Cross-Channel UX
Cross-Channel UX
Overview
• UX is concerned with developing high-quality interactive systems,
products and services that fit with people and their ways of living.
• Increasingly, UX designers are concerned not just with the details of the
user interface, or how a website works, but they are concerned with
providing a service.
• Services are provided for users by stringing together a number of
interaction moments, so the design of these momentary
‘microinteractions’ is important.
• But the whole service may include many different devices and many
different communication channels, including the web, mobile apps,
social media and interactions in the physical environment.
• Quite quickly what appeared to be a simple app or web service can
evolve into a complex web of cross-channel interactions, sometimes
called omnichannel.
Objectives
• After studying this chapter, you should be
able to:
• Understand service design
• Understand the multi-layered elements of UX
• Understand the user, or customer journey
• Understand cross-channel UX
• Understand the importance of information
architecture to UX.
Contents
• Introduction
• The elements of UX
• User journeys
• Cross-channel UX
• Information architecture
Introduction
• Gillian Crampton-Smith (2004) has argued that ‘The job of the designer is
now not just to design the device, the software and the way you interact with
it, but to design the whole experience of the service so it is coherent and
satisfying’ (p. 3).
• Over the last few years, UX has moved from designing a website or an app
to do a single thing to designing a service.
• In the context of UX, a service is a sequence of interactions that constitute a
whole, more abstract achievement.
• For example, a smartphone might provide a service that lets users find out
how many steps they have walked.
• This service allows the users to find this information in a particular time
period, over a day or over a week.
• The service provides graphs and other forms of visualization to display the
data.
• The service can be provided because the smartphone has a pedometer
which itself consists of a motion sensor and some software to interpret the
movement.
Services
• The key thing about services is that there are multiple
‘touch points’ where people encounter a service and that
interactions with services happen over time.
• To be well designed, these touch points need to
demonstrate some consistency whether through look
and feel, brand or consistent values.
• However, sometimes this is out of the designer’s control.
• For example, if a user is buying car insurance, they may
use a comparison website that is outside the control of
any car insurance company.
• Most products, websites and apps provide a number of
services that together constitute some larger system.
Services example
• A great example of service design comes from Apple.
• Their web image is carefully constructed and is tied into its physical
stores with slick styling and beautiful products on display.
• Unlike many other companies that have to deliver a web presence
and an in-store experience, Apple use the same information
architecture to structure the web and store.
• All are currently organized in terms of mac, ipad, iphone, watch, TV
and music.
• Getting the information architecture right is essential for providing a
good UX.
• Renting storage space on iCloud using an AppleID maintains a user’s
relationship with the company.
• iCloud ensures that all the apple devices that a person owns and the
content that they have (photos, music, videos, contact information
and so on) are synchronized.
Channels and services
• Interactions with services may happen intermittently and take place
from different locations and devices.
• Thus, designers need to consider these different media channels of
interaction.
• Exactly what constitutes a media channel will depend on how the
users think about their needs and desires in a domain and how the
UX designer interprets this.
• For example, people could consider the phone to be a channel.
• However, smartphones have many apps on them each of which can
be considered as a media channel.
• Twitter, Instagram and Facebook are examples of channels.
• Comparison websites such as Comparethemarket.com are channels.
eBay is a channel, texting is a channel and WhatsApp is a different
texting channel from iMessage, Snapchat or Messenger.
Time and services
• The time dimension is also important for service design.
• For example, you may stay with the same organization that provides
your banking service for years and years.
• You will stay with the same dentist or doctor for years.
• Other services such as the purchase of a new washing machine will
require extensive research, selection of a suitable supplier, weighing
up the different packages on offer, the purchase itself, the delivery
and installation and the use of the machine over many years.
• Although services may be distinguished from products in that
services are intangible, people still have to interact with the service
and this takes place through a physical interface at a touchpoint (or
service moment).
• Designers need to consider the whole UX across devices, across
media, throughout the whole user journey (see Section 4.3) and over
time.
The elements of UX overview
• In 2003, Jesse James Garrett
(Garrett, 2003) conceptualized the
development of websites in terms of
five elements: strategy, scope,
structure, skeleton and surface.
• This led to a famous figure that was
widely adopted as a guide to good
web design.
• In 2011, he produced the second
edition of his book arguing that these
elements were useful more generally
in interaction design and could be
applied to the design of products,
apps and services whether being
delivered on the web or not.
The elements of UX (1of 3)
• The elements describe UX going from the abstract
ideas of objectives and user needs to the concrete
instantiation in visual designs in much the same way as
we discussed conceptual (abstract) scenarios and
concrete scenarios in Chapter 3.
• The bottom layer is the most abstract (furthest from
implementation). This is the ‘strategy’ plane concerned
with understanding the overall objective of the
interactive system or service, the nature of the people
who will be using it and what their needs and desires
are. Strategy is also concerned with business goals, the
organization’s brand and a market analysis.
• The next layer is the ‘scope’ plane where the emphasis
is on functionality (what the system will enable people
to do) and on content (the information) that the system
will hold.
• The result of scoping the UX is a clear plan for the
development process (which may involve much
iteration and the development of different releases of a
service over a period of time).
Service ecologies
• A service ecology describes all the stakeholders (actors) and the services
that they access and contribute to.
• In much the same way as we discussed device ecologies in Chapter 1, so
we can use the concept of an ecology to look at services.
• For example, the service ecology of a city is a very complex mix of
physical services such as rubbish collection, road maintenance and the
provision of parks and open spaces to the council services for collecting
local taxes, licensing shops and running local government to information
services about where to find things and how to travel around the city.
• The ecology will look very different for a local resident and a tourist
visiting the city for a few days.
• The design company Live Wire develops service maps to try to capture
different features of services such as the map of in-car services.
• These maps bear some similarity to the rich picture that we introduced in
Chapter 3.
Service ecology map
The elements of UX (2 of 3)
• The third layer of the elements of user
experience is called the ‘structure’ plane.
• It covers information architecture (Section
4.5) but also includes specifying the
interaction design, the data flows and
allocation of function between user and
system.
• The ‘skeleton’ plane is concerned with
information design, navigation design and
interface design.
• Information design is concerned with how to
lay out information content and present data
in a useful and meaningful way.
• Navigation design is concerned with the
design of menus, links, task bars and all the
other ways that users can get from one part
of the system or service to another.
Wireframes
• A key technique for bringing all these
elements together is the ‘wireframe’.
Wireframes aim to capture a skeleton of
a general page layout whether for an app
or a web service.
• They are on the border between
information architecture and information
design as the various components of a
page are assembled into the standard
structures described by wireframes.
• Interface design concerns how all the
elements of information layout,
navigation and interaction design are
brought together into a coherent whole.
The elements of UX (3 of 3)
• The final element of Garrett’s scheme is the ‘surface’ plane,
which he calls visual design but in fact may consist of many
modalities including sound and touch.