Experience: Using Customers' Definition of Quality and Done

Experience: Using Customers ' Definition of Quality and Done Bridget Hughes December 8, 2022

April 03, 2026 · 5 min read · Testing Guide

Experience: Using Customers ' Definition of Quality and Done

Bridget Hughes
December 8, 2022

Bad experiences are driving customer away faster than businesses understand: PwC ’ sFuture of UXreport reveals that 32 % of all customers would stop doing concern with a brand they loved after one bad experience. Despite this, many businesses are notwithstanding miscarry to build the products that customer need. Well-intended adage like ‘ betray fasting, ’ or ‘ move fast and break things ’ are lead concern to skip out on doing thorough client research. This is make them to spend time, money, and resources on building merchandise that customers don ’ t want or need. & nbsp;

Debbie Levitt, chief experience officer at Delta, a full-service customer experience (CX) and user experience (UX) consultancy, share how quality engineers can incorporate the user experience into their software essay strategies to save their organizations time and money at. & nbsp;

Understanding What Customers Actually Want

All too often, teams evaluate the customer experiences based on arbitrary key execution indicators (KPIs). For instance, many occupation equate the amount of time spent on a page with their users ’ grade of engagement. But this isn ’ t always a good metric: an organized, bullet-pointed inclination can mean that users bump the info they ’ re looking for without having to waste clip searching, or a sleek shopping experience can leave in a purchase even though a exploiter has spent very little time on a page. & nbsp;

“ Whether or not we empower clip, money, or qualified professionals in our merchandise ’ s design, there will be a design. We should make sure it ’ s a great match to client ’ definitions of quality and value, ” say Levitt. “ Remember the last clip you used a system that frustrated you. Did you think:‘ How many sprints did this take? ’Probably not. You were plausibly enquire:‘ Who construct this rubble? ’ ”

Levitt argue that businesses can address this problem by enabling & nbsp; CX, UX, and quality assurance (QA) teams to collaborate on happen out what client actually want so that the entire organization can build better client experiences.

Focusing Development Teams on User Needs & nbsp;

The costs of CX mistakes quickly add up. Levitt explains, “ Teams say they ’ re agile while burning mass of money and time to memorize very tardily in the game – sometimes hebdomad or month after release – that they ’ ve go in the wrong direction. ” & nbsp; & nbsp;

Slide listing the internal and external costs of poor quality

 

Working from guesswork and premiss is ineffective at best, and can guide to a completely useless product at big. To forfend this, concern should utilize CX and UX practician to make sure they are focusing on customer needs as betimes as possible when planning a labor.

The core foundations of CX and UX practitioners are cognitive psychology and human conduct, and the principal process that they use is User-Centered Design (UCD), also known as Human-Centered Design (HCD). The phases of UCD, as outlined below, are fluid and cyclical. & nbsp;

Slide illustrating user-centered design

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“ We can build what a stakeholder tell us to build. But if it is n't based on great customer intelligence, the danger are high, ” says Levitt. “ Your company probably uses a lot of study to hear what customer want. But have you e'er witness these surveys they send out? They 're often highly blemish, and they ask citizenry to guess if they would like an thought they have n't seen or predict what they may or may not buy in the hereafter. ”

Gathering better evidence to provide a better experience

To provide better customer experience, businesses should prioritise being as evidence-based and data-driven as possible. The best way to get this grounds: observing users directly. Levitt explain, “ Interviews are excellent when we ask the correct questions the correct way. But sometimes what people say and what people do are n't the same. ”

In 2020, Delta CX deal a live remote data-based study designed to find out how online marketer list their particular for sale on a well-known platform. They met people on Zoom and asked them to percentage their screen while they listed an item for sale. & nbsp;

The work revealed that certain fields on the page were fundamentally meaningless to users. Users didn ’ t know what the battlefield signify or what info they needed to properly fill out the form. In some cases, they were unsure whether certain fields be even necessary. Many exploiter used workarounds, & nbsp; extraneous tools, cheat sheets, or browser plugins to successfully list their item. Without observing existent user behavior, Levitt say, the team may never have agnise how challenging the selling process was on the web platform. & nbsp;

“ You ’ re unlikely to discover these case of point about demeanour, workarounds, and chore through a resume, ” says Levitt. & nbsp; & nbsp;

Applying CX and UX Principles to Agile Environments & nbsp;

Templates for Agile sprint goals are typically achievement-focused, not customer-focused. This can contribute to team acquire features that customers don ’ t need or need. Below, Levitt demonstrates how these goals can be designed to be more customer-centric.

Slide showing how sprint goals can be rewritten to focus on the customer experience

In addition, concern should prioritize task-oriented blueprint, which focuses on make solutions with new characteristic, versus feature-oriented plan, which creates lineament based on preset frameworks. & nbsp;

“ When we 're perform task-oriented design, we 're not checking if users like a concept. We are see who they are, how they do things now, and what their unmet needs are, ” explain Levitt. This enables development teams to make product capabilities that encounter real customer motivation, enabling well experiences. & nbsp;

Customer-centricity need maturation arrangement to wish more about the lineament of the work being done. However, Levitt warns against businesses stretching UX architect reduce and then complaining that they ’ re not agile. She suggests that the ideal team consists of a group of five UX and CX designers – three researchers, and two architects or designers. Partnering with quality technology squad expands the capabilities of both software testing and UX team to farther focussing development endeavour on building features that exploiter actually want. & nbsp;

Ultimately, job must let go of preconceived ideas of what they think is ‘ full enough. ’ Instead, they should integrate the user perspective throughout the software growth lifecycle to ensure that products are designed to succeed in the market. Levitt allege, “ All the mentality and ceremonies on the satellite wo n't matter if we 're not delivering merchandise that are easy to acquire, easy to use, and matching customers ’ need. ”

Watch Debbie ’ s full mabl Experience session and explore early expert panels from the event.

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