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This Blog is about my research on "User loyalty and dynamically personalised websites" in which I analyzed and studied user behaviour on a dynamically personalised website.

Abstract

Most research in the field of personalisation deals with the technical or theoretical aspects of personalisation. This research focussed on the practical implementation and the integration of a personalisation system in a website. This research describes the creation of a website with dynamic personalisation features, utilising an iterative design process. The focus of this research is on measuring the impact of dynamically personalised websites on user loyalty. Because personalisation has the biggest impact if it addresses higher levels of user needs, it was crucial to get an understanding of which essential aspects of user experience address these levels. For that reason the concept that was tested in a first version of the website changed during the process as a reaction to user feedback that was gathered through feedback from forums, polls and visitor statistics. On the second version of the website, data on the site users browsing behaviour was gathered and used to dynamically personalise the website during two months in which a field study was conducted. Two surveys, one during and one at the end of the field study, delivered data about the users perception of the site and were compared with the users browsing behaviour. This research finds a positive relation between dynamic personalisation and user loyalty to a website. Furthermore, it identifies that the use of appropriate design that suits the topic, focus on the topic, delivery of content and the creation of a positive atmosphere are essential aspects for a valuable user experience that addresses the higher levels of user needs.



Following these findings the focus of the next version of the website shifted from establishing an online community to becoming a source for news and knowledge about the topic ideas and creativity. Therefore, the experience design focused on enhancing the usefulness of the news section and the visual design was redone to give the website a more desirable look. The low amount of user participation also influenced the choice of the personalisation systems which were used. To focus more on the topic of the web site and to satisfy the demand for background information the knowledge and the idea section were added.

The first step to enhance the news section was to give users another option to see the latest news. Therefore an RSS-feed was implemented. Furthermore, a user-perception test, with different icons for news categories, was conducted (Syarief et al. n. d.),. Eight participants in the target audience had to group icons in four groups and then assign category names to each of them. Every test was conducted separately. The evaluation showed that the category icons for the categories Design and Technology were inappropriate. Furthermore, two comments were made that the icon of the category Mobile ‘looks like an oven’, indicating that this category icon should also be changed. Another finding was that instead of four groups as was planned, five groups were better for the news categories. In a repeat test all of the three participants identified all icons properly (refer to Appendix H). A new idea section in which user can rate ideas or submit their own ideas offered a more concrete possibility than the forum for user to engage creatively.

To increase the credibility of the website, a privacy policy according to the ‘Online-Datenschutz-Prinzipien (transl: Online-Privacy-Principles) and an ‘Impressum’, which is a duty for commercial sites and recommended for non-profit sites under the German law, were written (Teledienstgesetz 2001, §6). Furthermore, detailed information about the background and people who run the site was added (Fogg, 2003, p.173). Content for the knowledge section and gallery was added and the news administration section was enhanced, making it easier to include pictures. Moreover, a section with a new citation and a new picture every day was added to the start page to give users another reason, besides the daily news, to visit the site on a regular basis.

The visual design of the beta site was build in contrast to the alpha site, using a spectrum of harmonic warm colours (Crüger 2004) with strong hues to make the site look exciting and active (Mahnke 1996, p.71). Another reason for this choice of colour was that warm colours increase brain activity (Birren 1984, p. 80) and Birren claims that extroverted people prefer warm colours over cold colours (Birren 1984, p. 119). The monk in the banner should give the site a face and communicate happiness. Faces are good ways to communicate emotions because these emotions are understood by everyone regardless of their background (Morand, 2001) and faces play a ‘major role in human interaction and nonverbal communication’ (Lien 1998). To establish a better brand recognition a logo was created. The first letter of idea symbolises a temple and the Asian font Wonton, together with the monk, give the site an Asian touch. The angular font for ‘temple’ is a strong contrast in shape to ‘idea’ and symbolises a foundation for ideas. The playful Asian font suits the topic ideas because ideas are not tangible (Boas 2003).The layout was changed from three-column to two-column layout because the site should focus more on the usefulness of its main features, which would be the news and the ideas section. An example of successful design for usefulness is the search engine Google. Because of its focus on usefulness it is one of the leaders in providing a valuable user experience (Hurst 2002).



After the site was put on line it was promoted in several forums(refer to Appendix E) which were selected according to the target audience. In the forums a thread was opened in the appropriate subcategory starting with a short description of the site and a call for feedback about the site.

28 people responded with their opinion about the site (refer to Appendix F). The first and most important finding was that the concept was considered a ‘good concept’ or ‘unusual’, which are both positive outcomes. The second finding was that five people stated that they like the design, but also five people said that it was not appropriate for the content of the site. Even though only five people supported this point of view, it was the only issue, besides the positive feedback, that was supported by several people.

The first poll in which 17 members participated, confirmed that the site was well received (refer to Appendix G). The second poll, in which 15 members participated, showed a demand for background information about ideas and that the site should deal more with the subject ‘ideas’ overall (7 votes). The second poll also confirmed that the design of the site did not suit the subject (6 votes).

Even though the majority of the feedback was not very detailed, the findings indicated that the visual design of the site was considered inappropriate. The site should also become more focussed on the topic ‘ideas’ by providing background information.

Despite the positive feedback, the number of members increased more slowly than expected.

First time visits to the site reached their peak usually on the day or the day after a forum thread was opened (refer to Appendix E).

A logfile analysis showed that the most visited page of the alpha site was the start page, which was also the news page. It was discovered that the news was the reason for users to visit the site again. That the news was the most popular part of the site was confirmed in November when the go.php page was implemented. This page decrypts encrypted links to articles that were posted in the news and became the most visited in the site.



In the competitor analysis (refer to Appendix B), websites with similar concepts were rated according to different criteria. The first key finding was that the main competitor of ideatemple was ideen-box.de because it was the only website of that kind in German and it had a high search-engine ranking (Google first result when people search for the German word for ideas, ‘ideen’). Another benefit of the site is its large amount of content in the form of ideas and the possibility of asking a lawyer copyright-related questions. The second key finding was that all examined sites did not have community features, with the exception of globalideasbank.org , but its forum lacked categories and had only a very small group of visitors. The third key finding was that no website provided background information or tutorials that were related to ideas except ideafinder.com, which lacked the possibility of submitting one’s own ideas. The fourth key finding was that the aesthetic and creative aspect was not considered in the websites that were compared.

While ideatemple did not have the resources to compete with the rich content of ideen-box.de, in the short term it was possible to implement community features, background information about ideas and develop an attractive and easy-to-use design that suited the subject.

The key findings of the literature review and the competitor analysis form the foundation of this research and the concept of the first version of the site is based on these findings.

As the internet is an active medium (Chak 2003, p.29) in which customers decide how they interact, it was important to give users various ways to contact the organisation behind the website and meet the demand for user-to-user interaction. The concept of the website included the possibility of getting assistance by email, using the chat feature to get live support, submit their own articles, submit their own news, submit their own ideas, or use the chat or forum to enter into a dialogue with other users. The news section also offered the possibility of writing comments to a news post. These features were included to adhere to the concept of establishing an online community (Rheingold 1993; Preece et al. 2003). A community offers the possibility of establishing relationships and improving the value of information (Tartaglia et al. 2005) and can generate much of the content of a site (Kotha 1998).

In addition creation of content by customers increases their involvement and enhances the credibility of a website (Kotha 1998). Another beneficial aspect of communities is that they produce loyal visitors. Studies show that active community members visit a site up to nine times more frequently (Sterne 2002, p. 180).

Online communities can be categorised as communities of relationship, communities of interest, communities of transaction, and communities of fantasy (Armstrong et al. 1996). The community that was created in this research was primarily a community of interest, in which people who are interested in the topic, ideas and creativity, can meet and exchange. A secondary goal was to establish a community of relationship because increased social interactions among users generate a ‘switching cost’ (Ginsburg et al. 2004) or barrier. Positive interpersonal relationships are viewed as positive switching barriers (Julander et al. 2003) because users would have to leave these interactions behind if they were to defect to another website.

The open source CMS PHP-Fusion was selected because it had several features like a forum, options to submit news and submit articles already implemented. The reason for using open-source software was that it is free to anyone to do modifications on the source code. PHP-Fusion is under the GNU Public Licence (1991) and therefore everyone is permitted to edit the source code.

The content for the site had to be interesting, unusual and related to ideas and innovations, therefore the weblog awards winner of 2004, engadget.com, which is a technology weblog and its sources, were used to gather news for the site. Using the format of weblogs as a news source had several advantages. The main advantage is that they are written by amateurs and not much effort is needed to create a weblog and therefore they can deal with much more specific content than traditional journalists who have to focus on attracting a crowd of people (Rosen 2003). The growing popularity of weblogs shows in a study that in 2004 the weblog readership increased by 58% in the US and 27% of ‘on-line Americans’ read weblogs (BBC 2005).

An example of a weblog that demonstrates the variety of content that is available is the weblog, ‘A star from Mosul’, in which a 16-year-old girl writes about her daily life in post-Saddam Iraq (Abdullah, 2005).

Attractive graphic design is a key element in making interfaces more enjoyable to use (Shneiderman 2004), which enhances the user experience. The importance of consistency (Brannon et al. 2000) and design is crucial for the user experience (Tedeschi 1999) (Lynch et al. 2004). Before the final design was developed several other possibilities were considered (refer to Appendix C). In order to unify the design (Graham 2001, p.84) a three-column grid was used (Graham 2001, p. 112). The decision to use ‘cold colours’ was made because of their relaxing effect on the viewer (Birren 1984, p81). Blue also stands for ‘a sense of balance, calm, and security’ (Lu, 2004), which are attributes that seemed appropriate, as ideas can be very personal (WorldNet, Definition ‘idea’). The minimal use of controls in the top navigation with the only options to choose ‘Home’ or ‘Forum’ emphasised the community features (Hearst 2005). A system for news categories was implemented which should become personalised in the beta phase. Additional fields to add links to news were implemented in the news administration to increase the functionality. To give guests a reason to become a member, the link and the download section were filled with content and became a members-only section. Furthermore, the news arena panel, with additional news for members, was implemented.

The initial concept was focused on creating an aesthetically designed website (sight experience), establishing an online community to provide users with the opportunity of a co-experience and to create switching barriers through social interactions. Furthermore, the website should motivate users to engage creatively (think experience) in one of the seven forum categories (refer to Appendix D). The main goal was to establish a loyal user base for the field study.

Figure 3: First version of the website.


Introduction to the Website

June 19th, 2006

The website which was created for this project has the title ‘Ideatemple’. It is in German and because it deals with ideas and creativity it focuses on a specific target audience.

The target audience consists of male and female adults between 18 and 30 years. They have completed higher education and understand German. Moreover, they are interested in innovation and are involved in a creative profession or hobby. They are extroverted, open minded, curious and tolerant people who like to socialise. If one would have to name a typical job it would be artist or, in the Myers-Briggs Type Indicator, the person would be an ENTP (Extravert, Intuitive, Thinking, Perceiving) type (Naomi 1999, p.17).


A successful user experience combines several types of experience (Schmitt, 2004). Expectations play an important role in user experience and also for user satisfaction. The goal in order to establish loyalty must be that the value of the user experience exceeds the user’s expectations. The result is a positive experience and satisfaction. Personalisation can deliver benefits in the form of saved time and effort or personal treatment, but a personalisation system has to utilise the right features and form of presentation to work efficiently and create value for the user.


User Experience

June 16th, 2006

User experience includes several aspects such as branding, content usability and functionality (Rubinoff 2004) and the multi-layered design process (Olsen 2003) is usually supported by a team of experts (McBride 2004).

Previous research in the field of user experience showed that website navigability and relationship services, such as virtual community building and site personalisation, improve the experience and attract users to visit a website (Kotha et al. 2001). The core of user experience is multifaceted and several models have been developed.

Dillon et al. (2001) proposed that user experience is the sum of action plus result plus emotions. Kankainen (2002) in his model describes user experience as the ‘result of motivated action in a certain context’. The previous experiences influence the present experience and the present experience will shape the expectations for future experience.

According to Wright (2003) an experience consists of four threads.

The compositional thread describes the structure of an experience, the sensual thread is the ‘look and feel’ of the experience, the emotional thread consists of feeling involved and the spatio-temporal thread describes the time and space in which the experience takes place. He concludes that the expectations a user has in the next experience are as important as the environment that is provided for the experience.

Budd et al. (2003) describes the term ‘experience design’ with the goal of creating positive user experiences. He demands that, because user experience can be experience from a variety of experience types, practitioners from the different areas must work together in the future.

Schmitt (2004) describes different types of experiences. The sense experience appeals to the five senses, sight, sound, smell, taste and touch. In the feel experience value is created by creating positive emotions. The think experience creates value by engaging user creatively. The act experience creates value by showing users alternative ways of doing something and the relate experience creates value by giving users a feeling that they belong to a group. Batterbee et al. (2003) names the relate experience ‘co-experience’, which is ‘ the experience that users themselves create together in social interaction’.


According to Shapiro (1999, p.44), companies recognise the individuals’ desire for control and start to give customers the ability to personalise their experience with the company. He argues that personalisation on the Internet does not only help customers to interact with companies or persons, furthermore it helps to filter useful information.

Cunningham (2001, p.118) describes the task of personalisation as ‘delivering the right content to those who need it when they need it’.

A study conducted by Karat et al (2003) identifies a function of two variables in the value of personalisation for customers and a function of two variables for the provider: For the customer it is, ‘the cost of divulging personal information and the perceived resulting benefits’, while it is, ‘the cost of gathering information and the perceived benefits’ for the provider. The benefits for providers are usually measurable, while ‘the customer’s value proposition is more complex and can involve factors such as security, privacy, trust, and the value of business relationships’.

According to Kasanoff (2003, p.121), value through personalisation can be provided by remembering information about a person and using this information to deliver unique benefits to that person. One way of delivering unique benefits is by providing content-based recommendations (Adomavicius et al., 2003). These recommendations are similar items to the ones the user preferred in the past.

The data for personalisation is derived from web mining.

The process of web mining for personalisation is divided into three steps, data acquisition, data analysis and data output (Markellou 2004; Albanese 2004).

In web mining, several fields of data are defined. User data is separated into explicit data, which is gathered with knowledge of the user through manual input, and implicit data, which is gathered without direct interaction with the user by utilising web-usage mining to record and accumulate data about user interactions and behaviour whenever a web server receives a request for resources (Zhu, 2004). Both of these forms of data have their drawbacks. Explicit data can be influenced by negative attitudes of the user and implicit data can raise privacy concerns and thereby lead to loss of trust (Scime 2004, p.27 ff; Schubert et al. 2000; Eirinaki et al.2003).

The data is scanned for patterns and rules about users’ navigational behaviour, user and page clusters and can also be combined with other data, such as data from a database with additional information. Discovered rules and patterns can be used for personalising a website or are integrated in a user profile for a different purpose. (Adomavicus et al., 2001)

Examples for these rules can be:

Content Rules to select, sort or modify the information on a website.

Navigation Rules to add, remove, activate or sort any links in the user navigation. Presentation Rules to modify the structure of the published website or acquisition rules that determine how data is collected (Garrigós et al. 2003; Eirinaki et al. 2003).

Adomavicius et al. (2003) describes three delivery methods for personalised information. The ‘pull’ method notifies the user that there is personalised information available but displays it only when the user requests it. The ‘push’ method sends the personalised information to the user and the ‘passive’ method provides the information along with other information without interaction with the user. He also describes de-personalisation, which is the status when a personalisation system is not producing valuable results for a customer any more and therefore they stop using it. The effectiveness of personalisation is a topic of an ongoing debate. (Business Wire 2000) One[EB2] opinion is that ‘You can’t reduce a person to a rule’ (Calvacca 2001; Kastner 2003) because data does not show the reasons why a person acted as they did. The Jupiter Research report, “Beyond the Personalization Myth (2003),” confirms the statement of usability guru Jakob Nielsen (1998) that ‘Web personalisation is much over-rated and mainly used as a poor excuse for not designing a navigable website’. The report also concludes that it is cost ineffective to operate a personalised website because it costs four times more than a normal website (Festa 2004).

The success of online retailer Amazon shows a different picture. Amazon, which is the 74th most valuable brand, according to Businessweek (2004), and has the highest rating of 88 in the American Customer Satisfaction index (Allen, 2004), relies heavily on personalisation. It has spent $800 million since it was founded in 1997 on technology and, according to Jeff Bezos ‘enabled products to find customers’ (Kohavi 2004; Bezos et al. 2002).

In a recent study about on-line customer experience it also had the highest ranking of 8.0 among all companies (Britt 2005). Furthermore, Amazon also has the most loyal customers of all on-line bookstores (Brand Keys 2004).


Previous studies suggest there is a link between customer satisfaction and customer loyalty, even though they differ.

Meyer et al. (2001) assume, on the basis of a comparison of satisfaction levels of customers and rebuying behaviour, a progressive relationship between customer loyalty and customer satisfaction, while Müller et al. (1991) prove with empiric results that the relationship has a plateau phase in which customer loyalty remains the same even with increased customer satisfaction.

Homburg (2003) identified in his construct of customer satisfaction the connection between expectations that had been met, expectations that had been exceeded and unfulfilled expectations. The construct shows that exceeded expectations have enthusiastic customers as a result. Bitner (1998) and Costabile (1998) found evidence of a close connection between satisfaction over time and trust. They found that loyalty and trust were a result of the experience of satisfaction over a period of time.

The link between satisfaction, trust and loyalty could not always be confirmed. (Jacoby et al. 1978). Singh et al. (2000) findings show that trust is not the most important factor for creating loyalty. He finds that customers want extra value, which is the optimal combination of time, effort and cost savings. The different findings show the need for further research in this area, but in general, one can see a loose connection between customer satisfaction and customer loyalty. However, highly satisfied customers do not have to be highly loyal customers and vice versa.

Another driving force for loyal behaviour can be barriers. People might stay loyal to a company because of the high switching cost. In 2004 a study, conducted by InterUnity Group, showed that the IT company SAP had the most loyal customers, even though it might not have the most satisfied. In this case 30% of the respondents said they would feel trapped because of the high cost of change (Bailor 2004; McCue 2004).

Online loyalty involves special aspects. Chau et al. (2002) finds that the design of websites strongly determines the motivation of a user to use them.

Murray et al. (2003) suggests that the interface of a website attracts new users when it can be handled with skills a user already has. To establish long-term interface loyalty one has to encourage the development of non-transferable user skills.

Koufaris (et al. 2002) found that positive experiences with a website lead to increased trust in the company that runs the website and this has a positive impact on customer retention and intention to buy. Vatanasombut et al. (2004) suggests that retention initiatives for internet-savvy users ‘should focus on measures that create commitment and trust in the relationship’. Possibilities to do that include ‘implementing effective and proactive communications and ensuring perceived security’. Kim (2000) findings show similar results as he proposes that ‘comprehensive information, shared value, and diverse communications affect the level of trust, which in turn influence customer loyalty’.


The significance of this research is the increasing importance of loyalty on the Internet. For companies websites play a significant role in creating loyal customers.

A survey conducted by FGI Research (Kontzer 2005), in which 4000 consumers were questioned ‘about a range of shopping factors’, shows that those customers who did online research before buying a product in a store were more satisfied than those who did not. The most satisfied and loyal customers were the ones who did research and bought online.

Furthermore, studies show that preventing only 5% of a company’s customers from defection can result in an 85% profit gain over time (Reichheld et al. 1990). Word-of-mouth marketing, which is one of the most efficient ways to get new customers (Hof 2004; Pagado 2005), further increases the profit through recommendations from loyal customers to potential customers. Loyal customers also show an increased buying frequency and companies have reduced costs for data management of customer data, while the possibility of cross-selling products is increased (Elke 2003).

The same applies for non e-commerce websites. Online portals like MSN, Yahoo or AOL try to increase the stickiness of their sites (Hansell 2004) because their capital is users, even though they gain money from their customers who advertise on their sites (Tedeschi 2004).


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