Monitoring the online customer experience, by Mark Hurst.
 
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Gel conference, April 2004, New York City

E-mail games, slots, and customer experience

Thursday, May 13, 2004
by Mark Hurst

Get Good Experience by e-mail: e-mail update@goodexperience.com

One of the formative experiences of my career came in 1995, while I worked at Yoyodyne Entertainment, an early Internet marketing firm. We were running e-mail trivia games for tens of thousands of Internet users.

The important metric was the response rate, the percentage of players who would answer the trivia question in a given round. Advertisers were obviously interested in a higher response rate, since it meant that more players opened the game e-mails. Thus we set out to create the best possible experience for the game players: a better experience would mean more player participation and happier advertisers.

We used as a guide the two most successful trivia games at that time: the board game Trivial Pursuit, and the TV game show Jeopardy. What distinguishes each of these (among other things) is the quality of the writing in each trivia question. Questions are just hard enough that you have to think about the answer; and interesting enough that you feel like you should know the answer (or would like to).

With those examples in mind, we went ahead creating the best possible trivia game experience: carefully writing each question, making sure it was just hard enough, sometimes witty, and often with a little twist. As we ran those games, a few thousand people would sign up, and a modest percentage - say, 30% - would answer the question in any given round.

As Yoyodyne got busier, we had less and less time to write each game's questions. Finally, one day, we launched a game that had very little effort put into the questions - a rush job, as I recall. The questions were factually correct, but there was no witty writing, no twist, and the questions were really easy to answer.

When the game ran, we were surprised to see that the response rate, instead of hovering around 30%, actually exceeded 60%. We had put less work into crafting the experience, and there were more players who wanted to participate.

In hindsight it's obvious to me what was going on, but at the time I was stumped. Why would players prefer the worse experience to the better one?

After observing users' behavior more, I eventually realized that I had it all wrong. Players wanted something different from what we were creating for them. In particular, users wanted two things from their e-mail game experience:

1. POSITIVE REINFORCEMENT: Users wanted to be told that they got the answer right, and that they were winning.

2. NO INVESTMENT: Users did not want to pay for that positive reinforcement in any way. They didn't want to think, work, get up from their chair, or otherwise make any effort to get the reward. (Even if a game asked an easy question that required a couple minutes' research online or in an encyclopedia, the response rate would drop dramatically.)

These two observations were an early hint to me that users wanted something online that most companies weren't providing: a quick, easy experience that provided value without troubling the user. I started Creative Good less than two years later to help companies create the good experience that users wanted.

That early case study came to mind as I read "The Tug of the Newfangled Slot Machines," an article in the New York Times magazine this past weekend. It describes the designers, and design processes, behind slot machines. Slots are the darling of the gambling industry, bringing in $30 billion dollars per year, after payouts. It's a hugely sucessful business.

Slot machine designers hone the interface to maximize the revenue from each unit. The article quotes a psychiatry professor calling the designs "brilliant":

The people who are making these machines are using all the behavioral techniques to increase the probability that the behavior of gambling will reoccur.

A player confirms that it works:

When I asked one elderly man to explain the allure of playing slots, he replied, "I don't have to think."

Here again are the same two observations: positive reinforcement with no investment. A slot machine plays music, flashes lights, and pays out small sums to convince players that they're being rewarded. Players aren't asked for any investment of mental, or even physical energy - they can press a button to avoid pulling a lever. And if users swipe a debit card instead of inserting coins, they can more easily forget the all-too-real financial investment.

I respect people's different opinions about gambling. I have friends who genuinely find it entertaining and experience no problems as a result - but I have to admit that walking through a casino full of slot machines is pretty close to my idea of hell. It feels empty and depressing.

Thus I find it ironic, and a little sad, that gambling is the industry reaping the benefits of some of the best experience designers in the world. Look at thisisbroken.com; expertise like that could be applied in a lot of areas outside gambling.

How, then, do I justify my belief in better customer experience? After all, the process of making things easier and more accessible is helping to spread the slot machine, hardly the engine of social and economic improvement.

My answer is that customer experience work is, essentially, a technology. It's a process and perspective that reliably and measurably improves business. And like any technology, it can be used for better or worse ends. It's up to practitioners to determine their own purpose, and what ends they want to serve. As for me, I'm happy to increase the metrics of most businesses - but slot machines are not among them.

NYT article on slots (online for free until May 15, 2004)

Gel 2004 speaker Bob Roberts on purpose

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