Writings and Projects

Service Design Touch Points



There has been a great proliferation of food trailers in Austin, among those are fine drip coffee and espresso shops that seemed to have overlooked some fundamental service design principles (if there are such a thing given the infancy of the discipline, my guess is most restauranteurs just call it “good service”). And for the last month I’ve been traveling between frog’s Austin and San Francisco offices — two cities sporting some fine baristas. No doubt, the product is good, but I’ve noticed a pattern of confusing and time-consuming interactions that must be hitting their bottom line. These moments are usually plagued by troubling environment and space design. Often the trailers or shops are ad hoc corners of something else — a parking lot, an alley, a corner of a restaurant — that just aren’t designed to support the kind of traffic they get. Add to this the fact that the baristas don’t seem to be schooled in the art of managing people in line; they can make a great cup of coffee but when it comes to setting other expectations, forget it.

Here are some observations about what we call “touch points” in the design world. Touch points are the decisive moments where a customer and a business intersect and they define the qualities of the overall experience that a customer has between the barista, the product, and the place itself.

What kind of coffee do you have? The counter and the fine machines that make this brew are often featured and tell the most stories about what is being served in addition to a barista making a suggestion (menus are sparse and handwritten, adding to the craft of the product). Customers are curious, and the conversations that occur stack up. While the aphorism “Good things come to those that wait” certainly applies in this situation, the wait times can drive regulars away (only on rare occasions do I frequent my own favorite place in Austin). How can these coffee joints design their service to support the loyal customers and keep them coming back?

Where does the line start? This is one of the most baffling conditions I’ve witnessed in both cities. Inside and outside, there are not so much “lines” as “crowds” and to the approaching customer it’s baffling. Choose the wrong crowd to associate with and you might find yourself not “waiting” for anything at all.

Do I pay now or pay later? These joints don’t employ a fleet of folks at your service. The one that takes your order is the one that makes it and also the one that rings you up. They need to get right to work on your coffee because it’s no ordinary cup of joe. I've paid before, during, and after I placed my order and during each time the fear of taking off without paying is pretty high. Plus, I often find myself wondering of they remember that I didn't pay when I originally ordered.

Where should I wait? Time to get lost in the crowd again. No doubt the conversation can be riveting (like the French guy getting taken advantage by his landlord because he just can’t master English enough to figure out the transactional concept) but does my location send a strong enough signal to the barista that I’m waiting for my coffee? And will I be able to find my way through this throng to get that small, hot, and delicate brew, and then fight my way out?

I need a lid. And because I need to circumnavigate the cluster and typically walk a couple blocks, I’ll need some protection. Aside from the coffee, everything else is usually an afterthought. The self-serv station is a hodge-podge of lids, napkins, sweeteners, cream, flyers, notices, menus, and of course, other people. And it’s frequently a mess, which makes me question the  five dollar drip that I just paid for (at least I think I paid for it).

So, we love the product, but getting it is a bit of an issue. Just a few small design moves can orchestrate the flow of services a little better, message the sequence of events, and perhaps remove that little voice that tells me I don’t have the time for this.

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July 02, 2011 in Interactions | Permalink

Learning from John Rheinfrank



There are evolving theories about how humans learn language. Plato began the debate by arguing that word-meaning mapping was a built-in human condition. Later, Noam Chomsky expanded on this theory by stating language was a “universal grammar,” a common grammar innate to us. Most recently, Steven Pinker argues for a “language instinct,” saying the mind is a Swiss army knife that adapts to evolutionary changes. For three years in the mid-’90s, I had the fortune of learning a new language of design from John Rheinfrank, the co-founder and first co-editor of this magazine, through a user-centered baptism of sorts. When I was asked to write an article about him, it occurred to me that a whole generation of interactions readers may not know who he was or what he contributed to design and, specifically, interaction design. That’s too bad, because he was a giant in the field.

Simply put, without John’s work you wouldn’t be able to:

  • Fix a paper jam in your office copier without calling a repairman
  • Use a smartphone
  •  Take pictures with a camera that improves your photography
  • “Casually compute”
  • Practice human-centered design
  • Read this magazine 

John pioneered a formal school of thought and practice around design languages—the means by which complex systems inherent in products, services, organizations, buildings, cities, and even policies get created. In a chapter from Terry Winograd’s "Bringing Design to Software", John and interactions co-founder Shelly Evenson defined the theory, rationale, methods, and application of design languages in practice. Their basic approach for creating a design language consisted of five steps [1]:

  1. Characterization, which involves challenging the assumptions of past and present conditions in order to create a new point of view to design from
  2. Reregistration, or reframing a problem and an opportunity with a new set of assumptions shaped by the behaviors of the people that might use what you design
  3. Development, the embodiment of a new concept in a demonstrable form, story, or sketch
  4. Evaluation, or placing the new design in typical contexts of use to see if it resonates with people
  5. Evolution, the ability of a design to change to the needs of its time

Over the course of three years, John’s way of seeing made me rethink what I thought I knew about how to design. My language was based on modernistic standards of form and function. Its nouns consisted of shapes, forms, colors, and flat space. But it was almost entirely lacking in verbs, narrative, empathy, transparency, meaningful expression, provocation, response, affordance, and change. John challenged me to recast myself as a different type of design thinker and doer and taught me a new grammar.

Assumptions

In 1993 I was 25 years old, living in a one-room efficiency apartment in Temple, Texas, and working for the Personal Productivity Products group at Texas Instruments (TI). My job was to design marketing materials and packaging for laptop computers and printers. On occasion I showed an interest in user interface design. Probably because I was the only one there with graphic design experience, I was handed the job of designing a branded, proprietary “shell” that would ship on all TI laptops. The release of Windows 95 was accompanied by a UI-shell hysteria. In fact, even Microsoft got in on the game with Microsoft Bob. Spatial metaphors were popular back then, perhaps because users were still navigating a plastic box of stuff (the World Wide Web was in its infancy). While Packard Bell released the Navigator, Apple created At Ease and Xerox’s XSoft group developed TabWorks—both used physical folder metaphors in an attempt to simplify the organization of files and applications. Our solution was called TILE, an acronym for “Texas Instruments Living Environment.” It enabled users to switch between sessions and desktops using a little cube-like icon that sat in an upper corner of their screen. They could spin it around to select different sides and states and open it up to launch a desktop. After completing a working animation of it in Macromedia Director, I considered myself an interface designer and changed my business card to say so. However, the design ultimately proved to be corny, limiting, and unscalable, and the product never shipped. But it got me an introduction to John Rheinfrank.

Characterization

At TI’s Dallas headquarters, our design leadership had secured permission from CEO Jerry Junkins to reimagine what the next generation of portable and mobile products might be like (predominately those that we use today). Wisely, they enlisted John, Shelley, The Doblin Group, e-Lab, and core faculty from the Institute of Design to consult us on the ways of human-centered design. John positioned himself as the day-to-day consultant who would lead this initiative on-site. He actively sought young designers interested in working with him; I wasn’t one of them. Instead, I sought him out. After I introduced myself and showed him the software interface that I had designed, he warned me that I would have to learn a new way to design starting immediately and that it wouldn’t be easy.

John and Shelley’s first step in creating a design language included challenging all the existing assumptions and conditions around the thing that was to be designed in order to express it anew. They called this “characterization.” When they were hired by Xerox to refashion its copier, they began by stealthily videotaping executives and their administrative assistants trying to use their own copiers and failing repeatedly. Then they showed them the footage. This evidence got their team the permission to redesign the entire product system, which led to the green handles and litany of affordances that we still depend on today in order to operate these machines.

In like manner, after sizing up me and my design skills moments after we met, John saw a young designer who needed a dramatic shift in perspective, and he extended that cautionary invitation. Accepting his offer was the start of my process of learning a new vocational language.

Reregistration

It began with a trip to Chicago in the fall of 1994. John worked with our leadership at TI to arrange for the design department to tour a firm that was practicing human-centered design and design planning and visit the academic institution that was formally teaching its theory and methods—the Institute of Design at the Illinois Institute of Technology. The second step in creating a design language is to reframe the situation at hand, so that’s what he did.

We began with a visit to the Doblin Group. They were located in a Chicago landmark, the Jeweler’s Building on 35 East Wacker Drive. The architect Helmut Jahn occupied the top floor. Jay Doblin started the firm in 1972 after leaving Unimark, an international graphic and product design firm, and Larry Keeley, Doblin’s understudy, eventually worked his way into a leadership position there. John Rheinfrank was a senior strategist at Doblin. The place was white, black, gray, and yellow from thousands of post-it notes. In what was to be typical form, John filled an entire whiteboard with a diagrammatic narrative of why we were there (I don’t recall him ever using PowerPoint or the TI standard “foils”—transparent sheets of plastic placed on an overhead projector to cast the contents of a presentation). We toured the office, met the staff, and saw the beginnings of the program that many of us would touch and be inspired by over the next few years. The day spilled out into the streets of Chicago, where a friend of the firm gave us a boat tour of the city’s architectural gems. Then, at dusk, the small ship made its way north to Evanston, where we docked and rode a bus to the Rheinfrank’s splendid Victorian home. John and Shelley had enlisted some of our design managers to assist in the preparation of a three-course meal served outside in their backyard on a brisk fall evening. When I arrived, I entered a house that embodied nearly every one of the 253 patterns from Chris Alexander’s book. I saw my bosses in a magnificent old kitchen wearing aprons, making apple pies, washing dishes, and setting tables. And as the night progressed, I watched John choreograph an experience that served as an object lesson for the new set of conditions that we would be designing in—those that required participation, negotiation, and co-design. On the last day of our immersion tour, we visited with key staff from the Institute of Design to see firsthand the greenhouse of the methods we would be using to reimagine what a mobile and connected lifestyle in the 21st century could be like. Moving forward, the design group at TI would be working under a new set of assumptions with a framework that would transform the business, and for many of us, our careers.

Development and Demonstration

The User Understanding Lab at TI was established soon after the return from our trip to Chicago. Its mission was to change the way the corporation saw and used industrial design; its case study was a program called Livegear. TI’s calculator and notebook computer businesses were reaching maximum growth, so the company, with the backing of CEO Jerry Junkins (who tragically died during the course of the project) set about a transformation[DD1] . We began by recognizing a trend toward increasingly networked and information-based mobile work and saw that our current product offerings were in no way optimized to support the behaviors of these users. So what exactly were people doing, and where? And how would we go about creating new, more relevant product categories and products for this emerging market?

Enter John Rheinfrank.

He began by facilitating a research effort that would place us directly in the lives of students, lawyers, construction managers, and physicians. We would “shadow” them for days, noting when, why, and how they changed contexts and what they used to make the transition work for them. It was the first time I had ever really paid attention to the variety of places that a college student studied, distinguished the “grunt work” from the “core work” in a typical office environment, and documented what really happens between people in a meeting. I painstakingly described everything I saw and then took pictures and video of it to further deconstruct back in the User Understanding Lab.

What is now called the sense-making part of the synthesis process, John called “frameworks” or “reframing”—visible ways to look at a behavior in a new light and think about a solution in a fresh way. From our research, John encouraged us to focus on three opportunistic areas: personal and flexible tools, collaboration space, and easy access to a variety of resources. He did this by immersing us in the process, giving us permission to think through the work, and stimulating collaboration with him and each other to make things, even if they weren’t “right.” Much like John put our managers to work in his Chicago home to cook a meal for their staff, our design team was matched with the leading strategic product design firms to imagine the next century of computing experiences. The effort produced a suite of integrated products under an umbrella brand called Livegear, and the products and form factors we designed directly influenced the smartphones, tablets, user interfaces, wireless hard drives, and cloud solutions that play such central roles in our lives today.

The entirety of the program was manifest in an “Experience Lab” that occupied half a floor in a nondescript building near TI’s campus headquarters. Livegear used about 5,000 square feet of space to weave a compelling narrative to existing and prospective partners about how a deep understanding of human behavior could inform a framework for change that touched advanced technologies, architectures, products, alliances, channels, and brands. In addition to its external success, the Livegear Experience Lab influenced other business units at TI to adopt a more user-centered approach to thinking about its business and product offerings. Together with John, we had made research that, as former Xerox PARC Chief Scientist John Seeley Brown would say, “reinvents the corporation” [2] through new processes and demonstrations that held the potential to yield an infrastructure for a constantly innovating company.

Evaluation

In the User Experience Lab, TI’s original equipment manufacturers, partners, and other business units could see a process and a product: an empathic approach to understanding people instead of “markets” and a translation of human factors into tools that they could hold, work, and share. It provided the conditions and moments that John had felt were necessary to assess the relevance, impact, interest, usefulness, and to some degree the usability of our prototypes. Our work started conversations with companies in mobility, home entertainment, healthcare, education, and advertising. It concretized ideas that current or potential partners had kicked around but not acted upon. And it revealed what was lacking in our designs through the reactions and collaborations with the students, lawyers, physicians, and builders we studied when they visited our lab.

It was around this stage of the program that John and Shelley published the first issue of interactions. I recall John bringing a stack of magazines to TI to add to the library that he and others had been slowly developing during his tenure (thankfully, the magazine’s current Editor In Chief does the same for us at frog). Its tone was fresh, elegant, and provocative. It directly contributed to our new, human-centered narrative. And, it also helped to change the dialogue inside of our design offices and across some business units at TI from being mostly about technical things to considering the whole product ecosystem; from being laser-focused on form to tapping into user’s emotions; and from being full of nouns to using thoughtful verbs.

Evolution

Fast-forward 15 years. One of my first projects at frog included using and advancing a design language for an entire telecommunications product ecosystem. The design philosophy, form factors, common elements, modes of use, and visual experience were already defined at a general level, and my task was to apply them to a new hardware and software product, then develop specific best practices to enhance the master document. The fact that the foundational design brief was referred to as a “Design Language” was evidence that John’s theory had reach (in fact, the author of the document was not familiar with him or his work when she drafted it). Since then, I have come across numerous other examples of design languages developed for our clients’ product platforms that inform websites, applications, retail environments, way-finding systems, medical devices, and even brand-positioning strategies.

But what does it matter if the authors of these design languages don’t know their methodological origins? What is the importance of understanding the rich history of design languages, and what does this knowledge give us as designers? First, it provides perspective on today’s issues. For example, contemporary touch interactions draw their principles from yesterday’s consumer and office products, such as ATMs, personal computers, the mouse, and copiers, as well as more discrete and common features like handles, buttons, and levers. The operations of these hard products have provided a foundation for the softer interactions we find in the smartphones, tablets, and retail kiosks we use now. Second, a historical understanding of various design languages provides us with dependable models to apply to our work, which give us points of departure for new thinking and offer a means to measure our progress. Finally, an understanding of the past gives us a sense of where our work lands along a timeline of design—after all, ours won’t be the last design language written.

Conclusion

The language I learned from John has provided me a lens through which I could take seriously my direct and indirect experiences and use them in my design process. Whereas form was second nature to me as a young designer, now the intent, behaviors, beliefs, and desires of people motivate me. And I’m not alone. The next generation of practitioner and product that John envisioned and began to shape 15 years ago is now the status quo, a palpable realization of the essence of his theory proposing that if design languages are done right, they can assimilate into people’s routines and the broader culture of use:

“Design languages typically are most influential when they have become deeply embedded, when people can unconsciously assume they are valid and can continue to act through them, rather than think about their appropriateness” [1].

[1] Rheinfrank, J. and Evenson, S. “Design Languages.” In Bringing Design to Software, edited by T. Winograd New York: ACM, 1996

 [2] Brown, J. S. “Research That Reinvents the Corporation.” Harvard Business Review 68, 1 (1991).

(This article first appeared in interactions Magazine, Volume 17 Issue 6, November and December 2010)

May 30, 2011 in Users | Permalink

The Art of Design Research



Recently, my colleague Ben McAllister contributed a piece to this section called “The Science of Good Design: A Dangerous Idea.” In it he cautioned against a simplistic view of research as it applies to the design process because it's often synonymous with science—a discipline known for providing “hard truths” about the world. This leads people to believe (sometimes falsely) that “the research” will do the same for business. I am a researcher and a designer, and his article does raise a worthwhile question: “What is research good for, and how can we use it for the purpose of design?”

Designers thrive when they have a working concept of what makes people tick, a context that allows them to shape their ideas by considering what people covet and use, and somewhere to focus all their creative energy. Research can provide the fuel for new ideas. To Ben's point, design research isn't a scientific endeavor aimed at finding truths. Our clients typically can't afford the large sample sets and extended time frames necessary for such a“scientific” process. 

And sometimes design teams don't have the patience to see the value in dragging out a study in an effort to make it scientifically or statistically significant. We're just not wired that way; we prefer to make and experiment and then analyze later. So what is research good for? 

1. Learning about people’s behavior

Behavior is fertile ground for design. Not just human behavior, but systems behavior: social, technical, environmental, political, and economic systems. Increasingly, we are faced with ill-defined problems that are related to the workings of entire systems. Long gone are isolated problems (and opportunties).

Understanding behavior gives designers at least two important kinds of insight. First, it provides a sense of action in the world, which can lead to empathy. For example, how does a patient go about finding his or her way to the radiology lab at a hospital for a first cancer treatment, and what is that wayfinding experience like? Second, understanding behavior provides some clues about practices and patterns. For instance, many cancer patients at certain clinics memorize their medical record number in order to get treatment, and those numbers can be tied to schedules, appointment locations, and treatment plans. 

2. Understanding and analyzing culture

What is culture and why does it matter to designers? Isn't culture kind of a fuzzy concept that is always changing? Yes, and because its elements are so deeply familiar and obvious to us we often don't recognize them as contributing to “culture” at all.

Yet culture is another important system when it comes to understanding design because it deals with the relationships we build between each other, our things, our routines, our view of the the world, and our beliefs. Anthropologist Clifford Geertz defined culture as consisting of “Webs of significance that man himself has spun...and the analysis of it [should] be not an experimental science in search of law, but an interpretive one in search of meaning.” Asking simple questions about obvious things can lead to unexpected answers and rich insights. 

A designer can reflect on these insights and use them to influence certain nuances in their designs. For example, using the metadata associated with a cancer patient's medical record number, such as appointments, schedules, maps, and customized directions of the hospital, adds meaning to a simple and common interaction at a hospital—getting directions. Placing a pathway on the ground to follow enables those same patients, who might often be self-conscious of their bald heads after treatment, to navigate very social environments without having to process the stares of other visitors. 

3. Defining context

Context includes the physical and virtual settings that behavior occurs in and that culture shapes and emerges from. Identifying touch points - the decisive moments where a customer and a business intersect - is an important part of defining context. Using our hospital visit example, the designer and the larger design team (including the client if possible) can learn about context by watching the patient go through a process to see what happens, where it happens, and how they cope. By being a participant-observer, or seeing it all in pictures or video “from the field,” a designer can gain a first-hand understanding of the real context for his or her work instead of designing from a distance.

4. Setting focus

Ill-defined problems, short project schedules, and a lack of patience are common conditions in design, and these can often lead to poor solutions. Doing research demands being comfortable with ambiguity in the early stages of a project in order to attain eventual clarity. This usually occurs through a process of synthesis—cutting the raw data down to size to find patterns and themes. It is this clarity that can enable a designer to focus on the right part of the problem at the right time in the right way. “But what should we focus on?” is one of the most common questions in the business. Even the legendary Charles Eames expressed a similar sentiment when asked about the boundaries of design. He responded, “What are the boundaries of problems?” 

Design research is not “a science” and is not necessarily “scientific.” It gives designers and clients a much more nuanced understanding of the people for whom they design while providing knowledge that addresses some of the most fundamental questions we face throughout the process. What is the correct product or service to design? What characteristics should it have, and is it working as intended? “The research” won't necessarily provide cold hard answers. But it will generate some good and feasible ideas.

(This article first appeared on The Atlantic in May 2011)

May 28, 2011 in Objects and Tools | Permalink