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Pedro Gonçalves

Digital Intelligence: The Backbone of Customer Experience Management - 0 views

  • Forrester Research defines digital intelligence this way: The capture, management and analysis of data to provide a holistic view of the digital customer experience that drives the measurement, optimization and execution of marketing tactics and business strategies."
Pedro Gonçalves

Why Social Media Makes Customer Service Better - 0 views

  • By the end of the year, 80% of companies plan to use social media for customer service. On the consumer side, 62% of customers have already used social media for customer service issues.
  • A study by A.T. Kearney found that, of the top 50 brands, 56% did not respond to a single customer comment on their Facebook Page in 2011. Brands ignored 71% of customer’s complaints on Twitter. And, 55% of consumers expect a response the same day to an online complaint, while only 29% receive one.
  • . Create humanized response models to engender loyalty and build relationships. Many companies are guilty of creating robust and well-planned strategy for social customer service delivery -– but fall at the final and most important hurdle — creating a voice your audience can relate to.
Pedro Gonçalves

Customers remember experiences, not content | Media Network | Guardian Professional - 0 views

  • Justin Pearse recently wrote a nice article on the state of digital content. He argues that content needs to be thoughtful, meaningful and well executed for it to be effective – it should be less about the brand, and more about the audience.
  • While his argument is absolutely correct, it pivots on the idea that engagement often begins and ends with a piece of content. The reality is that the failure of content marketing is in the belief that content exists in a vacuum.If you create a piece of content and don't support it, you're probably going to be disappointed. In other words, if we define experience as the beginning-to-end engagement with a brand, then content is simply part of the spectrum.
  • Digital content needs to be supported by great user experience (UX), solid digital strategy, attentive channel management and smart technology. To reiterate – it must be part of a system.
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  • Under this model, content strategists realise digital strategies and UX requirements as the things our users read, watch and play with. In other words, we are really the architects of experiences.
  • Content works best when you define it as anything that occupies your brand's space. Content strategy therefore works best when it's the conduit between user experience, strategy, creative and technology.
  • Most agencies look at content strategists as the guys who audit content, test its effectiveness and generally specialise in its strategic and editorial underpinnings.This needs to change.
  • I recently worked with a bank that wanted branded content to help bolster waning sales of a low-rate credit card. But when we looked closely at the entire experience, we realised that content would do little for card sales. The application process was complex, dated and unfriendly.My recommendation as a content strategist was "fix your website then look at content". We built out a strategy, but it focused more on constructing an ecosystem for content than content itself. Put differently, it laid out scaffolding for good, hard-working content.
  • users remember fun, exciting or informative experiences that go well beyond any single piece of content.
Pedro Gonçalves

20 top web design and development trends for 2013 | Feature | .net magazine - 0 views

  • “If you’re designing a website and not thinking about the user experience on mobile and tablets, you’re going to disappoint a lot of users,” he warns. Designer Tom Muller thinks big brands getting on board will lead to agencies “increasingly using responsive design as a major selling point, persuading clients to future-proof digital marketing communications”. When doing so, Clearleft founder Andy Budd believes we’ll see an end to retrofitting RWD into existing products: “Instead, RWD will be a key element for a company’s mobile strategy, baked in from the start.” Because of this, Budd predicts standalone mobile-optimised sites and native apps will go into decline: “This will reduce the number of mobile apps that are website clones, and force companies to design unique mobile experiences targeted towards specific customers and behaviours.”
  • During 2012, the average site size crept over a megabyte, which designer/developer Mat Marquis describes as “pretty gross”, but he reckons there’s a trend towards “leaner, faster, more efficient websites” – and hopes it sticks. He adds: “Loosing a gigantic website onto the web isn’t much different from building a site that requires browser ‘X’: it’s putting the onus on users, for our own sakes.”
  • Designer and writer Stephanie Rieger reckons that although people now know “web design isn’t print,” they’ve “forgotten it’s actually software, and performance is therefore a critical UX factor”.
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  • Bluegg studio manager Rob Mills reckons 2013 will see a “further step in the direction of storytelling and personality on the web, achieved through a greater focus on content and an increase in the use of illustration”.
  • Apps remain big business, but some publishers continue to edge to HTML5. Redweb head of innovation David Burton reckons a larger backlash is brewing: “The gold rush is over, and there’s unrest in that apps aren’t all they promised to be. We now live in a just-in-time culture, where Google can answer anything at the drop of a hat, and we no longer need to know the answers. The app model works the old way. Do we need apps for every brand we interact with? Will we even have iPhones in five years’ time? Who knows? But one thing is certain – the internet will remain, and the clever money is on making web apps that work across all platforms, present and future.”
  • Designer/developer Dan Eden says that with “more companies focussing web efforts on mobile,” designers will feel the pressure to brush up on the subject, to the point that in 2013, “designing for desktop might be considered legacy support”. Rowley agrees projects will increasingly “focus on mobile-first regarding design, form, usability and functionality”, and Chris Lake, Econsultancy director of product development, explains this will impact on interaction, with web designers exploring natural user interface design (fingers, not cursors) and utilising gestures.
  • We’re increasingly comfortable using products that aren’t finished. It’s become acceptable to launch a work-in-progress, which is faster to market and simpler to build – and then improve it, add features, and keep people’s attention. It’s a model that works well, especially during recession. As we head into 2013, this beta model of releasing and publicly tweaking could become increasingly prevalent.“
  • “The detail matters, and can be the difference between a good experience and a great experience.” Garrett adds we’ll also see a “trend towards not looking CMS-like”, through clients demanding a site run a specific CMS but that it not look like other sites using the system.
  • “SWD is a methodology for designing websites capable of being displayed on screens with both low and high pixel densities. Like RWD, it’s a collection of ideas, techniques, and web standards.”
Pedro Gonçalves

Google Study: 9 in 10 Consumers Engage in Sequential Device Usage - 0 views

  • As the number of Internet-enabled consumer devices continues to grow, so does the propensity of consumers to sequentially use multiple devices to complete a single online task. In fact, according to a new study from Google, 90 percent of people move among devices to accomplish a goal.
  • Examples of how consumers sequentially use multiple devices for a single task include opening an email on a smartphone and then finishing reading it on a home PC and looking up product specs on a laptop after seeing a TV commercial
  • The other primary way of using multiple devices is simultaneous use, meaning using more than one device at the same time. This includes both multitasking — performing different tasks on different devices — and complementary usage such as looking up a product online while watching a TV commercial.
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  • The most popular reasons for sequential device usage include web browsing (81 percent), shopping online (67 percent), managing finances (46 percent) and planning a trip (43 percent). Eighty-one percent of sequential online shopping is spontaneous, which Google credits to the widespread availability of smartphones.
  • 98 percent of sequential screeners move between devices in the same day to complete a task
  • Seventy-seven percent of the time, TV viewers have another device plugged in — with smartphones (49 percent) and PCs/laptops (34 percent) the most popular.
  • The study also found search to be a critical connector between devices used sequentially. Consumers use search to pick up on a second device where they left off on the first 63 percet of the time they are conducting multi-device search, 61 percent of the time they are browsing the Internet using multiple devices, 51 percent of the time they are shopping online via multiple screens, and 43 percent of the time they are using more than one device to watch online video.
  • Google advises digital marketers to allow customers to save their progress between devices, as well as use tactics like keyword parity (maintaining the same keywords across different publishers and the three primary match type silos of broad, phrase and exact) to ensure that they can be found easily via search when that customer moves to the next device.
  • 80 percent of searches that happen on smartphones are spur-of-the-moment, and 44 percent of these spontaneous searches are goal-oriented. And more than half (52 percent) of PC/laptop searches are spontaneous, with 43 percent goal-oriented
Pedro Gonçalves

Make the Job a Game - Robert H. Schaffer - Harvard Business Review - 0 views

  • Sixty-nine percent of the heads of households in the U.S. play computer and video games. And 97% of young people — your emerging talent pool — play them
  • Endless sameness. People come to work and, without climactic events, do essentially the same thing every day forever — like a mountain climber who never sees a peak ahead.
  • Little sense of personal achievement. Most people lack sharply measured goals. They can work diligently every day but never have a significant success — or failure.
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  • No celebrations. Individuals throughout the organization may contribute to some very crucial project. But when the project succeeds — and there is a new jet engine or a new drug — very few of those people will enjoy the exhilaration of a personal win.
  • Long time spans. In their personal lives people enjoy activities with shorter and shorter time spans — sports events, computer games, texting and so on — whereas at work they must live through glacial planning cycles.
  • When there are sudden customer orders that must get shipped, or power outages, or fires and other emergencies, most employees come to life and get things done with spirit and enthusiasm.
  • These must-do situations all have some common elements that evoke the remarkable performance: A sharply focused, urgent goal A very tight deadline Autonomous team encouraged to experiment Results clearly noticed and celebrated
  • by designing jobs with these game-like characteristics and infusing a spirit of fun it is possible to enliven work and produce the kind of high-level, zesty behavior provoked by crises.
  • No matter how long-term a goal may be, carve off some sub-goals that have to be accomplished in a short time — 10 or 15 weeks not 6 months or a year. For each goal a team should be asked to plan an approach and carry it out. The whole effort should encourage some fun and creativity along the way. People should be encouraged to experiment. Success at the end should be celebrated.
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