June 24, 2011
Feedback, Can't Live Without It
April 5, 2011
Beyond The Blame Game
To be honest, we all make mistakes.
In fact, I would worry about someone who seems so perfect on the outside--because I would imagine that they are likely or probably a powder keg, ready to blow on the inside (ever hear of someone "going postal" or the star who seems to have it all--looks, fame and fortune--and then they overdose or drive off a cliff or something?)
No one has it all. No one is perfect. We are all human.
It's not about blame. It is about accountability and responsibility--making things right where we can.
Every day we learn and grow--that is our test and our trust.
(Cartoon Credit: Tandberg)
Beyond The Blame Game
October 13, 2010
Customer Service Design
I really liked the article in MIT Sloan Management Review (Fall 2010) called “Designing the Soft Side of Customer Service” by Dasu and Chase.
The authors write: “Even in the most mundane [customer] encounters, emotions are lurking under the surface. Your job is to make those feelings positive.”
Wow! That is a pretty powerful statement.
Think about it. How often do you genuinely deliver on that positive experience for your customers versus how often do they come away feeling slighted, taken advantage of, maybe even cheated of the service they know they deserve.
Sometimes of course, there are justifiable reasons why we can’t make a customer happy—maybe the customer is simply being unreasonable or is a knucklehead or maybe even some sort of nutcase. We have to use good judgment when it comes to this.
But often there are other problems that are getting in the way of us delivering on that positive customer experience:
Problem #1: We get caught up in the policies, processes, personalities, and politics of a situation, rather than focusing on the customer and their satisfaction. We forget who our real customers are.
Problem #2: We don’t think like the customer. We don’t genuinely listen to the customer or try to understand where they are coming from or what they even want. We are too busy talking the “company line,” playing defense, or taking an adversarial role. We don’t put ourselves in the other person’s shoes, not even for a minute.
Problem #3: We often don’t put the customer first; we put ourselves first. We are more concerned with not making a mistake, getting into trouble, or maybe don’t want to even work “that hard.” In general, we should, but don’t go the extra mile for the customer, let along deliver on first mile.
The MIT article tells us that we can improve customer experiences by designing-in how we manage the customer’s emotions, trust, and need for control (ETCs), as follows:
- Emotions—have empathy for customers and generate thoughtful interactions that limit negative customer emotions and accentuate positive ones, so that the customer comes away feeling joy, thrill, happiness rather than anger, anxiety and stress.
- Trust—provide consistent performance, a high-level of engagement and follow-up, and clear and open communication. These contribute to building an enduring relationship.
- Control—provide customers with ample information, so they feel “cognitive control” over what is happening to them, and provide customers with the ability to make significant service delivery decisions, so they experience “behavioral control.”
Designing for positive customer ETCs experiences will go a long way to resolving the problems of poor customer service, where we know and stay focused on who our customers are, can think as they do, and seriously deliver on their needs the way you would want your customer needs addressed.
I suppose if I have to sum it up in a couple of words, it’s about being professionally selfless and not selfish in all our customer interactions.
It takes some maturity to get there, but I think it’s why we are here to serve.
Customer Service Design
January 4, 2009
The Need for Control and Enterprise Architecture
At the most basic level, people have physiological needs for food, water, shelter, and so on. Then “higher-level” needs come into play including those for safety, socializing, self-esteem, and finally self-actualization.
The second order need for safety incorporates the human desire for feeling a certain degree of control over one’s life and that there is, from the macro perspective, elements of predictability, order, and consistency in the world.
Those of us who believe in G-d generally attribute “real” control over our lives and world events to being in the hands of our creator and sustainer. Nevertheless, we see ourselves having an important role to play in doing our part—it is here that we strive for control over our lives in choosing a path and working hard at it. A lack of any semblance of control over our lives makes us feel like sheer puppets without the ability to affect things positively or negatively. We are lost in inaction and frustration that whatever we do is for naught. So the feeling of being able to influence or impact the course of our lives is critical for us as human beings to feel productive and a meaningful part of the universe that we live in.
How does this impact technology?
Mike Elgan has an interesting article in Computerworld, 2 January 2009, called “Why Products Fail,” in which he postulates that technology “makers don’t understand what users want most: control.”
Of course, technical performance is always important, but users also have a fundamental need to feel in control of the technology they are using. The technology is a tool for humans and should be an extension of our capabilities, rather than something like in the movie Terminator that runs rogue and out of the control of the human beings who made them.
When do users feel that the technology is out of their control?
Well aside from getting the blue screen of death, when they are left waiting for the computer to do something (especially the case when they don’t know how long it will be) and when the user interface is complicated, not intuitive, and they cannot find or easily understand how to do what they want to do.
Elgan says that there are a number of elements that need to be built into technology to help user feel in control.
Consistetency—“predictability…users know what will happen when they do something…it’s a feeling of mastery of control.”
Usability—“give the user control, let them make their own mistakes, then undo the damage if they mess something up” as opposed to the “Microsoft route—burying and hiding controls and features, which protects newbies from their own mistakes, but frustrates the hell out of experienced users.”
Simplicity—“insist on top-to-bottom, inside-and-outside simplicity,” rather than “the company that hides features, buries controls, and groups features into categories to create the appearance of few options, with actually reducing options.”
Performance/Stability—“everyone hates slows PCs. It’s not the waiting. It’s the fact that the PC has wrenched control from the user during the time that the hourglass is displayed.”
Elgan goes on to say that vendors’ product tests “tend to focus on enabling user to ‘accomplish goals…but how the user feels during the process is more important than anything else.”
As a huge proponent of user-centricity, I agree that people have an inherent need to feel they are in some sort of control in their lives, with the technology they use, and over the direction that things are going in (i.e. enterprise architecture).
However, I would disagree that how the user feels is more important than how well we accomplish goals; mission needs and the ability of the user to execute on these must come first and foremost!
In performing our mission, users must be able to do their jobs, using technology, effectively and efficiently. So really, it’s a balance between meeting mission requirements and considering how users feel in the process.
Technology is amazing. It helps us do things better, faster, and cheaper that we could ever do by ourselves. But we must never forget that technology is an extension of ourselves and as such must always be under our control and direction in the service of a larger goal.
The Need for Control and Enterprise Architecture