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The Human-Centered Experience of mCRM

Kirsten Woodhams-Thomson
Department of Computer Science
The University of Waikato
Hamilton, New Zealand
kthomson@cs.waikato.ac.nz

ABSTRACT b) Gain loyalty from existing customers.


Motivation – Mobile customer relationship c) Lower business costs (Chan and Lam, 2004).
management (mCRM) is an emerging business strategy,
technology and area of research. We aim to learn how 2. A set of sales, marketing and customer service
to develop mCRM technologies that provide the human software programs used to gather information about
with more fun and engaging experiences. the customer.
Research approach – This paper presents a brief CRM software tools fall into two groups. The first
review of the literature on CRM, mobile technologies group of tools are business facing tools e.g. sales force
and human experiences with the goal of understanding automation, contact management systems, marketing
directions for future research. automation and customer service tools. The second
group of tools are customer facing i.e. tools that
Findings – It will be important for our ongoing research customers can use to help interact with the business e.g.
to adopt human centered design approach that involves websites for information provision, e-commerce sites
real customers and users throughout the entire process for product purchases, mobile applications, and so on.
and in contexts where the technologies will be used. It is the customer facing tools (business-to-customer,
Keywords B2C) that we focus on in this paper.
CRM, mCRM, mobile, human experience, customer
But “There Is a Paradox”
experience, user experience, human-centered design,
There has been much research on CRM as a business
customer-centered design, user-centered design,
strategy within the management disciplines. Equally,
funology
information systems research has focused on the
INTRODUCTION development of the business facing software tools.
Customer relationship management (CRM) is a business Usability practitioners have been drawn by the design of
strategy and set of software programmes aimed to websites and e-commerce sites, so much so that they
develop and improve relationships with customers. have shifted their “focus” from the usability
Recent development in mobile technologies (global (functionality, utility, effectiveness and efficiency) of
positioning tools, multimedia applications, and so on) the tools to the “experiences” of the users and/or
have opened up new possibilities for engaging and customers of the tools.
interacting with customers. For mCRM to be accepted And here lies a number of paradoxes:
and used by customers it will be important that offering
meet the motives of the customer with regard to their • Users are not customers, but customers are users
desires for a relationship with the business, and provide and expect such attributes as ease of use when
a usable, attractive, pleasurable and enjoyable using a product.
experience. • Research of experiences, and experience design,
has been followed up by little practical application.
This paper explores the converging topics of customer
The “focus” has not shifted from usability but
relationship management, mobile technologies and
instead the terminology has been altered.
human experience.
Therefore, designing and testing for aspects of
BACKGROUND experience are not frequently performed in
Customer Relationship Management practice.
Simply put, CRM is about how a business manages the • Although part of the business relationship is to
relationship between itself and its customers. CRM is: deliver “a seamless customer experience across all
1. A set of sales, marketing and customer service networks, channels and services” (Shen et al.,
strategies designed to maximise the business' 2009), the customer is often “left out of the
profits (Sinisalo et al., 2005) that are put in place solution” (Reinhold and Alt, 2009, p.97). Little
to: research is conducted into understanding
customers' motives and wishes regarding their
a) Attract new customers.
relationship with the business (Reinhold and Alt, Pendharkar, 2004; Harding et al., 2009;). Feature
2009). phones utilize keypad buttons which requires heavy
Mobile Technology use of thumb control. The larger touch pad screens
Wireless communication enables communication and of later phones enable use by a special pen device,
interaction transfer across distance without the use of but the environment and context of use may make
wires. This allows any time, any place connectivity. even this difficult to use.
In this paper, we focus our attention on mobile • The cognitive resources of the users (Harding et
technologies that will be used by typical customers in al., 2009; York and Pendharkar, 2004) e.g. consider
their daily lives, and which businesses will utilise within the task the user is involved in (York and
their CRM strategies. Mobile devices include mobile Pendharkar, 2004) – driving for example; the user's
telephones and personal digital assistants (PDAs). attention due to environmental constraints (Harding
et al., 2009; York and Pendharkar, 2004) –
Invisible networks, provided by a mobile operator or the avoiding objects while walking for example; and
carrier, enable the devices to communicate with each the varying interaction models, even on the same
other over a wide geographical area. Mobile device.
technologies offer an array of features. Older devices, • Limited colour and font support (Kenteris and
e.g. feature phones, provide the most basic tools: voice Gavalas, 2009; York and Pendharkar, 2004) for the
calls, SMS, games, alarms and calendars. More older mobile technologies.
sophisticated tools, e.g. smartphones, offer many more • The high cost of wireless connections (Kenteris
applications: video, global positioning service (GPS), and Gavalas, 2009), where nearly everything a user
touchpad display screens, internet access, built-in does with their mobile device, especially while
sensors, etc. roaming, will be at a price.
As stated by Consolazio (2004), “years of innovation The Second Paradox
and competition across the industry have yielded There has been a lot of research into mobile
tremendous benefits for end users, driving down the technologies, with much focus on networks, hardware
cost of wireless devices and services while dramatically design and functionality, but as (Harper and Taylor,
improving their power, functionality and overall utility.” 2009, p.1) state “the problem of understanding how
Mobile users – a person who is expected to be and people themselves orient to and act with
expecting to be “on the move” – demand mobile tools in communications technologies in a way that gives
any place and at any time (Reinhold and Alt, 2009, priority to the overall experience and motivations
p.98). Mobile devices are convenient to use, as due to behind that use which accords what users themselves
technologies such as GPS, users can access personalised think they are about” has still to be addressed.
(Kenteris and Gavalas, 2009) location-based and value- Kjeldskov and Graham (2003) further indicate that few
added (Basole, 2007) applications and services real-world real-context studies have been conducted.
(Kenteris and Gavalas, 2009). However, using a mobile Harper and Taylor (2009) go further and suggest that
in any place and at any time adds stressors to its use: human-centered research, through HCI research, of
• The amount of device memory and storage space mobile technologies have “not really been too interested
(Kenteris and Gavalas, 2009) means that large in philisophical reflections on the object, the human, at
applications can not be easily downloaded and the heart of its inquiries. It has tended to take a rather
used. Although, we note this issue may be met middle-of-the-road, somewhat behaviourist view.” (p.2).
with the use of cloud computing technologies. Human Experience
• Limited bandwidths (Chan and Lam, 2004; Early on in this paper we touched on the human
Kenteris and Gavalas, 2009) (although bandwidth experiences with CRM and mobile technologies. When
limitations are constantly improving (Basole, a person sees, hears, touches, controls or communicates,
2007)) mean that on-demand applications and the interaction, the event, leaves an impression on the
services may be slow and tedious to use . person. The impression may be influenced by the
• Poor network coverage (Chan and Lam, 2004) context of the situation and the environment and
means that users may not be able to use their location the person is in. The person judges the
devices where ever and when ever they want. phenomena based on previously held tangible or
• Small screen displays (Chan and Lam, 2004; conceptualized expectations and understandings.
Harding et al., 2009; Kenteris and Gavalas, 2009) Judgement is often made at an intangible, subjective,
particularly on feature phones but even on emotional level that involves the person's memory,
smartphones and PDAs (compare the size of a imagination, and feelings (Havelena and Holbrook,
mobile screen to a computer screen for example) 1986).
means that limited information can be displayed at Human experiences in the contexts of this paper involve
one time causing overall interaction to be more customer and user experiences. These are similar
tedious and fiddly. concepts but differ in their focus.
• Difficulty in input and output formats (Chan and
Lam, 2004; Kenteris and Gavalas, 2009; York and
Customer experience is predominantly a marketing CRM AND MOBILE TOOLS
domain. It focuses on the motives and goals of people The convergence of mobile technologies and CRM is
in relation to direct or indirect contact with the business called “mobile customer relationship management”
through marketing, sales, customer service, and general (mCRM). It is also sometimes called ubiquitous CRM
use of the services or products. The contacts are called (uCRM). Mobility and ubiquity are similar areas of
touchpoints and are made throughout the customer- research. m-commerce applications also sit loosely
relationship lifecycle. under this umbrella. At the present time we are
researching business-to-customer (B2C), rather than
User experience research is a research area of Human
business-to-enterprise (B2E), applications and services.
Computer Interaction (HCI). It focuses on the tasks and
activities a person undergoes when trying to achieve a A simplistic view of mCRM would be that mobile
goal in relation to a particular product. It is about the technologies provide an additional communication and
experience gained through direct manipulation of the interaction channel to build continuing relationships
product. User experience researchers seek to improve with customers. However, as mobile technologies are
the usage experience by improving the design of the so personal – they can: 1) “track consumers or users
product. It is about the experience a person has while across media and over time”, 2) “provide content and
using a product. User experience and what experience services at the point of need”, and 3) “provide content
means in relation to product design is still undergoing a with highly engaging characteristics” (Chan and Lam,
definition process. 2004, p.6) – their use will enable even closer, more on-
demand and more highly-personalised business-
Of great interest to us and our research into CRM and
customer interactions, enhancing the CRM process
mobile tools, is the developing concept of funology,
(Reinhold and Alt, 2009; Sinisalo et al., 2006).
where the experience should be fun, enjoying,
pleasureable (Blythe and Hassenzahl, 2004), good, and mCRM AND THE HUMAN EXPERIENCE
beautiful (Overbeeke et al., 2003). Due to the emerging nature of mCRM, there is little
We enjoy Carroll's (2004) perspective as we believe it research of how real life mCRM applications and
sits well with the concepts of human experience, where services are accepted and used by people. Background
customers and users want to be engaged and satisfied concepts may be found from marketing and HCI
among other things: “Things are fun whey they attract, research of CRM strategies and tools or of mobile tools
capture, and hold our attention by provoking new or – certainly these topic areas would provide a good
unusual perceptions, arousing emotions in contexts that insight into the range of research methodologies and
typically arouse none, or arousing emotions not techniques that can be used. But individually, none of
typically aroused in a given context. Things are fun the research areas would provide the depth of insight
when they surprise us, when they don't feel like they into the motives, needs and desires of the users of
look, when they don't sound like they feel. Things are mCRM applications and services, how they use the
fun when they present challenges or puzzles to us as we tools, how the tools affect their lives and their
try to make sense and construct interpretations, when relationships with businesses, how the applications and
they transparently suggest what can be done, provide services can be better designed for the needs of the
guidance in the doing, and then instantaneous and customer, to engage and satisfy them in the process.
adequate feedback and task closure.” In addition, it is not clear to many businesses how the
Yet again, we are faced with the dilemma of funology mCRM will be implemented and how this
not having an agreed upon definition or set of terms. implementation will affect CRM; it is an
Perhaps this is not an issue for the moment. But to “unacknowledged phenomenon” (Sinisalo et al., 2005,
further our understandings of funology, it will be p.205). And it will be important not to “mistake the
important to consider the following issues raised by technologies for the concept itself” (Sinisalo et al.,
Blythe and Hassenzahl (2003): 2006, p.2). Indeed, as stated by Shen et al.:
“Technology alone cannot provide a sustainable
• Which terms encompass the concepts of funology? competitive advantage, and needs to be supplemented
• What do these terms mean? by a well-designed user experience and the application's
• How can they be described? value proposition.” [Shen et al., 2009, p.1).
• Are they the same or are they different, perhaps QUESTIONS TO CONSIDER
depending on the context of the experience? The most important question to our research that we
• Can they be used to describe all experiences or need to ask is:
only a subset of experiences?
• Do we need to consider fluidness, length [and What do we need to do to develop mCRM technologies
intensity] of experience, repetition, progressions, (devices, applications and services) that:
frequencies, contexts, relevances and trivialities? • Attract, capture and hold the human's attention
• What do the terms mean in terms of experience, • Provoke their perceptions and emotions in contexts
communication, relationship building, application that are new to them
and user interface design? • Surprise them in ways that are pleasurable and
enjoyable
• Challenge or puzzle them to make sense of them Consolazio, R. (2004) CRM: The wireless dimension in
and construct interpretations of what is going on? ComputerWorld, Online reference at:
It is obvious to us that the human, the object at the heart http://www.computerworld.com/s/article/print/95975/C
RM_The_Wireless_Dimension?
of the use, must be the center of the research. taxonomyName=CRM&taxonomyId=120; last viewed
1. We must develop an appropriate human-centered 30 May 2010.
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4. We must actively research in the actual context of
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consumption experience: comparing two typologies of
communicating and relating to businesses.
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