The Golden Circle – How to inspire users
Posted by: eolvera, in Customer Experience, Dialog Design
I was recently listening to a talk by Simon Sinek about how great leaders inspire everyone to take action. His premise is pretty simple yet very powerful, and can be better understood by looking at his “Golder Circle” and its three layers: The core “why” (the cause), the middle “how” (the value proposition) and the external “what” (products or services).
He discovered that leaders (both individuals as well as companies) think, act and communicate in the exact opposite way (or direction) than everyone else, starting with the “why” instead of the “what” as mostly everyone else does. When you start from the outside, you deal with reasons and logic with the hope of triggering a reaction. But when you start from the inside, you deal with emotions and beliefs which drive decision making and then simply use the facts and data as justification.
The power behind this idea is that communicating and interacting with others that share your belief (the “why”), you trigger gut decisions that change behaviors. At that point, the “what” becomes somewhat irrelevant.
Thinking about this in the concept of prompt design, I realized that most prompts follow the same uninspiring sequence of what-how-why where we first tell users what it is that’s going to happen, how they are going to interact, only to hope that they understand our reasons and play along with the system — so we shouldn’t be surprised if users push back and run for the operator option.
Does this seem familiar?
“Please listen carefully to the following choices (what) before making a selection (how)(why).”
I think that by inverting the order on some of these prompts, we can connect with users more easily. If you notice, some of the latest pre-transfer designs already follow a similar phrasing structure:
“So that I can transfer to the right person (why) please tell me (how) what’s the reason for your call (what)
So I guess we shouldn’t be surprised that these types of prompts have much higher acceptance rates.
Think about it. If you combine this concept with the new age of transparency, why can’t companies and their systems be up front and say “We believe that you should decide how to interact with us. We believe in using technology to reduce our costs so we can pass the savings to you and our self-service solutions reflect that. So please tell me, what can I help you with?”
I just realized that for some reason the digital handout for my presentation isn’t available on
I was recently watching a presentation from
The role of “experience” designers and “user interface” designers has been much harder to justify than other designer disciplines such as
I was recently asked about the presence of humor in IVR applications. To be honest with you, I haven’t ran across too many of those, other than the one implemented at 

I normally get my fair share of laughs (and tears) from listening to user call recordings and their experiences while using automated systems. But a friend of mine just sent me one from a user interacting with a call center agent.
Error recovery strategies and the verbiage around them has always been a hot topic of debate. We’ve all heard the classical “I’m sorry I didn’t hear you.” and “I’m sorry I didn’t understand you.” messages that are normally implemented as global prefixes to further attempts to help users get back on track. Some other designers prefer to eliminate this generic approach and opt instead for a more context-sensitive alternative, where based on the possible cause of error, you could very well eliminate them completely and simply attempt to reprompt the user in a more natural way, with maybe a slight change in intonation to convey the meaning of “Hello, are you listening to me?” in a subtle way.
I found a few interesting things about it that made me think about my own error prompts:
Wow, I didn’t realize how long it’s been since my last post. I guess the good news is that it has been because I’ve been really busy, which for you means new and very interesting stuff is coming soon with regards to VUI design in even wider (and more recent) contexts such as vehicles, multimodality, iPhones, Blackberries, etc.
As you know, I enjoy looking at other fields that might have design elements that could be leveraged in a speech and multimodal world.
During any Requirement’s Gathering process, one of the hardest yet most critical steps involves finding out the features that will be offered to the users. Figuring out the final set normally involves talking to agents, listening to the different business units, looking at statistics, etc.

Entries (RSS)