Skip to main content

The Intersection of User Experience (UX), Customer Experience (CX), and Brand Experience (BX)

  • Chapter
  • First Online:
User Experience Is Brand Experience

Part of the book series: Management for Professionals ((MANAGPROF))

Abstract

Regarding the definition of user experience, products cannot simply be regarded as isolated items, which users experience only by actively using them: As user experience can occur before, during, and after use, customer experience and brand perception are important factors, which need to be considered holistically.

For optimizing user experience, designers have to define goals. While it is self-evident and generally expected that pragmatic aspects like functionality, usability, and user performance are taken into account, hedonic aspects have to be considered too: By defining goals based on the individual brand promise, products have their own identity following the personal values of the audience. By this, the hedonic quality of identification and stimulation can be achieved in all touchpoints of an experience (client support, advertisement, user interface design, interaction design, among others). Consequently, it is not possible to separate the disciplines of user experience (UX), customer experience (CX), and brand experience (BX).

This chapter describes the theory of user experience and explains interrelationships between the co-disciplines of customer experience and brand experience, e.g., by involving the formal definition of user experience, brand experience, and customer experience, relevant scientific theories, as well as practical knowledge. These insights will provide the interested reader with valuable knowledge about what aspects they have to take into account when designing products for enjoyable experiences.

Moreover, this chapter will provide an overview of technology-driven trends and give guidance on how to design these new touchpoints in order to create a holistic user-driven and brand-driven experience. Voice interfaces, smart objects, and the Internet of Things (IoT), as well as the intersections of virtual reality (VR) and augmented reality (AR), have to be regarded specifically with their very own characteristics in order to apply and design them in the best possible way.

This chapter was written by Anna-Katharina Frison and Pamela Zotz.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 84.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    https://www.allaboutux.org/

References

  • Aagesen, P. T., & Heyer, C. (2016, May). Personality of interaction: Expressing brand personalities through interaction aesthetics. In Proceedings of the 2016 CHI conference on human factors in computing systems (pp. 3126–3130). New York: ACM.

    Chapter  Google Scholar 

  • Aaker, D., Stahl, F., & Stöckle, F. (2015). Marken erfolgreich gestalten: Die 20 wichtigsten Grundsätze der Markenführung. Wiesbaden: Springer.

    Book  Google Scholar 

  • Bardi, J. (2018). 5 Top augmented reality and virtual reality technology trends for 2019. Retrieved July 3, 2019, from https://www.marxentlabs.com/trends-augmented-reality-virtual-2019/

  • Belk, R. W. (1988). Possessions and the extended self. The Journal of Consumer Research, 15(2), 139–168.

    Article  Google Scholar 

  • Biocca, F., & Delaney, B. (1995). Immersive virtual reality technology. In LEA’s communication series. Communication in the age of virtual reality (pp. 57–124). Lawrence Erlbaum Associates: Hillsdale, NJ.

    Google Scholar 

  • Brakus, J. J., Schmitt, B. H., & Zarantonello, L. (2009). Brand experience: What is it? How is it measured? Does it affect loyalty? Journal of Marketing, 73(3), 52–68.

    Article  Google Scholar 

  • Bruhn, M., & Hadwich, K. (2012). Customer experience: Forum dienstleistungsmanagement. Wiesbaden: Springer.

    Book  Google Scholar 

  • Cherian, E., & Pounder, J. (2017). Speakeasy. Retrieved July 3, 2019, from https://www.mindshareworld.com/sites/default/files/Speakeasy.pdf

  • Cook, L. S., Bowen, D. E., Chase, R. B., Dasu, S., Stewart, D. M., & Tansik, D. A. (2002). Human issues in service design. Journal of Operations Management, 20, 159–174.

    Article  Google Scholar 

  • Desmet, P. M. (2012). Faces of product pleasure: 25 positive emotions in human-product interactions. International Journal of Design, 6(2), 1–29.

    Google Scholar 

  • Desmet, P., & Hekkert, P. (2007). Framework of product experience. International Journal of Design, 1(1), 57–66.

    Google Scholar 

  • Diefenbach, S., & Hassenzahl, M. (2017). Psychologie in der nutzerzentrierten Produktgestaltung: Mensch-Technik-Interaktion-Erlebnis. Berlin: Springer.

    Book  Google Scholar 

  • Esch, F.-R. (2014). Strategie und Technik der Markenführung (8th ed.). München: Vahlen.

    Google Scholar 

  • Eyal, N. (2017). Here’s how amazon’s Alexa hooks you. Retrieved July 3, 2019, from https://medium.com/behavior-design/heres-how-amazon-s-alexa-hooks-you-1b46ee9c92f6

  • Gubbi, J., Buyya, R., Marusic, S., & Palaniswami, M. (2013). Internet of things (IoT): A vision, architectural elements, and future directions. Future Generations Computer Systems, 29(7), 1645–1660.

    Article  Google Scholar 

  • Hassenzahl, M. (2005). The thing and I: Understanding the relationship between user and product. In M. Blythe, A. Monk, C. Overbeeke, & P. Wright (Eds.), Funology: From usability to enjoyment (pp. 31–42). Dordrecht: Springer.

    Google Scholar 

  • Hassenzahl, M. (2006). Hedonic, emotional, and experiential perspectives on product quality. In Encyclopedia of human computer interaction (pp. 266–272). Hershey, PA: IGI Global.

    Chapter  Google Scholar 

  • Hassenzahl, M. (2008). User experience (UX): Towards an experiential perspective on product quality. In Proceedings of the 20th Conference on l’Interaction Homme-Machine (pp. 11–15). ACM.

    Google Scholar 

  • Hassenzahl, M., Burmester, M., & Koller, F. (2003). AttrakDiff: Ein Fragebogen zur Messung wahrgenommener hedonischer und pragmatischer Qualität. In G. Szwillus & J. Ziegler (Eds.), Mensch & Computer 2003 (pp. 187–196). Vieweg+ Teubner Verlag.

    Google Scholar 

  • Hassenzahl, M., Wiklund-Engblom, A., Bengs, A., Hägglund, S., & Diefenbach, S. (2015). Experience-oriented and product-oriented evaluation: Psychological need fulfillment, positive affect, and product perception. International Journal of Human-Computer Interaction, 31(8), 530–544.

    Article  Google Scholar 

  • International Organization for Standardization. (1998). Ergonomic requirements for office work with visual display terminals (VDTs) — Part 11: Guidance on usability (standard). Geneva: ISO.

    Google Scholar 

  • International Organization for Standardization. (2010). Ergonomics of human-system interaction - Part 210: Human-centred design for interactive systems (standard). Geneva: ISO.

    Google Scholar 

  • Jetter, H.-C. (2006). Die MCI im Wandel: User experience als die zentrale Herausforderung? In Mensch & computer (pp. 65–72).

    Google Scholar 

  • Jetter, C., & Gerken, J. (2007). A simplified model of user experience for practical application. In 2nd COST294-MAUSE (pp. 106–111).

    Google Scholar 

  • Jordan, P. W. (2002). Designing pleasurable products: An introduction to the new human factors. Boca Raton, FL: CRC Press.

    Google Scholar 

  • Jordan, P. W., & Macdonald, A. S. (1998). Pleasure and product semantics. In M. A. Hanson (Ed.), Contemporary ergonomics (pp. 264–268). London: Taylor & Francis.

    Google Scholar 

  • Jordan, P. W., & Persson, S. (2007). Exploring users’ product constructs: How people think about different types of product. CoDesign, 3(S1), 97–106.

    Article  Google Scholar 

  • Joschka, M. (2018). The three pillars of virtual reality? Investigating the roles of immersion, presence, and interactivity. In Proceedings of the 51th Hawaii International Conference on System Sciences (pp. 1407–1415). Hawaii.

    Google Scholar 

  • Karapanos, E. (2013). User experience over time. In Modeling users’ experiences with interactive systems (pp. 57–83). Berlin: Springer.

    Chapter  Google Scholar 

  • Karapanos, E., Wensveen, S., Friederichs, B., & Martens, J.-B. (2008). Do knobs have character?: Exploring diversity in users’ inferences. In CHI’08 Extended Abstracts on Human Factors in Computing Systems (pp. 2907–2912). ACM.

    Google Scholar 

  • Kipper, G., & Rampolla, J. (2012). Augmented reality: An emerging technologies guide to AR. Waltham, MA: Syngress.

    Google Scholar 

  • Klaus, P., & Maklan, S. (2013). Towards a better measure of customer experience. International Journal of Market Research, 55(2), 227–246.

    Article  Google Scholar 

  • Kort, J., Vermeeren, A., & Fokker, J. E. (2007). Conceptualizing and measuring user experience. In Towards a UX manifesto (pp. 57–64).

    Google Scholar 

  • Kostin, K. B. (2018). Foresight of the global digital trends. Strategic Management, 23(1), 11019.

    Google Scholar 

  • Kujala, S., Roto, V., Väänänen-Vainio-Mattila, K., Karapanos, E., & Sinnelä, A. (2011). UX curve: A method for evaluating long-term user experience. Interacting with Computers, 23(5), 473–483.

    Article  Google Scholar 

  • Lachner, F., Naegelein, P., Kowalski, R., Spann, M., & Butz, A. (2016). Quantified UX: Towards a common organizational understanding of user experience. In Proceedings of the 9th Nordic conference on human-computer interaction (p. 56). ACM.

    Google Scholar 

  • Laugwitz, B., Held, T., & Schrepp, M. (2008). Construction and evaluation of a user experience questionnaire. In Symposium of the Austrian HCI and usability engineering group (pp. 63–76). Springer.

    Google Scholar 

  • Lavie, T., & Tractinsky, N. (2004). Assessing dimensions of perceived visual aesthetics of web sites. International Journal of Human-Computer Studies, 60(3), 269–298.

    Article  Google Scholar 

  • Law, E. L.-C., Roto, V., Hassenzahl, M., Vermeeren, A. P., & Kort, J. (2009). Understanding, scoping and defining user experience: A survey approach. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 719–728). ACM.

    Google Scholar 

  • Lee, P. (2018). Smart speakers – Growth at a discount. Deloitte Insights. Retrieved July 3, 2019, from https://www2.deloitte.com/insights/us/en/industry/technology/technology-media-and-telecom-predictions/smart-speaker-voice-computing.html

  • Leeb, J. (2019). Julia Leeb – journalistic portrait. Retrieved July 3, 2019, from http://www.julialeeb.com/

  • Lenz, E., Diefenbach, S., & Hassenzahl, M. (2013, September). Exploring relationships between interaction attributes and experience. In Proceedings of the 6th international conference on designing pleasurable products and interfaces (pp. 126–135). New York: ACM.

    Chapter  Google Scholar 

  • Leonhard, G. (2018). Technology vs. Humanity - Unsere Zukunft zwischen Mensch und Maschine. Munich: Verlag Franz Vahlen.

    Google Scholar 

  • Mahlke, S., & Thüring, M. (2007). Studying antecedents of emotional experiences in interactive contexts. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 915–918). ACM.

    Google Scholar 

  • Maslow, A. H. (1943). A theory of human motivation. Psychological Review, 50(4), 370.

    Article  Google Scholar 

  • McCarthy, J., & Wright, P. (2004). Technology as experience. Interactions, 11(5), 42. https://doi.org/10.1145/1015530.1015549.

    Article  Google Scholar 

  • Meschtscherjakov, A., Wilfinger, D., & Tscheligi, M. (2014). Mobile attachment causes and consequences for emotional bonding with mobile phones. In Proceedings of the 32nd annual ACM conference on human factors in computing systems (pp. 2317–2326). ACM.

    Google Scholar 

  • Mirnig, A.G., Meschtscherjakov, A., Wurhofer, D., Meneweger, T., & Tscheligi, M. (2015). A formal analysis of the ISO 9241-210 definition of user experience. In Proceedings of the 33rd annual ACM conference extended abstracts on human factors in computing systems (pp. 437–450). ACM.

    Google Scholar 

  • Morelli, N. (2002). Designing product/service systems: A methodological exploration. Design Issues, 18(2), 3–17.

    Article  Google Scholar 

  • Norman, D. A. (2004). Emotional design: Why we love (or hate) everyday things. New York: Basic Civitas Books.

    Book  Google Scholar 

  • Payne, A. F., Storbacka, K., & Frow, P. (2008). Managing the co-creation of value. The Journal of the Academy of Marketing Science, 36(1), 83–96.

    Article  Google Scholar 

  • Pettersson, I., Lachner, F., Frison, A.-K., Riener, A., & Butz, A. (2018). A Bermuda Triangle? (pp. 1–16). New York: ACM Press. https://doi.org/10.1145/3173574.3174035.

    Book  Google Scholar 

  • Pine, B. J., & Gilmore, J. H. (1998). Welcome to the experience economy. Harvard Business Review, 76, 97–105.

    Google Scholar 

  • Robier, J. (2015). Das einfache und emotionale Kauferlebnis: Mit Usability, User experience und customer experience anspruchsvolle Kunden gewinnen. Springer.

    Google Scholar 

  • Roto, V., Lu, Y., Nieminen, H., & Tutal, E. (2015). Designing for user and brand experience via company-wide experience goals. In Proceedings of the 33rd annual ACM conference extended abstracts on human factors in computing systems (pp. 2277–2282). ACM.

    Google Scholar 

  • Roto, V., & Rautava, M. (2008). User experience elements and brand promise. In International engagability & design conference, in conjunction with NordiCHI (Vol. 8).

    Google Scholar 

  • Roto, V., Väätäjä, H., Law, E., & Powers, R. (2016). Experience design for multiple customer touchpoints. In Proceedings of the 9th Nordic conference on human-computer interaction (p. 146). ACM.

    Google Scholar 

  • Roto, V., Wiberg, M., & Sarkola, S. (2018, September). Branded online interaction aesthetics: Strengthening brand image via dynamic design. In Proceedings of the 10th Nordic conference on human-computer interaction (pp. 385–396). New York: ACM.

    Chapter  Google Scholar 

  • Spatial. (2019). Retrieved July 3, 2019, from https://spatial.is/

  • Springwise Editorial Team. (2018). Internet of things innovation report 2018. Deloitte. Retrieved July 3, 2019, from https://www2.deloitte.com/content/dam/Deloitte/de/Documents/Innovation/Internet-of-Things-Innovation-Report-2018-Deloitte.pdf

  • Steen, M., Manschot, M., & De Koning, N. (2011). Benefits of co-design in service design projects. International Journal of Design, 5(2), 53–60.

    Google Scholar 

  • Steiner, M., Kindsmüller, M.C., & Thomaschewski, J. (2017). Das Zusammenspiel von customer experience und user experience. Mensch Und computer 2017-usability professionals.

    Google Scholar 

  • Tuch, A. N., & Hornbæk, K. (2015). Does Herzberg’s notion of hygienes and motivators apply to user experience? ACM Transactions on Computer-Human Interaction (TOCHI), 22(4), 16.

    Article  Google Scholar 

  • Tuch, A. N., Trusell, R., & Hornbæk, K. (2013). Analyzing users’ narratives to understand experience with interactive products. In Proceedings of the SIGCHI conference on human factors in computing systems (pp. 2079–2088). ACM.

    Google Scholar 

  • Van de Sand, F. (2017). User experience identity: Mit Neuropsychologie digitale Produkte zu Markenbotschaftern machen. Springer.

    Google Scholar 

  • Wright, P., McCarthy, J., & Meekison, L. (2003). Making sense of experience. In M. Blythe, A. Monk, C. Overbeeke, & P. Wright (Eds.), Funology (pp. 43–53). London: Springer.

    Chapter  Google Scholar 

  • Yilmaz, R.M. (2018). Augmented reality trends in education between 2016 and 2017 years. In State of the art virtual reality and augmented reality knowhow (pp. 81–97). Intech Open. Retrieved July 3, 2019, from doi:https://doi.org/10.5772/intechopen.74943.

    Google Scholar 

  • Zotz, P., & Walcher, D. (2016). Service design development – looking at customer values, service dominant logic, product service systems, system thinking, co-creation, psychological ownership and the extended self (pp. 1–10). DE/RE/SA - Design Research Salzburg, Center for Co-Creation, Salzburg University of Applied Sciences.

    Google Scholar 

  • Zukunftsinstitut GmbH. (2018). Megatrend Konnektivität. In Megatrends (p. 35). Zukunftsinstitut GmbH.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Rights and permissions

Reprints and permissions

Copyright information

© 2020 Springer Nature Switzerland AG

About this chapter

Check for updates. Verify currency and authenticity via CrossMark

Cite this chapter

van de Sand, F., Frison, AK., Zotz, P., Riener, A., Holl, K. (2020). The Intersection of User Experience (UX), Customer Experience (CX), and Brand Experience (BX). In: User Experience Is Brand Experience. Management for Professionals. Springer, Cham. https://doi.org/10.1007/978-3-030-29868-5_5

Download citation

Publish with us

Policies and ethics