffopolis.comBrand, Business, and Behavior
Evolving a Brand to an Ecosystem
Experience beyond Homepage
22
The Ecosystem
Homepage!
Skywards!
Discover Dubai!Mobile Site!
The Emirates
Experience!
Online Booking
Engine!
Digital
Experiences
www.griffopolis.comBrand, Business, and Behavior
The Emirates Experience Economy
Cross-Sell, Up-sell, and Retention = Winning!
23
$200MM*
increased web sales
*estimated from 20% monthly increase in online sales
Can you
remember the
last time you had
an amazing
conversation?
SOURCE: http://www.good.is/posts/how-can-we-design-ourselves-away-from-blah-conversations/
What is Your Brand Promise in a Digital-FIRST World?
ExperienceDesign
Brand,Business,
andBehavior
DC GRIFFITH

@Griffopolis

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Brand, Business, and Behavior - Overview

  • 2. Brand, Business, and Behavior Digital Experiences griffopolis.com What is a digital experience, anyhow? This is not your father’s brand We are going to cut to the chase: In digital marketing experiences, branding begins before the customer even arrives (and sometimes you won’t know from where) 01 SEO Ads
  • 3. Digital Experiences www.griffopolis.comBrand, Business, and Behavior Designing for Digital Experiences The Process 02
  • 4. Digital Experiences www.griffopolis.comBrand, Business, and Behavior KPIs Designing Digital Brands for ROI Revenue-based Design 03 Sources: “Welcome to the Experience Economy”, Harvard Business Review, July-August 1998, Pine II and Gilmore; Fig., www.poetpainter.com/thoughts/arMcle/a-user-experience-hierarchy-of-needs One of the biggest differentiators in designing digital experience for marketing is how success is measured (with Key Performance Indicators, “KPIs”): ROI—Return on investment Conversion—Mid-funnel acquisition, the “buying in” to your brand promise NPS—Net Promoter Score (brand affinity & advocacy) Engagement—How engaged are your users within the experience? The deeper in the click path, the more likely their engaged. Retention—Repeat visits, buying more, less attrition/dropout/off Retention ROI Engagement NPS Conversion
  • 5. Digital Experiences www.griffopolis.comBrand, Business, and Behavior Designing for the funnel 04 Overview Ownership Advocate Brand Funnel Buying behavior Digital Strategy Measurement Objective Data sources KPI Awareness Familiarity Likeability Consideration Purchase Opinion Forming Research & Short-List Action Buying/Trial Purchase Get Attention Connect Inspire & Inform Persuade Convert Retain Maximize Quality Optimize Functionality Optimize Content & Message/SEO Maximize Sales Optimize Check-out Process Maximize Repeat Purchase Competitive Data Usability Testing Qual Research Drop out Analysis Drop out Analysis Satisfaction surveys SEM Media Primary Purpose survey Drop out Analysis Analytics/Clickstream Data Unique Visitors Site Engagement Index Content
 Engagement Index Form Fills
 FreeTrials Conversion Rate Retention Rate
  • 6. Brand, Business, and Behavior Digital Experiences griffopolis.com Design to Keep Winning Roger Sterling said it best “The day you sign a client is the day you start losing them.” 05 The day you connect with a customer is the day you start losing them.
  • 7. Digital Experiences www.griffopolis.comBrand, Business, and Behavior Social Commerce SUBTITLE GOES HERE 17
  • 8. Brand, Business, and Behavior Digital Experiences griffopolis.com Are You a Product or an Experience? Products are doing and instant. Experiences are indelible engagements. 07 Source: Steven Charles Boone
  • 9. Brand, Business, and Behavior Digital Experiences griffopolis.com Selling Product New Coke 08
  • 10. Brand, Business, and Behavior Digital Experiences griffopolis.com Selling Experiences Corona 9
  • 11. Digital Experiences www.griffopolis.comBrand, Business, and Behavior Emotions and Memory Pleasure in successful attainment of (sub)goals While successfully able to achieve a goal results in the likelihood of repeated engagement, a negative experience can have social repercussions resulting in brand aversion. Source: The role of emotions in marketing Richard P Bagozzi; Mahesh Gopinath; Prashanth U Nyer Academy of Marketing Science. Journal; Spring 1999; 27, 2; ABI/INFORM Global pg. 184 10
  • 12. Digital Experiences www.griffopolis.comBrand, Business, and Behavior Empathy Being meaningful is an essential ingredient to success 11 Sources: “Welcome to the Experience Economy”, Harvard Business Review, July-August 1998, Pine II and Gilmore; Fig., www.poetpainter.com/thoughts/arMcle/a-user-experience-hierarchy-of-needs Empathetic design leverages anthropological day-in-the-life field observations of users in order to bring them the most meaningful experiences. “An experience occurs when a company intentionally uses services as the stage, and goods as props, to engage individual customers in a way that creates a memorable event.” (e.g. Walt Disney’s “Guests” of Disneyland).
  • 13. Digital Experiences www.griffopolis.comBrand, Business, and Behavior 13 Designing Brands for Sustainability 12
  • 14. Digital Experiences www.griffopolis.comBrand, Business, and Behavior Customers Guiding Brands for Sustainability 13
  • 15. Digital Experiences www.griffopolis.comBrand, Business, and Behavior Going for Global Where the UX team is based One loca4on Many loca4ons Where the products are used One culture Many cultures Teams may be located anywhere, products are used in many places, Contribu4ons to the product are collabora4ve, with no single center. Individuals bring dis4nct perspec4ves to the collabora4on. The flat world: mul4point collabora4on A team from one place creates products used in many different places. The product is controlled centrally, with insights from target audiences. Individuals may travel for research, or use local partners as surrogates. Global reach: travel + local partners A team in a single loca4on or country, crea4ng a product used in the same place. Product management and individual team members are all part of the target culture. The local world: single point culture Teams from many places work on products primarily for other loca4ons or cultures. Project is managed from a central points. All work is based on the culture of the target market. Outsourcing: borrowed resources You cannot learn about a culture without experiencing it. Take pictures, talk to strangers, avoid Starbucks (unless you want to see how they approach localization, then that’s okay) SOURCE: Daniel Szuc on Global Research 14
  • 16. Digital Experiences www.griffopolis.comBrand, Business, and Behavior Emirates Air A Case Study Evolving the Emirates.com experience to meet user expectations and increase likelihood of conversion. THE CHALLENGE 15 The previous Emirates.com was outdated and disjointed WITH TWO SEPARATE SITE—ONE FOR FREQUENT FLYERS AND ONE FOR THE ORDINARY CUSTOMER. And…
 •Lack of personalization •Cumbersome online booking experience (results in less sells) •High bounce rates •Shallow site experience (1-click and out) •Outdated and incomplete mobile site •Minimal opportunity for up-sell
  • 18. Digital Experiences www.griffopolis.comBrand, Business, and Behavior Selling Narratives Fueling customer experience with economics and brand offerings Find Narrative 17 •Look into the tracking data (analytics) - Quantitative •Look for pain points with stakeholders •Compare and contrast with actual pain points of the customer •Become the customer—flying each class, going to different places, converse and observe - Qualitative Build Narrative •Map the journey (unified at a primary use case) •Identify secondary journeys through personas (surveys are helpful, so is LinkedIn, and so is EMPATHY) •Tie the personas and journeys back to the business needs •Assign conservative metrics to the bottom line Iterate and Evolve Narrative •Place meaningful interactions that elicit self-qualifying/or self-guided choices to feed feedback loops for future iterations.
  • 19. Digital Experiences www.griffopolis.comBrand, Business, and Behavior Personas Why would your customer care? And just who are they, anyway? 18
  • 20. Digital Experiences www.griffopolis.comBrand, Business, and Behavior Social Commerce SUBTITLE GOES HERE 13
  • 21. Digital Experiences www.griffopolis.comBrand, Business, and Behavior Selling Narratives Fueling customer experience with economics 20 
 Prototype Field Test Proof Points Live & monitor Identify Opportunity Surveys • Find the broken narrative (users avoid purchasing add-ons) • Acknowledge the “No’s” from those that fear change, but keep moving • Find out why—do customer want add-ons? Do they notice when they can add-on? • High-fidelity experiences, as close to design via tools like Sketch and INvision, will net quality results in testing without burning taxing a lot of resources • Eye-tracking, UserZoom, Guerrilla testing with customers that fit your persona • Sell in the results, with affirmative proof points that what you want to do will work. • Thread in KPIs into the narrative • Convince to “Yes” • Push live and be sure to monitor user inputs (e.g. when and where they are clicking, why or why not are they converting) • YOU CAN’T TEST AGAINST ZERO
  • 22. Digital Experiences www.griffopolis.comBrand, Business, and Behavior FEEDBACK LOOPS SOURCE: http://synapticnulship.com/blog/2011/11/09/gamification-and-self-determination- theory/ 21
  • 23. Digital Experiences www.griffopolis.comBrand, Business, and Behavior Evolving a Brand to an Ecosystem Experience beyond Homepage 22 The Ecosystem Homepage! Skywards! Discover Dubai!Mobile Site! The Emirates Experience! Online Booking Engine!
  • 24. Digital Experiences www.griffopolis.comBrand, Business, and Behavior The Emirates Experience Economy Cross-Sell, Up-sell, and Retention = Winning! 23 $200MM* increased web sales *estimated from 20% monthly increase in online sales
  • 25. Can you remember the last time you had an amazing conversation? SOURCE: http://www.good.is/posts/how-can-we-design-ourselves-away-from-blah-conversations/ What is Your Brand Promise in a Digital-FIRST World?