Our habits are killing us
Whether its climate change, financial inclusion, or physical and mental wellness, our daily habits are literally killing us. Whilst top down government regulation is important to provide the guard rails for commerce, on the ground behaviours need support in overcoming our cognitive biases, that are generally focussed on achieving short term pleasure. Solving this at scale is almost entirely a digital solution; governments, finance, energy, and health providers, weaponizing science to support healthy daily habits. Organisations that place this as their telos, will build enduring roadmaps of sustainable success.
Create an Experience that helps you and your customers thrive
In the new engagement economy, strong patterns are emerging on how to help customers build strong habits: Harness the power of game and data to build digital experiences that deepen customer relationships, provide value and are relevant by supporting customers and communities to thrive.
We are wired for game and as mobile pervades, experiences that fire the dopamine pumps in our mental reward centres are taking a foothold: Reels, games and social are all designed around these ideas.
Moroku’s customer experience design methodology, On Ramp, locates the customer win via a set of player missions embued with fun and social into the very essence of the customer value proposition, and unlocking a never ending road map of innovations with which to compete for and win the customer.
Steve Jobs understood how simplicity trumps complexity but suggested that it doesn’t make “simple” easy. Even though simplicity might seem easy, it actually takes a lot of careful thinking and focus to get there. Simplifying the user experience requires a deep understanding of the challenges the user faces and the options available to motivate them toward the changes you want.
On Ramp builds with a number of attribute to get the experience simple and powerful.
Jobs demanded that we get our thinking clean. “What is the core objective?” “What steps are essential to achieve it?”
To achieve simplicity, it is important to prioritise, focusing on what truly matters
Provide a clear direction to the team. When the team understands the overarching goal and the steps required to achieve it, they can work more efficiently and effectively and you can avoid micromanaging and trust the team to execute with autonomy.
Achieving simplicity is not a one-time effort; it’s an ongoing process. As your experiences evolve, so do the challenges and opportunities they presents. Regularly revisit your strategies and processes, and be willing to refine and simplify as needed.
Over 12 weeks we will work together to define the customer journey across their Odyssey. The process combines business strategy, journey design, innovation, behavioral science and design thinking.
Customer experiences are designed that have game as their essence to take customers on a journey of mastery and keep them engaged .
The process is led by Moroku and involves both technology, product and business members of our client.
The deliverables are a player tested prototype and inputs for piloting and then onto production.
What You Get
You will learn a lot about how people think, such as their cognitive biases and how to design customer journeys to overcome them
BUILD A CREATIVE IDEA THAT BECOMES THE VERY ESSENCE OF WHO YOU ARE
Customer experience is the best starting point for a digital transformation because it places the emphasis on creating a happy customer.
Designers use role playing and physical prototypes to see what the experience feels like for the customers and to rapidly test new ideas. These future customer experiences create a “North Star” to guide the organization on its goals-based journey.
Use Odyssey On Ramp to build an idea, via a proven step by step process, that has value and purpose, is differentiated, credible and compelling, and which becomes a creative platform for staff to rally behind and for society to embrace.
On Ramp commences with a clear statement of the project charter, what we are here to do, who is here to do it and what success looks like
Players are different to customers or users. Their motivations are different as are our discovery of them. We explore this to know them
We review the Flow model to define the challenges skills and levels involved in the players journey to success and begin designing the micro loops of motivation, agency, action, outcome and feedback
We then pick a slice of the flow to focus on, move through wireframing and into a hi-fi prototype for user research
Feedback from real users is used to refine and retest asumptions as we narrow down the thesis
The idea is written up to describe the activity, skills, players, objectivies, technologies and other components to describe what we are building . Backed up by the prototype we are then able to scope and size the build out should we decide to proceed