USER EXPERIENCE ENHANCED PRODUCT LIFE CYCLE
Industry Spanning Modular User Experience Paradigms
Joachim Schonowski
T-Systems Enterprise Services GMBH
Rietze Straße 19, 10409 Berlin, Germany
Keywords: User experience, user experience enhanced product lifecycle management, society change.
Abstract: The introduction speed and complexity in the digital information / multimedia age poses challenges for the
“normal” end user. New digital technologies, services, products are often provided to the end consumer
having a bad user experience (e.g. WAP, PTT). Companies need to encompass user experience into the
product lifecycle. Instead of multiple different user experiences for many “digital” based consumer products
only a few should exist, using key user experience paradigms. Application of the key user paradigms shall
enable users to use products more intuitive (even if different industries are involved) and guide them to use
most of the supported use cases provided, when needed. Society is under constant evolution and change
(e.g. demographic factor) The user experience enhanced product life cycle should be harmonised with the
standard product development: promotion, pricing, product, placement but also take the society change (e.g.
silver generation) and new life concepts into account.
1 INTRODUCTION
The vast variety of products, goods, services …
overcharge people, even with “easy” tasks to buy a
washing powder or body cream.
Technology development in traditional manufacturer
industries accelerated the production of goods and
therefore reduced costs. Due to this, markets
changed from sales, to buyer to product market
(Herrmann and Moeller, 2006). New technologies,
services, products (physical or digital) are
developed, which are often thrown into the market
without consumer orientation and explanation.
Instead these “developments” are strongly or purely
technology driven providing the user with a bad or
confusing user experience.
Focusing on digital products / services, “good
examples for a bad user experience, were introduced
with the hype technology of the last decade: mobile
telephony. WAP (Wireless Application Protocol),
which was used as synonym for the mobile Internet
and another more recent example push to talk (peer
to many communication) a success in the USA but
not in EU, showed what happens if the user is not
integrated in the product development cycle. While
in the first case people’s expectation was not hit at
all, for the latter there was a lack of understanding
for the need and the use case (innovations-report).
Part of the confusion might also result from English
based advertisements in non English speaking
countries, native people do not understand some
slogans (e.g. Germany (sirvaluse).
A good example are some music enabled mobile
phones (e.g. Sony Ericsson “Walkman” or Nokia N-
Series music (sonyericsson), (Nokia)), where on
these devices the product mobile communication
and mobile music listening co-exist.
The introduction of new technologies has always
changed the way of life dramatically.
Developments, innovations … often lead to a society
change. G. Schulze describes today’s society as
“The experience society” and investigates, how
society changes if the constant battle to survive is no
more existing, like the era after WWII (the post war
era) and people become more subject centered
(Schulze, 2005).
Another interesting trend in this context is thin
out of the middle (Herrmann and Moeller, 2006).
“People tend to buy more often rather extremely
cheap or expensive.” This behaviour makes it more
difficult for product and brand placement.
The so called silver generation is feeling younger
and is interested to use modern technology as well
and in addition possesses the money to pay for
it!(Deutsche Bank). But it is inevitable to address
also the personal circumstances, like reduced fitness,
reduced visual acuity … and to incorporate the elder
segment into the product lifecycle.
337
Schonowski J. (2007).
USER EXPERIENCE ENHANCED PRODUCT LIFE CYCLE - Industry Spanning Modular User Experience Paradigms.
In Proceedings of the Ninth International Conference on Enterprise Information Systems - HCI, pages 337-339
DOI: 10.5220/0002411903370339
Copyright
c
SciTePress
Therefore existing segmentation models become
out of date.
Solution attempt:
Understand modern regional life concepts
Develop user experience paradigms / modules
The example show, that in order to create usable but
also needed / required products or services it is
necessary to integrate user experience early in the
product lifecycle in companies, provide similar
product user experiences even in different industries
and change from standardised segmentation models
to more flexible world of life concepts.
2 CHALLENGES
Today the end user is bombarded with
advertisements, product information and new
technologies from everywhere.
Commercials / advertisements are provided to the
end user via four technical communication channels
(TV, Radio, Internet and mobile telephony) and
three other channels: print media, shops (if
available) and people themselves (see figure 1).
Digital
Multi promotion
Customer
Radio /DAB
Internet
TV
Mobile
Network
Consumer:
Consistent promotion approach
generates
high reach / attention.
Multi access
Customer
Radio /DAB
Internet
TV
Mobile
Network
Consumer:
High quality content access
options
from all available technologies
(using single authentication or
single sign on)
Figure 1: Seamless user experience. Digital promotion
towards the customer and multi access.
The coming all IP network structure (IP Multimedia
Subsystem) (Forrester, 2005), which separates the
network from the service layer, leads to the
possibility of seamless access to multimedia
contents, multiple usage and multiple distribution.
Via advertisements and the existing promotion
customer expectation of seamless multi access multi
usage and super distribution already exists (see
figure 2) but is hampered by different formats (e.g.
digital music: mp3, aac, aac+, video: H.264, 3GPP)
or digital rights management (OMA).
Products need to be created in an user adjusted
manner. Doing customer based research, consumer
expectation, demand, requirements and abilities shall
be understood and documented in more detail in a
Superdistribution
Multi usage
Customer
Fixed network /
broadband
Cable
network
Mobile
Network
Customer
Customer
Customer
Customer
Consumer:
Share personality via content.
Enrich your message.
(New demand for internet /
mobile network).
Consumer:
Buy once use where possible (e.g. music
videos or ringtones on mobile and fixed
line).
Figure 2: Seamless user experience. Illustration of super
distribution and multi usage of customer owned content.
highly complex digital world, by doing and
comparing primary and secondary market research.
A detailed investigation in how product
introduction (focusing on digital content
provisioning) into the market could be made more
successful than in the past using upcoming topics in
the telecommunication and multimedia industry (e.g.
IP Multimedia Subsystem, Interactive TV, IPTV
(Forrester, 2005), UMTS, PTT) and combining them
with the traditional approach: product, pricing,
placement & promotion (Ramme, 2000) (see figure
3).
1. Attention
(Easy / clear talk)
2. Interest / Attraction
(Design / Needs)
3. Information
(Product Features)
(Pricing)
4. Buy (on / offline)
(Availability
Pricing)
5. Out o.t. box exp.
(First impression)
6. Configuration
(Set up / Administration)
7. Scenario / Product exp
(First usage)
8. Usage
(Daily usage)
9. Update or add.
Apps & services
(Future usage)
Focus:
Customer
P
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a
c
e
m
e
n
t
P
r
o
m
o
t
i
o
n
P
r
o
d
u
c
t
P
r
i
c
i
n
g
Figure 3: User experience cycle: Assignment of the four
marketing principles Placement, Promotion, Pricing and
Product to the product lifecycle.
In terms of User Experience many definitions exist,
getting themselves complex.
It is the aim of this thesis to use only three
guiding principles simplicity, similarity and
consistency and three supporting elements design,
expectation (see figure 4) and understanding to
derive paradigms for a lasting user experience on a
broad range of products and investigate if and how
these could be used in combination with a user
encompassed product introduction cycle.
ICEIS 2007 - International Conference on Enterprise Information Systems
338
Therefore it is necessary to further detail the user
experience product introduction and lifecycle
management adding learning from other industries
and carrying this out for products where similar
usage flows, GUI, sound patterns… are already or
will be used (e.g. mobile and fixed line GUI, mobile
– on board traffic navigation system).
Simplicity
Similarity
Consistency
Design
Expectation
Understanding
Guiding principles
Supporting elements
Figure 4: Focused user experience: Three guiding
principles & three supporting elements.
The introduction of new technologies has always
changed the way of life dramatically. Traditional
ways of communication (e.g. letter, postcard, fixed
line communication) vanish and new arrive (e.g.
email, picture postcard via MMS, SMS, mobile
communication).
The changing user behaviour (e.g. parallel
communication (Laurer, 2006) and upcoming of new
trends (youtube, my space) in conjunction with the
shrinking population in the western orientated world
demographic factor needs to be addresses from all
industries.
The thesis shall identify way of life concepts,
community behaviour, compare these with existing
segmentation models and use them at future
products.
3 CONCLUSION
The importance of user experience is doubtless and
most industries use some kind of procedures like
user centered design, user centered information
design, usability engineering (IBM).
A new kind of user experience needs to be
generated which incorporates the life concepts of
people, there society and their regional and cultural
differences Tractinsky (1997) found that culture
affects the user’s perception of aesthetics and
apparent usability (Culture and usability evaluation,
2006).
Usability has an enormous potential in the
modern communication age in terms of attracting
new user groups and in terms of economics reducing
the training costs (netigator).
A recent example is the new Apple phone which
will presumably have a mode dependent user
interface and will be part of the investigation
(Apple).
This new user experience needs to create usage
paradigms similar to modularity used in many
industries (computing, automotive…) but also needs
to incorporate the upcoming cross functional
possibilities of the multimedia age like a net based,
presence and location based phone / address book.
ACKNOWLEDGEMENTS
I would like to thank Dr. Roman Englert, working at
Deutsche Telekom, T-Laboratories for important
remarks, changes and discussions.
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