User Experience, Business Models, and Service Design in Concert: Towards a General Methodological Framework for Value Proposition Enhancement
Abstract
:1. Introduction
2. Literature Review
2.1. User Experience Model
2.2. Business Model
2.3. Service Design Methods
3. Methodology
3.1. Qualitative Research Approach
3.2. DSRM Process and Multiple Case Study
- Step 1: Problem identification and motivation
- Step 2: Objectives of the solution
- Step 3: Design and development
- Step 4: Demonstration (Multiple case studies)
- Step 5: Evaluation (Multiple case studies)
4. Results
4.1. SD-X-BM Framework
- The UX segment is at the heart of the entire framework and connects all parts of the design process. In the framework, UX appears in two roles: first, in the form of an autonomous object set as a targeted experience, and second, as a structural frame of UX elements that is used for arranging service design methods to address different aspects of a holistic, multidimensional UX.
- The business model segment represents the strategic level of service design and ensures that the specific design choices throughout the entire service system are in line with the strategic goals. The creation of a defined UX as the goal in a business model provides a lead to be followed throughout the whole service system.
- The service design segment comprises a specific combination of service design methods, extended with the explicitly articulated, targeted meaning of experience and structured to capture the multidimensionality of the UX concept through its four elements—the user, the IT artifact, experience/interaction, and context. This segment provides a solution for meaningful service design in a digitalized environment.
4.1.1. Business Model Segment
4.1.2. User Experience Segment
4.1.3. Service Design Segment
4.1.4. SD-X-BM Framework Flow
4.2. SD-X-BM Framework Evaluation
5. Discussion
6. Conclusions
Author Contributions
Funding
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
Appendix A
Case | Type of Business | Focus on Physical Product | IT Use in Value Proposition |
---|---|---|---|
A | Construction | High | Low |
B | Finance | Low | Low |
C | Hospitality | Low | Low |
D | Education | Low | Low |
E | Software company (distribution of a generic solution for enterprise content mgmt) | Low | Low/High |
F | Software company (own small and medium-sized software solutions) | Low | Low/High |
G | Furniture production | High | High |
Appendix B
Application Case
Appendix C
Interview Guide
- Questions for user evaluation after the workshop
- Introduction (read to the participants)
- Feasibility:
- Was it possible to carry out the method? Yes/No/Partially
- Was the information needed to carry out the method available? Yes/No/Partially
- Was the allotted time sufficient to carry out the method? Yes/No/Partially
- Comment on feasibility.
- Usability:
- Was the procedure for the method clear? Yes/No/Partially
- Was the method easy to use? Yes/No/Partially
- Is the method suitable for capturing (elements of) user experience? Yes/No/Partially
- Comment on usability.
- Utility:
- Does the method provide an important step in achieving increased value for the customer through the user experience? Yes/No/Partially
- Is the method useful? Yes/No/Partially
- Comment on utility.
- Questions for evaluating the methodological framework as a whole:
- How do you evaluate the methodological framework as a whole (all methods together)?
- Did the methodological framework contribute to an improvement of the service based on the user experience of the technology?
- Would you like to use this methodological framework in the future to improve the service? (Why?)
- Would you recommend using a methodological framework? (To whom? Why?)
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UX Framework Reference | User | Artifact | Interaction/Experience | Context |
---|---|---|---|---|
Hassenzahl [41] | User perspective/apparent product character | Product attributes: pragmatic, hedonic | Consequences: appeal, pleasure, satisfaction | Situation |
McCarthy and Wright [23] | Individual processes of making sense: anticipating, connecting, interpreting, reflecting, appropriating, recounting | (Included in Interaction/Experience) | Threads of experience: sensual, emotional, compositional, spatio-temporal | (Included in User) |
Norman [43] | Levels of processing: visceral, behavioral, reflective | Product characteristics by levels (appearance; pleasure and effectiveness of use; self-image, personal satisfaction, memories) | (Included in User) | (Included in User) |
Forlizzi and Battarbee [44] | Individual | Product | Types of interaction: fluent, cognitive, expressive | Contextual types of experience: experience, an experience, co-experience |
Desmet and Hekkert [45] | User User’s concerns (culture, context) | Product | Components/levels of experience: aesthetic, meaning, emotional | (Included in User) |
Thüring and Mahlke [46] | User characteristics | System properties | UX components: perception of instrumental qualities, emotional reactions, perception of non-instrumental qualities | Task/context |
Karapanos et al. [47] | User Anticipation Expectation | Product | Phases: orientation, incorporation, identification Forces: familiarity, functional dependency, emotional attachment | (Included in Interaction/Experience) |
Jordan [48] | People/person Hierarchy of needs: functionality, usability, pleasure | Product | Pleasures: physio-, socio-, psycho-, ideo- | (Included in Interaction/Experience) “The sort of emotional response that is desirable in any given situation may depend upon the context in which a product is used.” “Whether a particular sensual experience will be regarded as pleasurable may be dependent upon the context in which the experience occurs.” |
User | IT Artifact | Interaction | Context |
---|---|---|---|
Persona Service safari The five whys Cultural probe Mobile ethnography Expectation map Design scenario Service staging Agile development Co-creation Storytelling Service roleplay Customer lifecycle map Business model canvas Integrated service innovation method | Service prototype Service staging Agile development Co-creation Business model canvas Multilevel service design Integrated service innovation method Management and INteraction Design for Services Wireframe | Service blueprint Customer journey map Storyboard Desktop walkthrough Service safari Shadowing Mobile ethnography Expectation map What if… Design scenario Service prototype Service staging Agile development Co-creation Storytelling Service roleplay Customer lifecycle map Multilevel service design Integrated service innovation method Management and INteraction Design for Services | Shadowing Contextual interview The five whys Cultural probe Mobile ethnography A day in the life Expectation map Co-creation |
Qualitative Research | Application in This Research |
---|---|
Describes phenomena in context [86] | Multiple case studies provide insights into various contexts of the developed framework’s application |
Interprets meaning and processes holistically [86,87,88] | Users’ perceptions during the framework’s use are investigated |
Uses theoretically based concepts [86] | The final framework was developed based on a comprehensive literature investigation into the three respective fields (user experience, business models, service design) |
Seeks understanding [86,89] | Semi-structured interviews with users provide continuous insight into understanding the UX phenomenon |
Inductive process [88,89] | Collecting empirical data through interviews, observations, and documents to build theory |
Rich/thick descriptions [87,89] | Cases provide plenty of information for extensive descriptions of the phenomenon, context, users, and processes |
Method | BMC | TUX | Persona | Day in the Life | Customer Journey | Wireframe | SD-X-BM Success | |
---|---|---|---|---|---|---|---|---|
Case | ||||||||
Case A | ● | ● | ● | ● | ● | ◐ | + | |
Case B | ● | ○ | ● | ◐ | ● | ○ | − | |
Case C | ● | ● | ● | ● | ● | ○ | + | |
Case D | ● | ● | ● | ○ | ● | ○ | + | |
Case E | ● | ● | ● | ◐ | ● | ○ | + | |
Case F | ● | ● | ○ | ○ | ● | ○ | + | |
Case G | ● | ● | ● | ○ | ● | ○ | + | |
# of cases * | 7/7 | 6/7 | 6/7 | 4/7 | 7/7 | 1/7 |
Method | TUX | Persona | Day in the Life | Customer Journey | Wireframe | |
---|---|---|---|---|---|---|
Element Case | ||||||
User | ||||||
Case A | + | |||||
Case B | +/− | |||||
Case C | + | |||||
Case D | + | |||||
Case E | + | |||||
Case F | + | 0 | + | |||
Case G | + | +/− | ||||
Contex | ||||||
Case A | + | |||||
Case B | +/− | |||||
Case C | + | |||||
Case D | + | 0 | ||||
Case E | +/− | +/− | ||||
Case F | 0 | |||||
Case G | +/− | +/− | 0 | |||
Interaction | ||||||
Case A | + | |||||
Case B | +/− | |||||
Case C | + | |||||
Case D | + | |||||
Case E | + | |||||
Case F | + | |||||
Case G | + | |||||
IT artifact | ||||||
Case A | +/− | +/− | ||||
Case B | 0 | |||||
Case C | +/− | 0 | ||||
Case D | +/− | 0 | ||||
Case E | +/− | 0 | ||||
Case F | +/− | 0 | ||||
Case G | +/− | 0 |
Case | Value Proposition (As Is) | Targeted UX | Design Ideas * |
---|---|---|---|
Case A | housing solution trust expertise long-term relationship ”value for money” personalization/customization | Security Autonomy Life success | Improvement: website improvements (photos, navigation) |
Case B | financial services retail banking ”second chance“ (risky/blocked) premium/custom-made | (Speed) | - |
Case C | better life vacation for adults all-inclusive | Stimulation Relatedness | Novelty: mobile app with educational, informative, and entertaining contents |
Case D | tailor-made education acquiring knowledge and skills acquiring acquaintances and partnerships feeling at home (relaxed) | Competency Stimulation Autonomy | Improvement: website improvements (photos, catching phrases in text) Novelty: digital contents (plans, proposals, progress reports) available via e-mail or online platform |
Case E | business process automatization business process transparency reduced time for administration cost reduction | Sense of process efficiency Feeling control Work satisfaction | Improvement: website improvement for presenting IT solutions Novelty: digital contents for more effective communication (document of processes, achieved improvements, collecting feedback) |
Case F | contemporary and reliable website development, tailor-made client participation in the design process excellent ”web“ | Feeling of success Feeling of technological progress Feeling of importance Feeling of excellence | Improvement: website improvement Novelty: digital contents for project flow visualization |
Case G | pieces of furniture that fit perfectly into the user’s living space and lifestyle experience of buying custom-made furniture from the comfort of one’s own home | Simple personalization Feeling special (“just for me”) Feeling of getting more value Giving support to small manufacturers and a meaningful product | Improvement: website improvements (photos, messages in text) |
Method Case | BMC | TUX | Persona | Day in the Life | Customer Journey | Wireframe | SD-X-BM Framework |
---|---|---|---|---|---|---|---|
Case A | 8 | 8 | 8 | 8 * | 8 | 1 | + |
Case B | 7 | 0 | 7 | 0 | 8 | 0 | + |
Case C | 8 | 8 | 8 | 8 | 8 | 0 | + |
Case D | 8 | 7 * | 8 | 8 * | 8 | 0 | + |
Case E | 8 | 8 * | 8 | 8 | 8 | 0 | + |
Case F | 8 * | 8 * | 1 * | 0 | 8 | 0 | + |
Case G | 8 | 8 | 6 * | 0 | 8 | 0 | + |
Total # of positive answers | 55/56 (98%) | 47/56 (84%) | 46/56 (82%) | 32/56 (57%) | 56/56 (100%) | 1/56 (2%) | 7/7 (100%) |
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Musulin, J.; Strahonja, V. User Experience, Business Models, and Service Design in Concert: Towards a General Methodological Framework for Value Proposition Enhancement. Sustainability 2023, 15, 12509. https://doi.org/10.3390/su151612509
Musulin J, Strahonja V. User Experience, Business Models, and Service Design in Concert: Towards a General Methodological Framework for Value Proposition Enhancement. Sustainability. 2023; 15(16):12509. https://doi.org/10.3390/su151612509
Chicago/Turabian StyleMusulin, Jadranka, and Vjeran Strahonja. 2023. "User Experience, Business Models, and Service Design in Concert: Towards a General Methodological Framework for Value Proposition Enhancement" Sustainability 15, no. 16: 12509. https://doi.org/10.3390/su151612509
APA StyleMusulin, J., & Strahonja, V. (2023). User Experience, Business Models, and Service Design in Concert: Towards a General Methodological Framework for Value Proposition Enhancement. Sustainability, 15(16), 12509. https://doi.org/10.3390/su151612509