creating exceptional experiences in a multi-devices world
TRANSCRIPT
Creating exceptional experiences
in a multi-devices world
Neil Shewan, Managing Director, Reading Room Melbourne
We are Reading Room.
An international digital
consultancy helping our
clients, big and small, ride
the wave of digital change
and be the best they can be.
Architects of digital change 2
Hello
January 2015
We are curious, driven,
straight talking, agile
and creative.
Architects of digital change 3
Hello
January 2015
About me
• Writer, blogger, strategist,
run the Melbourne office
• Past experience client side
and consultancy side - in
B2B and B2C marketing, 10
years consultancy-side
• Wide range of sector
experience advising small
and large organisations
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Creating exceptional experiences
in a multi-devices world
Neil Shewan, Managing Director, Reading Room Melbourne
The menu
• Quick bit about Reading Room and me
• The challenge
• Utopia
• Rethink the approach
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Four worlds collide
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Multi-device
world
Change
Organisational
anchors
Exceptional
experiences
How we use our devices is changing
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How we use our devices is changing
The experience
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“A brand [customer] experience
is a living entity – and it is
enriched or undermined
cumulatively over time, the
product of a thousand small
gestures”
Michael Eisner, Past CEO Disney
Digital is just part of the experience
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DIGITAL
THE EXPERIENCE
Four worlds collide
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A utopia (/juːˈtoʊpiə/ yoo-toh-pee-ə) is a
community or society possessing highly
desirable or near perfect qualities. The
word was coined by Sir Thomas More in
Greek for his 1516 book Utopia (in Latin),
describing a fictional island society in the
Atlantic Ocean.
What does “digital experience” utopia look like
1. We have happy customers when they do things that align with our
organisational objectives.
2. We focus on the things that will make our customers most happy
first, and remove their pain-points.
3. We can respond quickly to opportunities and threats that technology
provides
4. We can pivot our strategy when things don’t work out – or we learn
something new
5. De-risk the impact of change
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Four concepts
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3.
Adaptability
4.
Then, build
the platform,
channels,
devices
1.
Clear business
objectives
2.
Design for
People not
devices
Concept 1
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3.
Adaptability
4.
Then, build
the platform,
channels,
devices
1.
Clear business
objectives
2.
Design for
People not
devices
Focus on the intersection of clients needs and
corporate objectives
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CORE
FOCUS
COMPANY
OBJECTIVES
CUSTOMER
NEEDS
Measure, track, improve
Base KPIs on organisational objectives and choose metrics to fit
Define conversions, track across all channels
Close the feedback loop, base decisions on metrics
Objectives
Leadership
Customer experience must be championed from the top
Consider a Head of Customer Experience role
Give that person wide-ranging authority to make changes
• to products
• to services
• to channel partnerships
• to owned, earned and paid media
• to internal processes and roles
Objectives
Concept 2
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3.
Adaptability
4.
Then, build
the platform,
channels,
devices
1.
Clear business
objectives
2.
Design for
People not
devices
Map our user stories to give us a backlog of
experiences to create
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Concept 3
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3.
Adaptability
4.
Then, build
the platform,
channels,
devices
1.
Clear business
objectives
2.
Design for
People not
devices
Concept 4
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3.
Adaptability
4.
Then, build
the platform,
channels,
devices
1.
Clear business
objectives
2.
Design for
People not
devices
Controlling the experience becomes key
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CRMCMS
EVENT
MANAGEMENT
eDM
SOCIAL
OFF-LINE
ENVIRONMENT
Controlling the experience becomes key
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CRMCMS
MARKETING
AUTOMATION
E-COMMERCE
eDM
SOCIAL
IN THE FIELD
Marketing automation
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STRANGERS(awareness)
New clients
VISITORS(consideration)
LEADS(Buying)
ADVOCATES(Advocate)
PROMOTERS(Enthuse)
CLIENTS(Impress)
Track the
anonymous
Identify the
Anonymous
Push content
to the identified
Qualify leads
Track
responsiveness
Recycle
lost/dropped
Push relevant
Content
Collect
feedback
Up-sell
Push relevant
Content
Collect
feedback
Up-sell
Push relevant
Content
Collect
feedback
Start up-sell
Growing clients