Corante

TOTAL EXPERIENCE explores designing for experience: its theory, its practice, and how designing for experiences affects us socially and in our personal lives.

CO-AUTHORS

  • Bob Jacobson
  • Paula Thornton
  • BOB JACOBSON is fascinated by the experience of experience. A planner and technologist, Bob has a Ph.D. in Urban Planning & Design from UCLA. He's been a policy researcher, technology CEO, science writer, and consultant. As a Fulbright Scholar, he studied cellular telephony's impacts on transborder communities in the Nordic Arctic Circle. Bob edited Information Design (MIT Press 2000) and is now writing a book on the theory and practice of creating edifying, transformative experiences.
    ( Archive | Contact Bob )
    CORANTE PAULA THORNTON says, "Understanding human behavior (economics), optimizing interactions (design) and facilitating conversations (markets), are the means to achieve strategic differentiation. This is the focus of our discipline. It is not a 'nice to have'‚ and is not, like documentation once was, an afterthought. It is the means by which to start a strategic discussion and the means by which to drive a tactical initiative. All design should be evidence-based."
    ( Archive | Contact Paula ) >
    EXPERIENCE DESIGN:
    THE METAVERSE....

    CALENDAR OF EXPERIENCE DESIGN EVENTS
    (Courtesy of Mark Vanderbeeken, Experientia SpA, Torino)

    Experience Design Websites
    Core 77 Website & Forum
    Business Week|Innovate
    InfoD: Understsanding by Design
    The Wayfinding Place
    Wayfinding Focus
    Design Addict
    L-ARCH (Landscape Architecture Mailing List)
    DUX 2007 Conference
    NetDiver.Net
    DesignBoom
    Digital Thread
    Archinect
    Enmeshed, Digital Arts & New Media
    Ludology (Game Playing Theory)
    Captology, Persuasive Computing
    Space and Culture
    Raskin Center for Humane Interfaces
    timet (acoustical design)
    Steve Portigal, Ethnographer
    Jane McGonigal's Avant Game
    Ted Wells' living : simple
    PingMag (Japan)

    Experience Design Blogs
    Adam Greenfield's Speedbird
    Experience Designer Network (Brian Alger)
    SmartSpace: Annotated Environments (Scott Smith)
    Don Norman
    Doors of Perception (John Thackara)
    Karl Long's Experience Curve
    Work•Play•Experience (Adam Lawrence)
    The David Report (David Carlson)
    Design & Emotion (Marco van Hout)
    Museum 2.0 (Nina Simon)
    B J Fogg
    Lorenzo Brusci (acoustics)
    Cool Town Studios
    FutureLab
    Steve Portigal
    Debbie Millman
    MIT Culture Convergence Consortium
    Luke Wroblewski, Functioning Form|Interface Design
    Adam Richardson
    Putting People First (Paul Vanderbeeken/Experientia
    Laws of Simplicity (John Maeda)
    Challis Hodge's UX Blog
    Anne Galloways's Purse Lips Square Jaw
    Bruno Giussani's Lunch over IP
    Jane McGonigal's Avant-Game The Future of Work

    Experience Design Podcasts
    Ted Wells' living : simple Podcast
    Design Matters Podcast, Debbie Millman
    Icon-o-Cast Podcast, Lunar Design

    Experience Design Firms and ED-Oriented Manufacturers
    Barry Howard Limited
    Hilary Cottam
    LRA Worldwide, Inc.
    BRC Imagination Arts
    Stone Mantel
    Experientia s.r.l
    Nokia
    Herman Miller
    Steelcase
    IDEO
    Cooper Interactive Design
    Gensler
    Doblin Group
    Fitch
    Fit Associates
    Jump
    Strategic Horizons LLC (Joe Pine & Jim Gilmore)
    Cheskin Fresh Perspectives

    Education and Advocacy
    Centre for Design Research, Northumbria University (UK)
    Center for Design Research, Stanford University
    International Institute of Information Design (IIID)
    Design Management Institute
    AIGA DUX
    Interaction Institute IVREA
    Design Research Institute (UK)
    UC Berkeley Center for Environmental Design Research
    History of Consciousness, UCSC
    Design News Magazine
    Society for Environmental Graphic Design (SEGD)
    Design Museum London
    Center for Sustainable Design
    Horizon Zero, Digital Arts+Culture in Canada
    Design Council UK
    First Monday

    Total Experience on Technorati
    Technorati Profile

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    Total Experience

    « .......... Experience design is experiencing an upbeat! | Main | International Service Design Conference podcasts of presentations now available online for download. »

    June 14, 2006

    Service Innovation Through Design Thinking

    Email This Entry

    Posted by Paula Thornton

    The best 37 minutes you can spend — with the CEO of IDEO, Tim Brown, from a March 2006 presentation. But for those of you too busy to sit still for 37 minutes, here’s all the important stuff…

    …what’s resonating with business today is actually that design is a really valuable way of tackling a lot of different business and creative issues. And that it can be a way into tackling problems that organizations have struggled with, often for a long time.

    For many companies, design and design thinking is more of a way that they tackle thinking about their future. It’s a way that they move intentionally into their future in many different ways. We certainly are finding many organizations using design thinking as a way to embark on strategy — or a way to think about their future and where their future may lead them. Strategy is no longer the domain only of the management consultant, but today is also a space in which a designer plays an important role.
    Service organizations are about, ‘How do we relate to customers in ways such that we deliver value?’, and design is a great way of thinking about that.
    I think there’s a difference between design thinking and design. Designers use design thinking, but lots of other people use design thinking too. There are components of design thinking, there are pieces of design thinking which are highly applicable in many different places.
    In the work that I do it’s the relationship between design thinking and design & innovation that’s incredibly important. It’s been a really large piece of what’s brought design to business in new ways.
    We can’t, as designers, assume that we ‘own’ innovation. We’re not the only people that innovate.
    [see diagram below] Essentially that whole space is available for innovation.

    Design%20Thinking.gif

    [Note the similarity to the diagram I had in presentations 8 years ago — attempting to get technologists to stop looking just at the technology]

    People%20Process%20Technology.gif

    …back to Tim…

    I think what we do as designers that’s relatively unique…is we come at the world through thinking about people and what their needs are…. We see a problem, we see an issue, we try and uncover some insights about an issue and we see ‘that’ as an opportunity.
    There’s something unique about the way designers go out into the world…unlike most marketing folks, unlike most business folks, we use the world as a source of inspiration, not just validation… Great designers, design thinkers, go out looking at the world to see how it could be different — or what they can learn from the world as a source of inspiration as to what they might do creatively.
    And yet, what most folks do…is to use the world to test the ideas they already have. There’s nothing wrong with that. That’s quite useful later on in the process. But it’s not what you need to do right at the beginning.
    What’s unique about what we do is that we kind of go out there with an open mind — beginner’s mind — and look for possibilities. We tend to think about people and what they do as a source of ideas. We’re interested in research as generative research, rather than evaluative research.
    What a lot of conventional market research is designed to do is to be predictive…. To use conventional market research techniques…to generate ideas is the wrong piece of the process.
    We can’t be designers unless we’re able to be empathic; unless we’re able to look at the world through other people’s points of view and not our own.
    Marketers…tend to look at the world in bell curves…’we need to hit the center of that bell curve.’ As designers we are most often inspired…when we go out to the edges of these bell curves…when we go out and look at extreme users.
    It’s mostly about getting ‘out there’ and actually looking and actually listening, and actually trying things for ourselves.
    Building to think: Our ‘design’ process is inherently related to our ‘making’ process. We have to make things tangible in order to think, as designers.
    The value of prototypes is you build them as part of design thinking, as part of the design process. Prototypes don’t have to be physical, but they certainly have to be tangible. They have to ‘do’ something. You can create new experiences through continuous prototyping of your business…keep trying out new things, seeing whether or not they work and scale them once they do work.
    Three categories of prototypes: inspire, evolve, validate
    Methods: scale models, scenarios, labs, pilots
    One distinction of service design…you really have to do most of your prototyping live.
    Implementation: The place where most good ideas fail
    It’s not always that they’re not great ideas…often it’s because we weren’t capable of navigating what essentially is a political process.
    We have one tool to use that’s extremely powerful…storytelling. As designers we need to be extremely good as storytellers. We need to use all the powers of persuasion that we have to make our ideas as compelling as they can be. And that they live in organizations in such a way that they create the kind of momentum that they need…
    They’re often the framework for the way which you create ideas in the first place. If you can tell a story about where the idea came from, then that story becomes very powerful as a justification for where it should go to and why…
    Stories are often extremely important…for holding all the stakeholders together…explaining why this idea is important…why this idea is complete.
    Stories often have to be quite experiential…to make our ideas come alive, such that they have the impact and influence that they need to have.
    Design thinking at its simplest level is a human-centered approach to innovation.

    Comments (3) + TrackBacks (0) | Category: The Practice of Experience Design


    COMMENTS

    1. Phil on June 15, 2006 10:09 AM writes...

    "similarity to the diagram I had in presentations 8 years ago"

    No offense Paula, but your diagram could have used some design thinking or at least design applied to it. Wow! It's like an acid flashback, man. The *colors are melting!*

    Permalink to Comment

    2. Marc on June 16, 2006 9:01 AM writes...

    Thanks for putting that together, Paula. Very helpful!

    Permalink to Comment

    3. tgirvin on April 11, 2009 6:37 PM writes...

    Paula, it's an interesting alignment, the character between your thinking, Tim Brown's, and the advancement of design, in thinking about the person(al) place; in working on this kind of challenge, now -- I'm finding that it's never about the technology, when it really comes down to the community / relationship development; it's always the personal, the character of how a person senses and, if you will, psychically connects with the technology and the offering. How is that imbued, that story told, in a manner that goes beyond the mere technical notations, and becomes relevant; and finally, resonant. Fascinating, and ever-evolving challenge, that's for certain. More soon, to find that emotional place, in the heart full bridge between the technical, and the mind / heart of the relationship. What story told, what does it feel like, and who's listening, if they are? Warmest regards, all -- tsg

    Community + storytelling | Human Brand:
    http://www.girvin.com/new/human_brands.php

    Permalink to Comment

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