Customer Lifecycle Mapping - Getting to Grips with Customers

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Lifecycle maps are high-level customer experience overviews that designers create to gain a holistic view of customers’ relationships with brands and to understand the purpose of each step to design for. Charting the lifecycle from brand awareness onward, these serve as zoomed-out guides that can reveal vital insights.
“Whenever an organization makes the transition from one lifecycle stage to the next, difficulties arise.”
— Ichak Adizes, Business consultant and developer of the Corporate Life Cycle Model
See how lifecycle maps can help you guide how your brand reaches, impresses and retains customers:
Now, service design does a lot of *mapping* because remember there's a lot of planning and strategizing and trying to understand that *big picture*. So, the *customer lifecycle mapping* is one of these tools. I like to use a lifecycle map or lifecycle template that I learned from Ichak Adizes,
who mapped out the lifecycle of a corporation. And this is *birth*. So, this is similar to a lot of lifecycle models. You're born here. This is like toddler- / infant-hood. And then there's infant mortality. And then there's teenage-hood, and then there's problems there with teenagers, which you may know if you have a teenager. And then there's growth. And then there's the top, which he calls *prime*.
That's the kind of place to be. Think of it from e-commerce: This is like *user adoption*; this is *conversion problems*; and then to the top – a *prime*, which is you've optimized your experience. And then you have retirement here and death, essentially. So, that's the living and the dying, the middle age here and so forth. So, that's the model.
It's been used very successfully by Ichak Adizes – he's a professor at University of California at Santa Barbara and has spent *many years* working with companies to improve their business productivity. And so, I like to use his map because I've been using it for years. If you follow my work, you'll see that I use it for a lot of different things. The important point here is that
this is an *accompaniment to a journey map*; so, a journey map is the more detailed pain point view. So, you see your journeys; you've got stuff going on with your journeys; and you may have happy and sad things and moments and all that kind of stuff that you're tracking – or at least you're getting more insight into your pain points. This is more kind of a zoomed-out or a bigger-picture view
of your customer as they go through this journey. And this is more than from a lifecycle point of view. And now, the key here from a service design standpoint is that you're able to zoom in – here – and actually even go deeper into what's the solution? So, the solution might be a screen. It might be just a checklist that you offer the customer.
It might be a sign that you put up – you know – whatever that is, or a series of – maybe it's a series of steps of – you know – an app that leads to a sign that leads to an actual human person, which leads to the user getting a document that quantifies the experience like in a government example. Whatever it is, this is the *zoomed-in view* and this is the *zoomed-out view*. So, in service design we use this
idea of zoom-in / zoom-out to – you remember to think holistically – solve a particular problem. Maybe you're like "At this stage of the journey – at this particular stage of the journey – at the infant stage of a customer's experience, that – you know – this is happening." So, for example, think about Apple products with an iPhone. Apple doesn't know how to retire you when you die.
If someone dies and has an iMac or an iPad or some sort of idevice, there's nothing that you can do – there actually are some settings inside of iOS that they've added just recently. We have to really dig for them. And it's what to do if you die – like, you release your data. Otherwise, the family gets locked out. And so, this is actually a huge problem. But Apple doesn't really have an articulate calculated strategy for it. So, that's an example from an iPhone ownership lifecycle.
It's a zoomed-out view of not just the device, not the pain points of – you know – managing it and using iTunes and syncing your data and using iCloud and figuring out how to manage iCloud and how to manage your photos and how to do all that stuff in this ecosystem of iOS – which gets us down here, to fixing UIs and so forth. But coming out as a customer, what is your *experience* and what keeps you *happy*?
Here's an example from one of my clients, Icebreaker – what we realized from our ethnography was that you have users that get fed up with synthetics – you know – polyester materials. In other words, they go hiking or mountain climbing or something or just walking in a cold forest and – you know – the materials; they sweat – and it can be dangerous actually.
You might die from hypothermia if you're doing serious mountain activities. So, then they try this Merino wool. Merino is the New Zealand sheep. It's the fur – the wool. The happy stage is *fall in love with Merino*. And I need to admit that that's me. I rarely endorse our customers, but I love the products here. And this is definitely me.
And I don't wear only Icebreaker, which is one of the – there are people out there who do, and they're living with Icebreaker, too. I'm definitely in this cycle here, but every time I go back to purchase, I'm back up there. I don't need to go learn about it. I don't need to try it. I don't need to figure out "Is this good? Is this useful?". So, this is what we found in our field study. But we were able to help the people at this stage of the lifecycle with things like
what you find on the swing tag, which is attached to the clothing. And so, you can see there: How does this work? Is it breathable? They've formulated a no sweat, no stink – these kind of little slogans. And then to put that information on their ecommerce website – which is what we were helping them with as well – was – you know – that same kind of infographics. We found out that users like the sleeping bag that people take camping.
The sleeping bag has a chart. It's a little chart that tells you the temperature that you can use this. It's kind of like a little gauge here. And it says you can use this at whatever degrees. And it was just a familiar way to know will this wool, this Merino wool, work for this particular temperature? So, this an example of the zoom-in. And the zoom-out is: "Well, what are you even trying to do
in terms of where are you at in this lifecycle perspective?" – similar to a journey, but a little bit more zoomed-out from a journey.
The relationships people have with brands resemble the lifecycle as envisioned by Ichak Adizes, who developed the model for corporations to track their own development. Essentially, this lifecycle is a peak-shaped curve with the following points that correspond to the human lifecycle: Birth, Infant, Teen, Growth, Prime, Retirement and Death. In service design, these points represent where your users—who, hopefully, convert to remain as loyal customers—are during their user journeys with your service.
Lifecycle maps are different deliverables from customer journey maps. Journey maps offer more detailed views of (e.g.) customer pain points at the various touchpoints they encounter on their way to getting what they want from your service. Lifecycle maps complement journey maps, and can provide a vital vantage point when you’re trying to design for the many variables that will decide if your customers fall in love with your service.
More precisely, lifecycle maps can help you:
Get inside your target market’s minds while keeping an eye on the big picture during—what can be—long and complex journeys. Since service design is all about omnichannel and aiming to design the best experiences for customers as they switch between channels and touchpoints, you’ll need to plan for the pitfalls and opportunities that arise as people interact with your service digitally (e.g., placing orders on their phones) and physically (e.g., receiving these at a store).
Spot disconnects in the customer lifecycle. For example, your service might accommodate users who love coffee and let them easily collect points they can use to buy other goods, perhaps even including some gamification aspects. But what happens, for example, when a user dies? Can their loved ones deactivate the account? What happens to their points?
Understand the customer experience holistically – so you have a guide that shows your team and stakeholders how the various steps combine to make the customer experience overall and leave lasting impressions.
© Frank Spillers and Experience Dynamics, adapted from Ichak Adizes, CC BY-NC-SA 3.0
Create these from your user research as zoomed-out views of where your customers are throughout the timeline from when they learn about, decide to become involved with and onward until they leave your brand. You’ll need to develop a solid understanding of your target service users (distilled as personas), what they stand to gain and lose (i.e., experience as pain points) and the value you can bring them.
Structure your map around the question “What is the customer doing (or trying to) at this stage of the lifecycle?” so you can envision the following:
Birth – You advertise (e.g., on social media) to prospective customers, who have a problem to solve or a need to fulfill.
Infant – You get them to start considering what your service offers. However, in their research they’ll also look at the solutions that other brands offer.
Teen – You manage to convince them to engage with your brand by making a commitment (e.g., they sign up for your health-promoting app).
Growth – You get them to start using your service as customers (e.g., they collect points by logging workout hours at participating gyms to use towards healthy meals at participating restaurants).
Prime – You make them (at least) satisfied or (hopefully) fall in love with your service. As they become more familiar with it and appreciate the results (e.g., they’re in better shape), they’ll start to turn into loyal customers.
Retirement – You retain these customers and continue to make them feel valued over time. They might start buying other services or items your brand offers since they trust it so much.
Death – They leave your service, ideally because it’s solved their problem, got them what or where they want and left them with deep positive impressions. They’re likely to buy from you again if the need arises.
Tips
Keep an eye on the risks at every stage: early “death” (i.e., churn) can cost you many customers long before the Death stage.
Retention is just as important as acquisition, so beware of what happens after the Prime stage as momentum might decay into disenchantment.
Overall, lifecycle maps should help you design how best to transition your customers from one lifecycle stage to the next. Remember to think beyond the series of tasks and objectives and aim higher, to accommodate customers at an emotional level throughout their relationship with your brand and the many turns and climbs on the way.
Take our Service Design course, which includes a lifecycle map template.
This blog from a senior design researcher and UX lead in the BBC explores helpful insights about lifecycle mapping.
Read this for useful insights into how lifecycle maps differ from journey maps.
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Here's the entire UX literature on Lifecycle Maps by the Interaction Design Foundation, collated in one place:
Take a deep dive into Lifecycle Maps with our course Service Design: How to Design Integrated Service Experiences .
Services are everywhere! When you get a new passport, order a pizza or make a reservation on AirBnB, you're engaging with services. How those services are designed is crucial to whether they provide a pleasant experience or an exasperating one. The experience of a service is essential to its success or failure no matter if your goal is to gain and retain customers for your app or to design an efficient waiting system for a doctor’s office.
In a service design process, you use an in-depth understanding of the business and its customers to ensure that all the touchpoints of your service are perfect and, just as importantly, that your organization can deliver a great service experience every time. It’s not just about designing the customer interactions; you also need to design the entire ecosystem surrounding those interactions.
In this course, you’ll learn how to go through a robust service design process and which methods to use at each step along the way. You’ll also learn how to create a service design culture in your organization and set up a service design team. We’ll provide you with lots of case studies to learn from as well as interviews with top designers in the field. For each practical method, you’ll get downloadable templates that guide you on how to use the methods in your own work.
This course contains a series of practical exercises that build on one another to create a complete service design project. The exercises are optional, but you’ll get invaluable hands-on experience with the methods you encounter in this course if you complete them, because they will teach you to take your first steps as a service designer. What’s equally important is that you can use your work as a case study for your portfolio to showcase your abilities to future employers! A portfolio is essential if you want to step into or move ahead in a career in service design.
Your primary instructor in the course is Frank Spillers. Frank is CXO of award-winning design agency Experience Dynamics and a service design expert who has consulted with companies all over the world. Much of the written learning material also comes from John Zimmerman and Jodi Forlizzi, both Professors in Human-Computer Interaction at Carnegie Mellon University and highly influential in establishing design research as we know it today.
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