How to Design for Word-of-Mouth

by Joshua Porter  |   26 Comments

How designers can help spread the good word about a product or service.

The holy grail of design is to make something so wonderful and remarkable that people can’t imagine life without it. People are so happy with it that it sells itself. This idea was expounded on beautifully by Seth Godin in The Purple Cow, a new rendering of the age-old business ideas of differentiation and competitive advantage.

The big benefit of word-of-mouth is that your marketing budget goes toward zero, as your users become your marketers. If they’re so passionate about your design they’ll tell their friends about your service, and you won’t have to. And, most likely, what they say is more influential than what you can say anyway. Focusing on this value, and designing to enable it, is a big part of social design.

Word-of-mouth is complicated from a design standpoint because it’s not a monolithic activity. It’s several smaller steps that happen in order. On one hand this makes it harder to design for because there are many little problems to solve. On the other hand, it gives designers a clearer picture of what to focus and spend time on.

You can help enable word-of-mouth by designing your application to support it by giving your users tools to share their passion about your app or service. To actually make it work, however, you have to nail most of the following steps:

  1. Get someone excited about your product and service
    For the sake of argument let’s imagine that you can do this…we’re focusing on the telling-others part for the moment.
  2. Give the sender a way to share that excitement with someone else
    If your users don’t interact in a face-to-face manner, you’ll have to create a tool to help them do this. It might come in the form of a “share this” feature on your site, for example. This feature sends an email to someone else telling them that you found it interesting. Alternatively, someone may simply tell others in their own way, via email or IM. The difference between providing them with a tool and letting them use their own tool is that you can usually measure the effectiveness of your own tool. That’s incredibly important because you know how well you are or are not doing.
  3. The receiver has to understand what’s being shared
    This is actually a lot harder than it seems. It’s hard because the person with whom the item is being shared (the receiver) has no clue what’s going on. Most likely they’re being interrupted from something else, so their attention is shot and they don’t have the energy or time to slow down and understand what is being asked of them.

    A general rule of thumb: Whatever you’re asking the receiver to do, if you’re asking them to join a group or sign up for software, tell them so immediately. Nobody, not even geniuses, are offended by simple, straightforward language.

  4. Convince the receiver it’s valuable for them, too
    Even in face-to-face conversations, it’s difficult to really get someone else as passionate as you. But in an email? Much harder. So the message has to come in a super clear, excited, and passionate way and not only has to describe why the sender was passionate, but also why the receiver should be passionate, too, by clearly explaining the value they’ll receive. Leverage the relationship to convince them that this is worth their time and effort.
  5. Provide a way for the receiver to take action
    Sometimes all that’s necessary is a link to a sign-up page. But, more often than not, those pages are optimized for people browsing the site. Why not provide a personalized way of signing up? One that leverages the sharing that just occurred? Maybe have the receiver land on a page that acknowledges they’ve been invited, or even have a passcode that allows them some “special” entry. These small differences may be trivial, but they’ll seem important and motivate the receiver to cash in on the transaction.
  6. Provide immediate value upon sign-up
    Some social sites make you enter all sorts of information when you sign up, profile, contact, and demographic information. The problem with that approach is that it puts off providing real value. So skip all that, and focus on showing them what the site has to offer and getting them using it, not personalizing it. It’s OK to skip it because if they find the site valuable they’ll be coming back anyway. If they don’t find it valuable, even entering personal information isn’t enough to keep them there. One of the explosive growth periods of Twitter, for example, came when there was clear benefits to join: to find out what was going on at SXSW. That was very valuable, and immediately available upon sign up.
  7. Provide reason to return
    It usually takes a promise of repeated or sustained value to get people to come back to a service. While each service will have its own reason for returning, it’s becoming more likely that the reason is that other people they know are part of the service, too. Maybe they’re hanging out with friends, working with colleagues, or staying in touch with family. If the service is valuable in the first place, this step usually gets satisfied.
  8. Provide a reason to share with others
    Now we’re back to the first step: getting people passionate enough to share with others. We begin the virtuous cycle over again.

So, these are the steps that have to happen for even the simplest word-of-mouth to occur. Treating them as steps complicates the matter a bit, but also allows designers to focus on optimizing each one. So, while word-of-mouth isn’t a monolithic activity, it is rather straight-forward, given that if we step back a bit we’re probably doing many steps each and every day in other contexts.

Comments ( 26 Responses so far )

1.  Michael Clarke on May 21st, 2007 (Comment) #

This is a very useful breakdown, something I’ll be borrowing for a planning meeting later this week! Thanks muchly. Of course, the execution is another matter…

2.  Matt on May 21st, 2007 (Comment) #

Great little overview.
I see design as a challenge to grasp a user’s trust within the very few split seconds in which it takes them make their decision on if they (holistically) “like” a site or not. Once this initial trust is gained, one must consider the finer details, and maintain the strong user bond throughout the time taken during the consumption of the website’s contextual information.

3.  pauric on May 21st, 2007 (Comment) #

I’m not sure I see such a strong connection between ‘design’ and delight resulting in WOM viral marketing.

Apple Mac fanboys have been harping on about the pleasure of os x for years. However, sales only turned around when they got the marketing sorted and took back control of the sales channel.

Gmail has the ’share’ feature unlike yahoo.mail yet the latter is still king. The point here is the ‘feature’ is missing delight, therefore wont gain viral traction.

Twitter and myspace do not have good ‘design’ yet do meet the WOM viral requirements, in bucket loads.

Design is not the keystone here.

4.  pauric on May 21st, 2007 (Comment) #

Sorry, I mis-read point 1 “Get someone excited about your product and service
For the sake of argument let’s imagine that you can do this…we’re focusing on the telling-others part for the moment.”

Leading to that premise, design is irrelevant. Following on from that given, design is value add but not critical.

5.  Josh on May 21st, 2007 (Comment) #

Pauric…right. This isn’t how to make people passionate about your service. This is how to spread that passion once it exists…and design is definitely an enabler there.

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6.  Britt Raybould on May 21st, 2007 (Comment) #

What a great post. Too often I’ve had the unhappy task of working with people who would throw out, “Oh, we’ll just rely on word of mouth.” And I’d try to explain why you couldn’t just say it and expect results. Sharing the excitement and creating an easy way to understand what’s being shared are often ignored, because after all, it’s WOM. “People will talk. We don’t need to think how they’ll talk about it, or why it’s important to talk about it.”
Combine this attitude with the attempt to wring as much information as possible from visitors and it’s clear why WOM campaigns fail as often if not more than they succeed.

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7.  Tolana on May 22nd, 2007 (Comment) #

So where’s the “email this” link on this post? ;-)

8.  Alex on May 23rd, 2007 (Comment) #

Sure. Great idea. However, you are just selling your product at this point. You are right at the beginning of your post, but you lose the connection between “it has to be something they can’t live without” and your steps. That is building a fire for your product, yet it isn’t completely reliable. Your product has to be good. It has to be damn good. Companies like Godiva and other high retail corporations don’t advertise because they know they are the bomb in their field. If your product can wow your client without having a sales pitch, THEN it becomes worthy of word of mouth.

9.  Alex on May 23rd, 2007 (Comment) #

In addition; you aren’t selling your product, your creating word of mouth about your ability to sell.

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10.  joost baaij on May 23rd, 2007 (Comment) #

Thanks for this breakdown! Especially comment #5 has been very helpful. I have immediately modified my tell-a-friend landing page to display the name of the friend in the header.

It’s much more friendly and personal that way, a huge improvement.

11.  Aaron Gray on May 24th, 2007 (Comment) #

Hm, this is a very interesting discussion. The thing that strikes me is that this whole word-of-mouth thing (WOM being a powerful marketing if you can get it, while advertising -readily available for purchse- is not) is exactly what Al & Laura Ries talk about in their book “The Fall of Advertising and the Rise of PR”. Essentially, their point is that advertising doesn’t build brands (because it has no credibility), but publicity does, precisely because 3rd parties (media outlets, other people) have the credibility that advertising lacks.

So, why do some things get the benefit of WOM, and others not? Becuase online, as anywhere else, the site or service has to be the first in the mind to occupy a new category. Better products don’t matter so much as “different” products do. In otherwords doing the same thing better doesn’t necessarily create a new category in the mind, but doing it differently does. This would explain why Gmail might be better, but doesn’t lead the category. It wasn’t the first service to occupy the category in the mind.

12.  Josh on May 24th, 2007 (Comment) #

Hey Aaron, thanks for the comment…I’ve read some of Ries/Trout works but that one is new to me. 3rd party credibility is something “big”, and I think we’re just beginning to understand how to design for it.

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13.  Patricia on May 27th, 2007 (Comment) #

Thanks Joshua, this is indeed a very useful and thought-provoking entry.

One of the point that caught my attention was “leverage the relationship…the sharing that just occurred.” Something to keep in mind.

As for providing immediate value upon sign-up, I was thinking perhaps we could entend that, covering both the sender and receiver. Hasn’t come up with how to do this tho.

14.  John on May 30th, 2007 (Comment) #

Dugg and del.icio.us bookmarked. A great book about word of mouth ist also “Tipping Point” - if someone is really interessted in this kinda stuff ;-)

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15.  designer coffee tables on June 13th, 2007 (Comment) #

Hm, this is a very interesting discussion. The thing that strikes me is that this whole word-of-mouth thing (WOM being a powerful marketing if you can get it, while advertising -readily available for purchse- is not) is exactly what Al & Laura Ries talk about in their book “The Fall of Advertising and the Rise of PR”.

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16.  mag on June 17th, 2008 (Comment) #

bookmark this site bokardo cool

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Bokardo is the blog of Joshua Porter, a web designer/developer, researcher, and writer. I live in Newburyport, MA, USA.

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Social design is design that focuses on the social lives of users. It deals with the activities, behaviors, and motivations of people who work and play together through software interfaces. It is built on the observation that many of the decisions we make are greatly affected by those we surround ourselves with in our social lives: our family, friends, and colleagues. Exploring our motivations and how to design interfaces to support them is what the Bokardo blog is all about.

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