An Enriched Customer Journey Map: How to Construct and Visualize a Global Portrait of Both Lived and Perceived Users’ Experiences?
Abstract
:1. Introduction
2. Defining Concepts
2.1. User Experience
2.2. Defining UX Tools
3. Method
3.1. Sample and Procedure
3.2. Apparatus and Instruments
3.3. Measures
4. Results
4.1. Step 1: Inductive Statistical Approach
4.2. Step 2: User’s Cognitive Engagement, Valence and Arousal
4.3. Step 3: Qualitative Data to Story Tell the Customer Journey
5. Discussion
5.1. Contribution for Theory
5.2. Implications for Design Practice
5.3. Implications for Experimental Design Practice
5.4. Limits of This Research
5.5. Future Research
6. Conclusions
Author Contributions
Funding
Conflicts of Interest
References
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Measures | Instruments | Advantages | Disadvantages and Limitations | Questions Answered about the User’s Experience | |
---|---|---|---|---|---|
Explicit data | Perceptual measures and Self-reported measures | Survey Interview Focus group | Easy to collect Summarize great amount of user’s experience information | Biases: The human tendency of socially desirable responding users’ past experiences Overall perception versus precision Self perceived scale | Why |
Implicit data | Neurophysiological responses | Examples: Electro dermal sensors Electroencephalographic cask Micro facial recognition camera and software Eye tracking | Detailed lived experience in a timeline Baseline when calibrating the tools to be as objective as possible | Need instrumentation Costly Need of specific expertise to collect, postprocess and analyze the data | When What How |
Observational data | Performance indicators | Examples: Camera Clickstream | Report all actions taken by the user and contextual factors | Limited in terms of understanding the user’s emotional and cognitive state | Where How |
Persona | Customer Journey Map | |
---|---|---|
Orientation | Goal oriented | Task oriented |
Presentation | Mostly narrative | Keywords Timeline |
Design process step | Conceptualization | Validation |
Common used instruments for data collection | -Surveys -Interviews -Group discussions | -Monitoring -Observation -Surveys -Interviews -Focus groups |
Common used data analysis methodology | Verbatim | Touch points Statistics with satisfaction scales |
Advantages | -Avoid self-perceived user by challenging assumptions -Understanding intentions and context of human actions -Prioritization of system requirements helping the design decision making -Require empathy for the user | -Having a global idea of the sequence of actions the user does through a timeline -Understanding intentions and context of human actions -Making a parallel in between the touchpoints and the user’s needs and satisfaction levels |
Limitations | -No implicit user information -Narrative with too much details | -No implicit user information -Lack of narrative details about user’s needs and expectations, goals and skills |
Instruments | Purpose | Analytical Program Used | Authors | |
---|---|---|---|---|
Implicit Data | EEG_ Brainvision Electroencephalographic cask EDA_BIOPAC Electrodermal sensors | Measures user’s cognitive engagement Measures user’s valence Measures user’s electrodermal activity | NeuroRT Mensia Acqknowledge | Pope et al., 1995 [42]; Davidson, 1992 [46]; Boucsein, 2012 [47] |
Explicit Data | Surveys_pre and post experience Interviews_pre and post experience | Measures user’s self-efficacy (concerning the self-reported motivation and capacity) Open question to better understand user’s knowledge and expectations | Qualtrics Optimal workshop | Bandura, 1977 [43]; Goodwin, 2011 [48] |
Observational Data | 4 cameras (3 static and 1 Go Pro) | Identify user’s behaviors in their interaction with the system as well as their workflow Evaluate, with the help of pre-determined indicators, the user’s performance in succeeding or failing a specific task | Noldus Observer XT and Syncbox |
Number of Participant | Success Rate | Self-Perceived Motivation (1-Low to 5-High) | Self-Perceived Capacity (1-Low to 5-High) | Electronic Knowledge Level (1-Novice to 5-Expert) | |
---|---|---|---|---|---|
Persona 1. The Clever | 3 | 100% succeeded | 2 | 2 | 2 |
Persona 2. The Distraught | 7 | 57% succeeded partially 43% failed | 3 | 3 | 3 |
Persona 3. The Applied | 11 | 73% succeeded 18% succeeded partially 9% failed | 1 | 2 | 2 |
Persona 4. The Presumptuous | 8 | 12.5% succeeded 87.5% failed | 4 | 3 | 2 |
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Alvarez, J.; Léger, P.-M.; Fredette, M.; Chen, S.-L.; Maunier, B.; Senecal, S. An Enriched Customer Journey Map: How to Construct and Visualize a Global Portrait of Both Lived and Perceived Users’ Experiences? Designs 2020, 4, 29. https://doi.org/10.3390/designs4030029
Alvarez J, Léger P-M, Fredette M, Chen S-L, Maunier B, Senecal S. An Enriched Customer Journey Map: How to Construct and Visualize a Global Portrait of Both Lived and Perceived Users’ Experiences? Designs. 2020; 4(3):29. https://doi.org/10.3390/designs4030029
Chicago/Turabian StyleAlvarez, Juliana, Pierre-Majorique Léger, Marc Fredette, Shang-Lin Chen, Benjamin Maunier, and Sylvain Senecal. 2020. "An Enriched Customer Journey Map: How to Construct and Visualize a Global Portrait of Both Lived and Perceived Users’ Experiences?" Designs 4, no. 3: 29. https://doi.org/10.3390/designs4030029