Converting Need into Demand
Converting Need into Demand, or Putting People First
- Converting Need into Demand: Peter Drucker's phrase that captures the job of the designer.
- Human-Centered Design: Importance to innovation, but difficult to spot a need and design a response.
- Adaptation to Inconvenience: People adapt to problems, making it hard to identify needs.
- Traditional Techniques Limitations: Focus groups and surveys yield incremental improvements, not breakthroughs.
- Designers vs. Design Thinkers: Designers fulfill manifest needs, while design thinkers articulate latent needs.
- Three Elements of Successful Design Program: Insight, observation, and empathy.
Insight: Learning from the Lives of Others
- Source of Design Thinking: Insight comes from observing real-world experiences.
- Thoughtless Acts: Behaviors that reveal unmet needs.
- Consumers' Inability to Articulate Needs: Behaviors provide clues about unmet needs.
- Design as Creative Endeavor: Solution lies in creative work, triggered by observing odd practices.
- Evolution of Design to Design Thinking: Focus shifts from products to relationships between people and products, and people to people.
- Migration of Designers: Addressing social and behavioral problems.
- Jennifer Portnick's Story:
- Challenged Jazzercise's weight-discriminatory policy.
- Inspired design thinkers to frame the problem in a new way.
- Insight that not all fat people want to be thin, and weight is not inversely proportional to happiness.
- Value of Single Example: Jennifer Portnick's story gave more insight than statistics.
- Search for Insight: Everywhere and free.
Observation: Watching What People Don't Do, Listening to What They Don't Say
- Importance of Fieldwork: Spending time with people who will benefit from the work.
- Ultimate Clients: Grocery store shoppers, office workers, and schoolchildren.
- Observation: Watching what people do (and do not do) and listening to what they say (and do not say).
- Anthropological viewpoint: Observation relies on quality, not quantity.
- Focus on Extreme Users: Head for the edges to find people who live, think, and consume differently.
- Zyliss Example:
- Studied children and professional chefs to design a new line of kitchen tools.
- Children highlighted issues of physical control.
- Chefs yielded insights into cleaning.
- Resulted in a line of products united by a common design language but with the right handle for each tool.
The Behavioral Turn
- Reliance on Seasoned Professionals: Trained social scientists guide the observation process.
- Intel's Investment: Human-centered research practices, studying mobile payments among Muslim women in Morocco and Airbnb hosts in Portland.
- Genevieve Bell's Work: Observing people's interactions with technology globally.
- Reasoning: Barely half of the world's population has access to the Internet so Intel needs to be ready when the next 50 percent comes online.
- User-Experience Design (UX): Exploded in recent years and added to the designer's tool kit for quantitative and qualitative tools.
- Companies Recognizing the Human Element: IBM, Microsoft, Google, SAP.
- Demand for UX Researchers: Consumer-oriented companies like Uber, Airbnb, LinkedIn, Facebook, FitBit, and Netflix.
- Differences between Academic and Industry Researchers: Academics motivated by scientific objective, while industry researchers focused on practical implications.
- Ethnographers in Cross-Disciplinary Teams: Integrated into teams with designers, engineers, and marketers.
- IDEO's Ethnographic Practice:
- Project for The Community Builders.
- Team consisting of an anthropologist, an architect, and a human factors specialist.
- Overnight stays with families at different income levels in Park Duvalle, Kentucky.
- Project to develop a tool kit for NGOs to meet the needs of subsistence farmers in Africa and Asia.
- Overnight stays in farming villages in Ethiopia and Vietnam.
- Deputizing Clients: Enlisting clients in conducting observations themselves.
- Alan G. Lafley (P&G CEO) Example: Shopping for records on Berkeley's Telegraph Avenue.
- Emergency Room Care Project:
- Observing analogous situations: pit stop at the Indy 500, a neighborhood fire station, an elementary school playground during recess.
Empathy: Standing in the Shoes (or Lying on the Gurneys) of Others
- Importance of Empathy: Distinguishes design thinking from academic thinking.
- Mission of Design Thinking: Translate observations into insights and insights into products and services that will improve lives.
- Recognizing Different Coping Strategies: Inexplicable behaviors represent strategies for coping with the world.
- Xerox PARC Example: Computer mouse designed by engineers for engineers.
- Apple Computer Example: Creating a computer "for the rest of us".
- Limitations of Generalizing from Own Standards: Designers limiting the field of opportunity.
- Building Bridges of Insight through Empathy: Seeing the world through the eyes of others, understanding their experiences, and feeling their emotions.
- SSM DePaul Health Center Example:
- Redesigning the American shopping cart.
- Kristian Simsarian's Experience:
- Checking into the hospital and going through the emergency room experience as a patient.
- Observed the disorienting check-in process, frustration of waiting, and anxiety of being wheeled down an anonymous corridor.
- Value of First-Person Experiences: Buying a first car, stepping out of the airport in a new city, evaluating assisted living facilities.
- Larger Discovery: Details, not the efficiency of the staff or the quality of the facilities, were key to the new story they wanted to tell.
- Competing Narratives: Hospital saw the patient journey in terms of insurance verification, medical prioritization, and bed allocation.
- Patient Experienced it as a Stressful Situation Made Worse: Balancing medical and administrative tasks with empathic concern for the human side of the equation.
- Layers of a Patient's Experience:
- Physical environment: Intense, crowded place with few cues.
- Cognitive: How does a patient make sense out of the situation?
- Emotional: What do the people in your target population feel?
- Cognitive Understanding of the Ordinary and the Familiar:
- Tim Mott and Larry Tesler's metaphor of the desktop at Xerox PARC.
- Juniper Financial example: Asking participants to "draw their money."
- Emotional Understanding: Turning customers into advocates.
- PalmPilot Example:
- Jeff Hawkins bucking conventional wisdom and creating a product that did less than was technically possible.
- Teaming up with Dennis Boyle at IDEO to work on a redesign that would appeal at an emotional level.
- Focusing on the form factor and creating a sleek, elegant, and sophisticated device.
Beyond the Individual
- Understanding Social Interactions: Extending understanding to the social interactions of people within groups and to the interactions among groups themselves.
- Group Effects: Smart mobs or virtual economies.
- Chair Example: Designing chairs needed understanding of group effects.
- Steelcase Example: Using network analysis to understand who in their organization interacts with whom.
*Examples of tools: video ethnography and computer interaction analysis - Cultural Differences: Moving from bad jokes about "political correctness" to the center of concerns.
- **Innovation Opportunities: Spending time to understand a culture can open up new innovation opportunities.
- Moving from Insight to Observation to Empathy: Tapping into the collective intelligence to unleash the full power of design thinking.
- Collaboration blurs the boundaries between creators and consumers: us with them.
- Howard Rheingold and Jeff Howe examples of collaboration: smart mobs and crowdsourcing.
significant Change in the Role of Consumers
- Companies Dreaming Up New Products: Enlisting armies of marketing experts and advertising professionals to sell them to people.
- Ethnographic Model: Reaching out to people, observing their lives and experiences, and using those insights to inspire new ideas.
- Enhanced Level of Collaboration: A blurring of the boundaries at the level of both companies and individuals.
- Individuals as Active Participants: Thinking of themselves as active participants in the process of creation.
- Organizations Comfortable with the Erosion of Boundaries: Between the proprietary and the public.
- European Union Initiative Example: Tony Dunne and Bill Gaver of the Royal College of Art in London developed a set of "cultural probes".
- Sweat Equity Enterprises Example: Working with companies to codevelop new products with inner-city high school kids.
The Unfocus Group
- Bringing consumers and experts together in a workshop format to explore new concepts around a particular topic.
*Memorable example - women's shoes: color consultant, a spiritual guide, a young mother, and a female limo driver - Raymond Loewy and George Washington Hill Example:
- Loewy was visited - offered 50,000 improve Lucky Strike package - wager accepted.
- Chance only favors the prepared mind : Louis Pasteur observed - 1854.
- Themes and Variations: Techniques of observation, principles of empathy, and efforts to move beyond the individual
*Insight cannot yet be codified, quantified or even defined- makes design process both difficult and exciting. - There is no algorithm that can tell us where it will come from and when it will hit