eringilliam: design*

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  1. Of late, we've noticed an intriguing trend, as smartphone makers use social media to directly ask their customers what they want in a phone. Two recent examples are executives from OnePlus and Xiaomi, both companies that are famous for engaging with their users and bringing in their points of view into the products that are being built. Even as they have become big brands, both Xiaomi and OnePlus have not lost the connect with fans that made them influential beyond their size when they were starting out. But at the same time, one has to question the value of a product lead asking users about the specifications that users want, regardless of the weightage the company gives to those inputs.
    https://gadgets.ndtv.com/mobiles/opinion/design-by-user-feedback-the-customer-isnt-always-right-1809315/
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  2. The rise of new digital tools (like mobile, live chat, omnichannel support, self-service, social media) and a broad array of IoT devices (like activity monitors, beacons, smartwatches) and emerging technologies (like AI, AR, Machine Learning, VR, 3D printing and so on), has exponentially increased the number of customer touchpoints available to marketers.

    On the other hand, chats, stories, and statistics grab today’s customer’s attention, and they get influenced by other people’s reviews and opinions and feel compelled to share their experiences of encounters with brands. Also, the customer experiences often trickle over from one industry to an entirely different sector, termed as “liquid expectations.” The rise of “always – connected” customers and their liquid expectations, has led to a common misunderstanding that businesses must rush to adapt themselves as “digital first.”
    https://customerthink.com/reshape-customer-experience-by-leveraging-digital-trends-and-design-thinking/
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