Advanced Design Tools
Advanced Design Tools
Advanced Design Tools
DESIGN
METHODS
for successful innovation
Design United
Design United is the platform for Dutch Research in Design of the 3TU
Industrial Design programmes. It combines the academic power of the field
of Industrial Design and strengthens the innovative force of Dutch industry.
During the last forty years, the young field of Industrial Design has
developed into an academic design discipline which combines knowledge
from a wide range of fields and places the user at the centre of the design
process. The designer no longer focuses exclusively on the quality of
the interaction between user and product: increasingly, designers are
confronted with the design of complex systems comprising many products
and services. Given the increasing complexity of social issues, designers
play a vital and central role in design driven innovation. This requires
knowledge: methodology, tools and new concepts concerning users,
technology and business aspects.
By bringing dierent disciplines together, Design United is improving the
overall quality of research. Education and supervision of PhD students
is harmonized, knowledge management is organised and large research
projects are jointly initiated and carried out.
By involving the professional field and incorporating social issues in the
research programme, the products of research are much better aligned
with current industry reqirements. Two-way communication with industry
also strongly contributes to the opening up of design knowledge.
Design United has initiated the following activities:
)!
x
examples of running and finished research projects, through the
webportal and publications;
)
!
societal, industrial and scientific partners;
'
!
!
industry and designers through events like symposia and round-table
discussions;
'
*
United research programmes.
ADVANCED
DESIGN
METHODS
for successful innovation
)
(
Elke den Ouden
Rick Schierstein
Frido Smulders
Mascha van der Voort
Acknowledgements
Cees de Bont
Hong Kong
This book has the simple and straightforward aim of helping organisations
adopt advanced design methods, thereby making them better equipped to
deal with dynamic environments. As a hidden agenda, the authors and editors
would like to stimulate interaction between academics and practitioners. After
all, thats Design Uniteds mission. This should lead to greater insights into the
actual implementation of advanced design methods and to more intensive
collaboration when defining research challenges and developing new research
methods in the future.
Many individuals and organisations have contributed to this book. I am
grateful to the reading committee of practitioners, who advised us on the
selection of methods and on how to describe them in this book. They helped
make this book attractive and useful for their colleagues in the fields of
product development and innovation management. They were always eager to
remind the academic authors of what practitioners really do!
Furthermore, a scientific editorial committee with representatives from the
three technical universities, consisting of Frido Smulders and Rick Schierstein
(Delft University of Technology), Mascha van der Voort (University of Twente)
and Elke den Ouden (Eindhoven University of Technology) was instrumental
throughout the process in discussing the contents of the book and selecting
and briefing the authors. It was a real pleasure to work together with all of
you in the making of this book. The collaboration between academics from the
dierent universities felt completely natural.
Cees de Bont
Hong Kong
Content
PART 1
introduction
11
12
Value creation on
three levels
21
user-centric
design methods
02 Capturing use:
user involvement and
participatory design
03 Exploring future use:
scenario-based design
PART 2
30
organisation-centric
design methods
06 Brand-driven
innovation
PART 3
116
118
32
56
78
94
07 Mirroring: the
boundary spanning
practice of designers
144
society-centric
design methods
08 Creating meaningful
innovations: the value
framework
09 Designing new
ecosystems:
the value flow model
164
166
186
epilogue
10 Design Research:
purpose, dynamics
and progress
208
210
References
236
Colophon
247
introduction
12
01.
Advanced Design Methods
Authors
)
(x,
Introduction
15
16
"
w'
conferences in design are becoming more mature, for example
/)+*
x*
+x
3
)+x
/'
*
x
) . /x !w3";*
projects in design and many scientific publications report on
the development of new design methods.
In the field of design, the Netherlands is a much respected
country, comparable to other leading countries like Italy,
, x51x*x! x5'x1 !w
TU Delft has been an established and internationally
renowned design institute for many years; in the last ten years
the technical universities of Eindhoven and Twente have also
started to contribute to design education and design research.
The three Dutch academic industrial design faculties have
been extremely active at international design conferences and
have produced many papers for the international academic
community. By selecting the most promising, well-researched
methods from these three Dutch institutes, this book presents
the outcomes of more than a hundred man-years of academic
design research and about sixty man-years of strategic design
consultancy.
'
x
"
x
from the faculty of Industrial Design Engineering in Delft, the
oldest and largest academic design school in the Netherlands,
have become more active in the field of strategic design
and innovation consultancy, specifically investigating and
developing new methodologies to be applied in these areas.
Some of these methods have also been integrated into the
w'
tradition, design schools have adopted the textbook on design
!" +
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of industrial design engineering are trained to apply design
w'
;
*
"
5
"
of Twente. In addition to the students, practitioners have
started to recognize the practical value of design methods.
This stimulated teaching sta at TU Delft to develop the
Delft Design Guide. It covers a large collection of methods
taken from design practice, design teaching and from the
literature. By teaching these methods over many years, better
classifications, better instructions and better examples have
been developed. The Delft Design Guide is a practical guide for
both students and practitioners.
Whereas the Delft Design Guide aims to give a complete
overview of the basic methods relevant to all phases of
the product development process, the purpose of this
book is to make practitioners in product development
and in innovation management aware of recent academic
research that has resulted in advanced design tools and
methods. This book neither aims to be complete in covering
all advanced design methods, nor in covering all phases of
the product development process. It, instead, reflects the
strategic repositioning towards the fuzzy-front end of product
development of the research programme that has been
17
running in the
Netherlands
over the
last decade:
Integrated
; )
and Realization,
"'
42w
formed the cornerstone for the scientific research
*
)/;
was initiated by the three entities of industrial design at
the three technical universities in Delft, Eindhoven, Twente
*
' "+ w
The methods presented in this book are taken from
these three faculties of industrial design and together
they represent an important state-of-the-art overview of
advanced design methods developed by design researchers
and design consultants in the Netherlands. The methods
are not described in the traditional scientific sense,
they are richly illustrated with examples to facilitate the
adoption and use of these methods in practice.
We focus on research methods that have been
investigated, developed and tested in industry by
researchers and senior members of sta working at the
three design faculties. This underlines the collaboration
between the three Universities of Technology in the
4
t5
"
*
United, which is a platform for interaction between these
design schools and industry.
18
product
'
the Netherlands in the mid-sixties of the twentieth century,
the main focus of design was to support the industry in
developing products. In those days, households adopted many
user
product
19
"
x
x
'x
starting with the iPod and iTunes.
20
Not just the experience of using, but also that of being seen
with a particular branded product, which is all about the
expressive quality of brands, started to play a major role in
purchasing decisions. The brands of the products and services
enabled people to demonstrate to which social group they
! w(
to become very popular in academic research on marketing
ww1xuut
x
much later at some design schools. Some leading brands like
Gucci, BMW and Bang and Olufsen successfully made the
experience of possessing and using their products part of
their brand identities. Many companies maintain a portfolio
ww5w
activities are geared towards distinctive brand experiences
that strengthen brand identities. Design methods are applied
to support organisations in managing these brand portfolios.
Through advances in technology, products became more
intelligent. This helped to generate exciting user experiences,
but also confronted consumers with diculties in using these
advanced products. It became more dicult to anticipate
organisation
user
product
!
! "
w
So designers were challenged to help out in reducing these
uncertainties when developing new products, and to support
decision-making in the development process in order to avoid
user complaints later on. Many dierent professionals take
part in the development of intelligent products. In particular,
!!w
This increased technical and organisational complexity led
/
! x) (x
groups of consumers are only recently progressing to a
financial situation in which they can aord luxury products
and brands. In societies that have already been auent
for years, two dominant dynamics came into play at the
beginning of this century. The first is that new values started
to become important, such as authenticity and responsibility.
Design for sustainability, a theme which has been in
existence for many years, has really grown in importance,
and has grown beyond the notion of environmental-friendly
products. Many companies adopted a societal perspective that
incorporates the ecological footprint of products and services.
Value for society is about collective values, beyond those of
specific individuals or organisations. Increasingly, for-profit
organisations are in the process of supporting societal values
above and beyond merely generating income and maximising
profit. This new orientation is of growing relevancy to
attract and keep talented sta and to be successful in the
marketplace. Even in highly materialistic societies like Dubai
.1x
universities, art, hospitals, etc. There is an increasing worldwide trend that consumers require commercial organisations
to engage with their social and physical environment in a
dierent way, one that goes beyond paying mere lip-service to
)
"w
The second dynamic is related to the sharp changes of the
world economy caused by the faster pace of change and the
21
model design for business model design, e.g. Ostewalder &
; uuw
society
organisation
user
product
w'!
to be necessary to remain a leading organisation, often
combining development and manufacturing of products
22
x
xww/
benefits to many, but it also requires those aected by
these new procedures to consider new ways of working and
collaborating.
)
" !"
have an impact on what designers do and are expected to do.
Designers increasingly not only set out to create new products
and services, but they also want to have an impact on human
behaviour (e.g. in relation to fitness and exercise and to
!(!xuu#
showing that design thinking has much to oer in relation
to this wider perspective on design. Design academics and
design consultants work hard to develop advanced tools,
methods and approaches to support organisations when
dealing with these new and additional complexities. In
this way they help them define new opportunities and stay
valuable and relevant in their business. Examples of methods
and approaches are: design for society, multi-stakeholder
analysis and collaborative design.
To summarise, we have seen the field of design moving from
!
"
!
disregarding the first ones. For contemporary design, all foci
are equally important. It can be stated that organisationcentric design incorporates user-centric design and that
society centric design incorporates both user-centric and
organisation-centric design, considering design as a process of
value creation that overarches all these former perspectives.
product
user
product
organisation
user
product
society
organisation
user
product
23
!
w
24
How to continue?
Further reading
;xw 1w+
wuu$wDesign
Integrations, Research and Collaboration.)v/x
5
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1 x6wuw101 Design Methods: A Structured Approach
for Driving Innovation in your Company. John Wiley and
Sons, Inc.
2 x0w wuwDesigning for Growth: A
Design Thinking Tool Kit for Managers. 4!9v)
Business School.
+x'wwx3w(x+w2
3w 6x
uProduct Design, Eleven International Publishing
(x'w-w)wx* x0w0wx:
0w0w3w
xww'w
wutxDelft Design Guide.
'
v(/;
w
PART 1
PART 2
PART 3
User
centric
Organisation
centric
Society
centric
25
PART 1 User
designers. This chapter discusses the various forms of,
and the tools needed to achieve this close collaboration
and make the user perspective of value for the design
process.
26
x
!
product including the experiences it will evoke in use.
The usability chapter is the final chapter in this cluster. It
explicitly focuses on how to incorporate usability-related
decision-making in the entire product development
process. The chapter makes clear that this focus not only
aects the designers, but also requires the organisation
to adopt an integrated usability-centred approach. It
addresses the major challenges product development
teams and their organisations encounter with respect to
addressing usability issues. The method presented here is
a comprehensive approach that covers the planning, the
decision-making and tools selection. By including a focus
on organisational decision making, this chapter already
clearly touches upon aspects of organisation-centric value
creation.
27
PART 2 Organisation
of organisations; they seek innovations that help them
to achieve the goals and objectives that are in line with
their values. For-profit companies strive for other values
than not-for-profit organisations. Some organsiations
5
* '"
!
;
!. )
2
"
w
The brands are the engines generating revenue and profit
for the commercial organisations.
Many organisational entities (marketing, finance,
xwx"
by external organisations, collaborate in generating
28
x
based on the understanding that, in order to innovate
meaningfully and sustainably, organisations need a
deeply rooted and shared vision. This chapter shows how
visions are created and how they become actionable.
It paves the way to working across organisational and
disciplinary silos. The chapter shows that the brand
of the firm can be a valuable internal driver instead of
simply being an external messenger. Transferring the
brand into a driving factor for innovation requires two
nested sets of complementary activities: inside out
w)
relationships between the organisation and its customers
explicit. In fact, brand-driven innovation combines a
user-centric approach with the values of the organisation
and those that are delivered through its brands. Only
through a true understanding of customer motivation
related to a brand, can its values and promises be created
;)sx
Mirroring as a method for designers to improve spanning
disciplinary, hierarchical and organisational boundaries
4!; *4;*w4;*
complex products requires many dierent actors to work
together in order to be able to create a new and complex
product. Mirroring, in other words, supports the process
of creating a better understanding of the constraints and
abilities of other disciplines, and facilitates the team to
think collectively when solving design problems.
29
PART 3 Society
30
)#
of creating meaningful innovations by considering
innovations as being social in nature as they aect
a much larger number of stakeholders than just the
consumer. This perspective requires all these stakeholders
dierent elements of value creation together. The chapter
proposes a value framework that helps to reduce the
increased wickedness of such collaborations by explicitly
addressing societal, economic and user challenges.
The value framework therefore integrates views from
economy, ecology, psychology and sociology. The use of the
framework in workshops facilitates the process of creating
shared value. This chapter describes methods based on:
user value perspective, organisational value perspective
and societal value perspective.
)$
socially balanced innovations by addressing the process of
designing whilst being part of the ecosystem. The chapter
discusses the challenge of addressing the complexity
of designing new ecosystems. While the first chapter in
this third section discusses the creation of meaningful
innovation, the second chapter discusses the complexity
of the design process in collaboration with all the
stakeholders that represent the ecosystem.
7
)u"
developments in the field of design methods. In this
chapter we classify dierent types of academic design
research and discuss how we as academics set our agenda
for scientific research. This final chapter also provides a
sneak preview into future publications.
31
PART 1
user-centric
design methods
02.
Capturing use: user involvement
and participatory design
Authors
Jos Thalen, Julia Garde
Introduction
35
Challenge
5)*
"!
properties, namely the design activities they support, and
the role end-users play during these activities. The diagram
in figure 1 uses these properties to illustrate the position
of active user involvement and participatory design within
5)*
w
project phases in which the methods can be used. The
vertical axis outlines the intended level of user involvement
achieved with each method.
36
co-design
with
the user
case 1
context
mapping
case 2
participatory design
usability
testing
by
the user
active user involvement
ethnographic
research
for
the user
user centred design
analysis
design
evaluation
project phase
FIGURE 1
37
"
5)*
v
38
Method
The field of active user involvement is too broad to be
w'
methods cover dierent parts of the spectrum, each with
its own focus or interpretation of active user involvement
"
1
(x$$#w
following characteristics can be used to dierentiate between
the various methods.
The type of stakeholders involved (e.g. customers, end
The project activity in which stakeholders are involved.
Involvement can be limited to a specific activity phase
"
x
x
project.
39
and analyse their current product use and use context and,
subsequently, let them conceptualise and reflect on future
use situations. In order for end users to share their tacit
and practical knowledge with a design team eectively and
eciently, an appropriate means of communication has to
w.!x !
multi-disciplinary design team is challenging for both sides.
While designers and engineers are trained to communicate
and work in a multi-disciplinary environment, users are
usually not. Therefore, it is dicult for members of the
design team to find the right questions for prospective users
and formulate them in a way that the answers reveal useful
design information, as end-users are typically not able to
translate their current habits and routines into concrete user
requirements or new design opportunities.
Furthermore, many active user involvement methods provide
"
-
x$#$w
( "
""
objects that are common enough for all the participants from
w "
objects thereby improve the communication in a group,
circumventing the need to uncover and discuss the meaning
the objects have to each individual. By using boundary objects,
participants can communicate with each other while each
40
Card sorting
'
"
w)
!
with card sets that depict or describe product features or
tasks. Groups of users are asked to organise or sort these
cards in predefined or self-chosen categories. By doing this,
users provide the design team with insights into the way
they organise aspects of the use situations or features of
the product (figure 2). The design team can then react by
!"
4
x$$w
Task analysis
Task analysis techniques are used as an analysis tool for
FIGURE 2
requirements
FIGURE 3
Toys can be used to act out scenarios. Here Lego figures are placed
41
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!
material.
'
!
!"
x
ww
7xuuw
choice of building blocks to enable users to easily build
representations of products that ideally support their needs.
FIGURE 4
ww
w5
"
figures in order to play out situations instead of playing them
out by themselves. These figures are physical, symbolic
representations that allow a person to move back and forth
! ! ! 5
uuxw#sw, x"!
"
-
x$#$
"
elements make it easy to exchange information between
domains and anticipate the use situation.
42
Scenarios
'
the use of scenarios. Scenarios are rich descriptions of use
situations containing one or more actors, their goals, the
x!
place, the actions an actor takes and the events he or she
!
)
tv
w
x "
users, provide a realistic and concrete use context which
users themselves can utilize to evaluate design concepts.
They can be documented by written stories or by the use of
storyboards. Users can be involved in scenario techniques
by letting them create the scenarios, by consulting them
to verify scenarios created by another party, or by acting
w'
!
FIGURE 5
43
Cases
In the following sections we present two case studies that
illustrate dierent methods of active user involvement in
early stages of the development process. In the first case
study, forty participants were selected to represent the
larger group of prospective users. The group played an active
role in generative design activities, thereby making this a
participatory design project. In the second case study, endusers evaluated product concepts at a very early concept
testing phase, by acting out future use scenarios in a virtual
environment.
CASE 1
Participatory Design using a Miniature
Environment Tool
Aim
This project was performed for a large regional Dutch hospital
=u
!
w
challenge was that the new building only has single rooms,
while in the current hospital patients are cared for in one, two,
and four person rooms. This will be the first exclusively single
room hospital in the Netherlands, so there is no precursor to
learn from. This change will have major consequences for the
"! w3x
of hospital visits and catering will change dramatically and
the hospital management would like to have a nearly paperfree hospital, including digital patient records. Generally,
digital technology will play an important role and will be
used to track people and material. The major changes that
lie in store for the hospital imply that the way nurses and
ward assistants work and the use of materials must also
change. The envisioned changes and associated challenges of
44
45
.!x
!
allow for planning the logistics of people and material, and
might, due to its high level of abstraction, not stimulate
the participants to consider all aspects of work. Therefore,
a miniature environment game component was added. The
miniature environment provides a hands-on experience
FIGURE 7
participants engaging in
FIGURE 9
FIGURE 8
task flow
46
47
problem cards prepared by the project management team
in advance (figure 9). The cards described possible problem
scenarios and participants were asked to discuss their
resolution in the context of the invented procedure and
products.
Results
'
"
x
soon became absorbed in the development of the task flow
and the accompanying requirements. The results of the
workshops comprised:
new task flows for the nurses
the definition of product requirements for hard &
48
w
x
and the current state of the plans for the new hospital.
w.!x!!!
!
hierarchy, placing the dierent users and stakeholders
in one group can be tricky. Taking turns and assigning
clear roles can prevent over-participation from those
"w
Providing the participants with a structured game and
an assignment gets them engaged and helps them
work towards solutions. In this way loose, unfocused
discussions are mostly avoided.
49
CASE 2
Facilitating User Involvement
through Virtual Reality
This second case study was carried out for a company
involved in the design and development of printing systems
for the professional market. Though the end-users of this
product are typically trained printer operators, designing an
appropriate user interface is challenging, both because of
the technical complexity of the machines, and because of
the various use contexts in which the products are used. The
use context influences the interaction between the operator
and the printer; ambient noise may distract the operator, or
the operator may be involved in other tasks than printing.
FIGURE 10
"
!6 "6
can provide a flexible and realistic use context. VR
technologies create an alternative reality in which worlds,
objects and characters can be experienced that may not
""w
physical product prototypes, end-users can experience
virtual prototypes and provide designers with insights and
product improvements at an early stage of development.
Furthermore, the use context provided by the virtual
environment is flexible (it can be adapted to match the use
x
!
x
and realistic.
the
real printshop
(left) and the
virtual printshop
(right)
50
FIGURE 11
three paper tray design alternatives that were evaluated in the virtual environment
51
1
2
FIGURE 12
photo shows the virtual environment (1) and the designers controlling it (2)
52
53
Generation, evaluation and optimisation of task flows Both methods are applicable to design projects that
look into the generation, evaluation and optimisation
of task flows. The tools enable end-users to explain
how dierent locations, tasks, events and stakeholders
54
!!w.!x
be found in the lay-out and the development of task
!
x
libraries. The impact of active user involvement extends
"
w'
at the end of this chapter.
support.
'
when applying active user involvement are:
Finding willing users - In design projects without a predefined group of actual future product users, it can be
dicult to find willing participants. In these cases the
researcher probably has to decide on whether and how
to compensate participants for their engagement. If
participants are actual future users, they will profit simply
by improving the product, and sometimes the experience
of participating itself is set up to make it worthwhile,
but otherwise some kind of reward might be necessary.
.!x!!
!
x
motivation might change towards extrinsic motivation
and thus the extent of their engagement might suer.
55
Key insights
Users can be actively involved at various stages of the
56
How to continue?
Further reading
For further information on user involvement and participatory
design in the development process of products and services,
we recommend the following publications:
( x1wx,w1
0w
uuwParticipatory
IT Design. Designing for Business and Workplace Realities.
) x3
v3/;
w
x+w(w4wx+w( w( uuw
'Framework for Organizing the Tools and Techniques of
Participatory Design. In: Proceedings of the 11th Biennial
;"*
)xw$$#w" "x
'
v')3w
x0w
xwuwRoutledge
International Handbook of Participatory Design. London:
Taylor & Francis.
Websites
!!!ww
"
,5
) *
6 "x
+;'
!!!w
"w
!!!w
w
57
03.
Exploring future use:
scenario based design
Authors
Mieke van der Bijl-Brouwer, Mascha van der Voort
Introduction
59
60
Challenge
5
"
characteristics as well as the situation in which a product is
w'
"
valid result than prototype testing, its flexibility allows for
early and quick explorations of future use practice. Therefore,
w'
x
they serve as a valuable addition to prototype testing.
'
about how products should be used is often cumbersome,
particularly in large, multi-disciplinary design teams. Usability
experts tend to present their findings regarding user data
knowledge or background, they can serve as a common
w"
x
with users within the design team as well as with external
stakeholders.
Method
What is a scenario?
The use of the word scenario originates from the Commedia
dellarte in which the scenario was an outline of the play that
was literally pinned to the back of the scenery. In general, the
term is used to refer to an imagined course of action, event
or situation. In the context of design, a scenario is an explicit
description of the hypothetical use of a product or service.
Such an explicit representation of product use can involve
a narrative, storyboard, animation, role-play or any other
representation that shows the interaction between a specific
user and a specific product in a specific context of use. Just
as a sketch represents a possible future product, a scenario
can be considered as a sketch of possible use. The scenarios
that we refer to in this chapter should not be confused
with the macro scenarios which form the basis of scenario
61
persons
)
uuw"
(figure 1), consisting of
an actor with a certain goal with regard to a certain product
in a setting. The setting consists of all context aspects
that can potentially influence the interaction, such as the
physical environment, and objects and individuals within that
environment. For example, the starting state of a scenario
"
0
setting
w
goal
environment
setting
setting
goal
goal
product
actor
actor
product
actions
service
service
objects
& tools
persons
persons
setting
goal
actor
FIGURE 2
the plot of the scenario unfolds when the user performs actions
issue
or other triggers,
and when events occur such as changes in the setting.
goal
product
actions
62
events
objects
& tools
user experiences that should be improved or retained, to
w'
presentation microphone that is easy to attach to dierent
types of clothing. Thus, the scenario presented here with its
"
the product or service to be designed.
"4
$$ux!
environment
dierent purposes and sources of inspiration for using
scenarios below.
setting
Purposes ofgoal
scenarios in product and service design
Scenarios can be used for dierent purposes during the design
product
actor
process:
actions
service
'
issue
actor
setting
issue
goal
product
actions
service
persons
events
objects
& tools
environment
FIGURE 3
when deciding how to (re) design a product, for example with regard to
improving usability or user experiences
service
persons
objects
& tools
environment
environment
FIGURE 1
events
attach the transmitter to her dress. Since this does not work,
she puts the transmitter on the table in front of her. She then
w'
"
w
organiser asks her if she has any questions about the device
w70
!
how to attach the transmitter, she finds out that the whole
audience can hear what she is saying because the microphone
has already been turned on. She then tries to find the mute
!w
& tools
product
actions
service
persons
events
objects
& tools
63
ideas. When the aim is to create valid scenarios, such as when
the scenario is used as a frame of reference for evaluations,
the scenarios should be based more heavily on empirical
w.!x!
x
evidence is less required.
/
" w'!
implies that the actions of the user to control the product
can also change. Future actions will therefore often depend
64
w.!x
in evaluating or even creating future scenarios will help to
ensure the validity of the actions. The other elements of the
future scenario will often remain the same when the scenario
considers a redesign of an existing product (incremental
w7
!x
no current solutions exist, the other elements will be more
dicult to analyse and one should be careful in making
assumptions about these elements. Early prototype testing in
the field is then necessary to investigate the appropriateness
of the solution for the assumed future use situation. If the
product is to be introduced in the distant future, it is also
necessary to make an analysis of trends which might influence
wwx6 . uu
.
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Scenario types
We can distinguish dierent scenario types with regard to
their content. The scenario of the presentation microphone
mentioned in the example above, is a description depicting
the current use of a presentation microphone. This type
w
"
w
These scenarios are mostly used as a frame of reference for
evaluating solutions.
'
x!
means it describes the interaction between a user in a certain
setting and a new design proposal for a product. The level of
detail of the scenario depends on the level of detail of the
design proposal. The scenario therefore gradually develops
!
w,
scenarios can be represented as ideal future scenarios
when they are used to communicate the envisioned use of
a design proposal, for example to the client. They should be
"
!
!
which other eects the new solution might introduce in
critical situations. By only using ideal scenarios or rosy
x
' 6 6uu#w
The diversity of actual and possible uses may often result
w'
representation regarding the variability of probable future use
situations allows designers to reflect on these use situations.
.!x!!"
communication and overcomplicate the design process.
Therefore, it is useful to select the most relevant scenarios
from the pile of scenarios that have already been created.
This is particularly true when scenarios are used as a frame of
w/!)
$$$x!
x
"
x
w
!
or fail in its ability to handle frequent use and necessary cases,
whereas edge case scenarios represent the interactions that
are neither necessary nor frequent and that do not require
careful design. Frequent scenarios form the primary uses
that will occur, typically with the greatest frequency. For the
presentation microphone, frequent use will include putting
on the headset by a presenter such as Julie, turning on the
device and talking through the microphone. Necessary use
scenarios include all actions that must be performed in order
for the product to be eective, but which are not performed
uuw
refined together with the solution. Scenarios provide a means
!
w
flexibility of a scenario allows for easy adjustment, just like a
sketch of the solution. Furthermore, the concreteness of the
scenario stimulates thinking about what might happen when
a certain solution is introduced to dierent use situations.
Role-playing and scenario games
Scenario thinking can be executed simply as a writing
exercise by filling in the dierent scenario elements based on
assumptions, and imagining how they could come together in
w.!x
enhance this creative process, including role-playing and
65
"
x!
!
w
FIGURE 4
66
FIGURE 5
FIGURE 6
67
schematic overview
scenario
validation
scenario
generation
user
involvement
scenario
elements
assumed
current scenarios
user
involvement
validated
current scenarios
idea and
scenario
generation
scenario
validation
assumed
future scenarios
validated
current scenarios
user
involvement
validated
future scenarios
schematic overview
individual
analysis
techniques
be composed by involving
users directly in the scenario
generation process
participatory
scenario
generation
user
involvement
scenario
elements
explanation of icons
current scenario generation
individual current
elements of a scenario
(user, goal, setting,
actions, events, product)
68
individual
analysis
techniques
set of integrated
current scenarios
without use issues
user
involvement
validated
current & future scenarios
set of validated
current scenarios
with use issues
individual
future elements
of a scenario
set of integrated
future scenarios
without use issues
set of validated
future scenarios
with use issues
69
the scenario issues/ qualities (see figure 7). The latter implies
that end-users or other stakeholders are asked about the
order to decide which direction to pursue in regard to the
w) "
users read or look at the scenarios and asking them for their
opinions in an interview or survey.
Indirect participatory scenario generation can also be used
to evaluate proposals for solutions with users. Designers
create these future use scenarios by means of integrating
solution proposals into the confirmed current scenarios,
such as the situation described previously in the section on
w
!
end-users to discuss the probability and desirability of the
future use scenario (see figure 7). Naturally, prototyping and
user testing are necessary in order to gain more reliable
"
w.!x
early design phases, this scenario approach is an ecient
way of obtaining user feedback on a large variety of possible
scenarios.
Participatory scenario generation
In the above-mentioned approach, users are passively
involved so that the scenarios created by the design
team can be confirmed. This approach may need multiple
iterations if scenarios turn out to be unlikely or undesirable.
'"
actively in the generation of scenarios. This can be aimed at
both current and future scenarios (figure 8). When creating
future scenarios, the approach may be considered as a form
"
)5
70
in a role-play or a game-like setting comparable to the
scenario explorations used by designers, as discussed in
the previous section. In a role-play, users act out either a
current or desired scenario in a real or simulated setting.
In a game, a miniature environment can be used in which
users walk through a defined scenario with figurines.
General remarks regarding evaluative scenarios
In the previous section, we discussed the dierent ways
of obtaining valid scenarios that can be used to evaluate
solutions. Naturally, these dierent approaches can be
w'"
might lead to producing initial ideas for a solution which,
in turn, could be further elaborated on by the designers
w'
might then be necessary in order to evaluate the use of the
detailed solutions. In this way, the scenarios evolve in an
iterative process.
Cases
In the following section we present two cases in order to
!
w)
of scenarios as a thinking tool to explore possible uses.
)
!
!
communication tool.
71
CASE 1
The compact photo camera
This first case illustrates the application of scenarios to
w
When applying the Envisioning Use Technique to a design
case, the following use scenario was explored.
/
!
x
the participants shared the story that he liked to take
pictures of his girlfriend and himself including a specific
object of interest, for example the Statue of Liberty while
4!9)"w. "
!"
w
!
!
step of the workshop: the role-play. They used an existing
type of compact camera to play the scenario. Figure 9
shows this role-play in which one of the participants
acts as the Statue of Liberty to represent the setting. The
!
w)
FIGURE 10
FIGURE 9
72
Results of the
73
CASE 2
Bartender client communication
!
w'
important positive issue is that bartenders like the social
aspects of communicating with clients and do not want to
have it replaced by an automated system. Furthermore, they
visited a number of bars to observe this communication
x
current means of communicating. They combined these
insights with their own experiences as bar visitors to generate
w'
shown below.
user
chararacteristics
interviews
goal
events
observation
product
setting
user
involvement
FIGURE 11
self
experience
chararacteristics
goal
goal
events
product
scenario
elements
scenario
validation
events
product
setting
setting
actions
actions
assumed
current scenarios
user
involvement
validated
current scenarios
assumed
current scenarios
user
user
chararacteristics
actions
scenario
generation
roleplaying
concept
generation
user
user
goal
events
product
scenario
generation
roleplaying
setting
'*6'4)+**+/-43+.*for successful
innovation
concept
actions
generation
chararacteristics
goal
goal
product
user
chararacteristics
goal
goal
events
product
scenario
validation
events
product
setting
setting
actions
actions
assumed
future scenarios
user
involvement
validated
future scenarios
with use cues
user
chararacteristics
events
involvement
chararacteristics
chararacteristics
74
scenario
generation
scenario
elements
scenario
validation
events
product
setting
setting
actions
actions
75
!
accepted by the bartenders for this critical scenario.
w.!x
problems that were anticipated by the designers with this
FIGURE 12
designers explore
76
77
!
comes to imagining desired future use and reflecting on the
consequences of design proposals for products and services.
Furthermore, scenarios are very easy to understand. This
enables scenarios to be used as a communication tool in
the process of evaluating product and service solutions with
dierent stakeholders. The simplicity of creating scenarios
makes it a relatively easy technique to apply in product
w.!x
requires an investment with regard to studying the dierent
w' "
that endless scenarios can be imagined and too much time
w.!x
focus can be achieved by targeting specific user groups, goals
and use situations based on the criticality and frequency of
the defined use scenarios. Working with scenarios confronts
design teams with the uncertainty that is inherently part of
user-centred design. Nevertheless, it is better to be aware of
this uncertainty and to have the opportunity to share it, than
to ignore it.
Key insights
In scenario-based design, product use is made explicit in
scenarios to allow for the communication, exploration and
evaluation of the eects a solution will have on the future
use of products and services.
78
How to continue?
Further reading
'
"
"
organise a half-day Envisioning Use Workshop at the start of
or half way through a current product development project.
The Envisioning Use workshop manual (van der Bijl - Brouwer,
3wxw(
xwu
!
this kind of workshop. You can download this manual at www.
designforusability.org/results/methods-tools.
For further information on the application of scenarios in
product and service design we recommend the following
publications:
x3w(w 0w3w)uuwUsability
Engineering: scenario-based development of human-computer
interaction. Morgan Kaufmann.
'x/w 3w6 6uu#wClassifying
Scenarios in a Product Design Process: a study towards semiautomated scenario generation. Proceedings of the 18th
)/;*
)uu#w+
x4
w
(( !x3w 3w)w 6uu$w
79
04.
Designing for user experiences:
contributions from contextmapping
Authors
Rick Schierstein, Froukje Sleeswijk Visser
Introduction
81
during your work. Even within these categories, designers can try
Do you want users to relax in a cocoon that makes them feel totally
protected, so that they can fall asleep? Or, do you want them to
sitting for a while? Or, do you want them to relax so that they get
addition, the time before and after an event may change the
What is an experience?
reflecting on the event may still change its experience (e.g., Law
wxuu$w
'
and cannot be observed directly, we can obtain information on
x x "
wwx
xx
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2!wxuu$w
x
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x:xuu$
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xuu#
6"
6xuu=v
wxuw,
x
Challenge
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/ "
!"
w.x
'
"
"x
have to oer: whether they want you to relax, whether they want
simultaneously.
!
82
or evoked by a design
83
'
"
wwx) wxuuw.!x
"
"
w.x
Understand the
users concerns
Explore current userproduct interactions
Assess current
user experiences
Explore a given
target experience
Method
for a specific context and may subtly vary in character over time.
understand
Conceive of the
future context
+
'
"
6
xuu$w("
design for and understanding how design can evoke that desired
navigate through the terrain of user experience: the map does not
wxuuw
Design for
Experience
Explore product
character associations
Ingredients
create
Explore sensory
product qualities
Create user-product
interaction scenarios
Build experiental
models
envision
Evaluate the
user experiences
researchers and these data are then shared with the design team.
w*
x.
u
)
ensure a good fit between the design and the use of a product in
FIGURE 1
" "
w""x
!
International)
84
85
"
w
"
)
!
x
x
is the period before the actual sessions take place with users.
combinations.
w"
activities that help designers make the transition from design
intention to product design. Some of these ingredients focus
Contextmapping
)
x
)
)
"
only involve phones that are in use. The stories may also describe
ingredients are used, the order in which they are used, and
w)!
quite intensive and personal. With generative techniques, people
are invited, encouraged and stimulated to document parts of
their own lives and experiences. People are often unaware of
many aspects that influence their experience, and through these
techniques they are stimulated to reflect in order to become
?!?
wor k
book
new
conc
ept
preparation
sensitization
sessions
analysis
sharing
conceptualisation
Procedure
collecting
using
FIGURE 2
86
FIGURE 3
87
tx
participants are asked to explain their creations to the designers
and/or researchers and other users and stakeholders, if present.
CASE
Healing hospital environment
w'!
!
analysed, resulting in four design considerations:
88
89
FIGURE 5
Design process
The conclusions from the contextmapping study were used as
guidelines in the design phase. In addition, several ingredients
from the experience-driven design approach were used in the
'
select an intended user experience. Because a relaxed
patient is easier to treat for a surgeon and is more likely to
make a quicker recovery, it was decided to create a relaxing
experience for the patients. In addition, the units should
communicate the quality of the hospital: patients should have
the feeling that they are in good hands and that they are being
treated by high-quality professionals.
The contextmapping study provided valuable insights into a
w,
x
to feel familiar in an unfamiliar environment was used in
v
"
product qualities of the design were explored extensively. For
instance, music was found to create desirable distraction as
long as it did not annoy other patients. In the final design,
music was provided through a sound pillow, which can
90
91
FIGURE 6
92
93
xuw
'
x
"
w)
"
some results are quite obvious, but this is also the strength
of the method: by carefully studying every aspect of day-today user-product interactions, all aspects that are relevant to
w' ""
x
our experience teaches us that companies tend to overlook
some of these basic qualities of their product oerings and,
"x
w
)
!
competitive advantage in the consumer markets.
94
Key insights
User experiences can form the starting point for
'
x
final result can be presented, and partners in a project may
How to continue?
Further reading
*
x;wx
xw+
wuwFrom floating
wheelchairs to mobile car parks: A collection of 35 experiencedriven design projects.. v+/w
.x;wx*x3w(wuwVision in design:
Handbook for innovatorsw'
v(/
w
x+w(w4w
x;w0wuwConvivial Toolbox:
Generative design for the front end of design.'
v
BIS publishers.
!6
95
05.
Organising for product usability:
a comprehensive approach
Authors
)
.x, .
x0
1 x
7
Introduction
97
to usability issues. The tools presented will help you to reveal how
usability issues are currently handled in your organisation and to
develop strategies to improve them. It introduces tools that cover
the incorporation of usability aspects during the planning and
execution of the development process and shows how these can be
implemented in an organisation. We focus on electronic consumer
products, however the tooling presented can be equally relevant and
applicable to other complex consumer products.
In-company case studies were conducted in order to gather insights
for the development of new methods and tools. The methods and
tools we describe have all been recently developed and tested.
Nonetheless, they are still in an experimental phase and have not
yet been widely adopted.
Challenge
In the past, product returns and complaints were largely due
""
w4! "
x
products are often returned by consumers that contain no
technical defects. Over time, companies have become better
98
Involving practitioners
In order to provide designers and product developers with
tools to improve the usability of products, the three Dutch
technical universities have joined forces in the Design
5
" "'
42w
aim of this programme was to improve the usability of
electronic professional and consumer products by creating
new methodologies and methods for user-centred product
development, which can be applied in practice. The
programme used a practitioner-oriented research approach,
implying that interviews were conducted with usability
practitioners and experts, in addition to exploring and
reviewing the extant literature. In addition, a major part of
the data collection was conducted through case studies in
product development practice. Furthermore, researchers
conducted feedback workshops with practitioners and verified
their interpretations and conclusions with the programme
members.
"
should not only be considered from a theoretical perspective,
99
100
"w.!x"
both barriers and enablers for the implementation of
a usability strategy. The card set Recommendations
for Usability in Practice provides further insights into
these organisational barriers and enablers. In addition,
it provides recommendation on how to deal with them.
These recommendations describe best practices for
organising the user-centred product development
process, its team and the management thereof.
5)*
w
Based on the identification of usability issues to be
x5)*1
development teams in specifying a detailed plan of
approach for a specific product development project. The
tool can be applied at the start of and throughout every
new project, in order to ensure an effective and efficient
user-centred design approach for the development
project at hand.
'
5)*1
selection of appropriate design methods and tools. The
UCDtoolbox can be both a source of inspiration and a
practical support tool during this selection activity. The
5)*
!
! "
available user-centred design methods, including easily
accessible assessments of their potential and their
limitations.
Method 1
Revealing Unawareness in
Design Practice: a workshop
The source of usability problems that we are confronted with
today can often be traced back to decisions made by those
in the organisation who are responsible (financial, quality,
xw
w*
uu=
!
w.!x"
is known about how decisions are actually made in design
practice and what influences the quality of usability-related
wx.u
theory and practice to identify these influencing factors. She
found out that the context in which the product development
activities occur (e.g., time pressure, organisational goals,
wx
w
In addition to the context, two other factors have a major
v " !
w
Uncertainty can complicate the decision-making process as
information can be limited, or the quality of decisions can be
low due to lack of understanding. This is more complicated
with issues that the organisation is unaware of. Unawareness
is probably the most important of these three factors in
practice, because it results in unforeseen usability issues.
x.
unawareness in order to identify what the designer can be
!"
!
Unawareness
Designers can be unaware of the lack of required usability
information; they may not foresee the consequences
of a decision or may underestimate the gravity of the
consequences; and they may be unaware that a decision
was made if this was done implicitly. These sources of
!
!
w.x
unawareness in decision making during product development
to reduce usability issues. Knowledge about the sources of
uncertainty and unawareness make it possible to improve the
quality of usability-related decisions, since it makes it possible
to decrease the levels of uncertainty and unawareness.
Improving the quality of usability-related decisions will, in
turn, improve product usability.
Workshop
.u !
!
"
related decisions in a design project are analysed in retrospect
in order to provide decision makers with a broader perspective
of their own practice field. In this way, designers, developers
and product managers can learn to improve their usabilityrelated decision-making in order to avoid similar mistakes in
future projects. The workshop guides the participants step by
step through the theory of usability-related decision-making,
by analysing one of their own past projects. First, participants
101
uncertainty types
sources
incomplete information
inadequate understanding
contributing
conflicting alternatives
elements
ill-structured problems
influencing
time pressure
multiple players
dynamic environments
characterising
design context
influencing
decision-making
high stakes
iterative design
sources
inadequate consideration
FIGURE 1
102
contributing
inadequate overview
fixation
(Harkema, 2012)
unawareness types
w'
x
are shared with the other participants. Because the theory
can be applied directly to a personal example, participants
can quickly understand the dierence between the underlying
factors. Subsequently, the sources that define the dierent
factors are discussed in detail.
is the first step towards improving decision-making. The
"
!
w' "
x"
can be addressed in following projects, thereby preventing
unawareness.
Workshop participants
103
Method 2
Recommendations for Usability
in Practice: a card set
In company practice, product development is only partially
determined by a prescribed process, as the skills and
attitudes of the product development team also aect
the execution of the individual steps within the process.
The properties of the organisation and the market in
which a company operates have a considerable influence
on the resources available to a development team and
the conditions they have to deal with. Furthermore, the
increasing functionality and networked character of many
new products demand collaboration between development
groups that previously were in charge of their own individual
products. This requires an integrated organisational
approach in which the focus is on the product development
process as a whole.
7
x61 uu
"
x
x
and process that contribute to or obstruct usability
w.
"1
6 xuu#"
focusing on the six roles of the actors who were considered
to influence usability the most: the product manager,
marketing specialist, industrial designer, interaction
designer, usability specialist and development engineer. In
addition, Van Kuijk investigated the interrelationships of
these factors.
104
context
company
12
project
process
usage
team
FIGURE 3
FIGURE 2
105
Category name/
icon/color
Card title
(provocative)
Visual illustration
of title
Card number
Quote from
research interviews
Summary of reasons to
and required actions/
investments
FIGURE 4
Full explanation
of recommendation,
including required nuances
References for
further reading
Workshop
In order to promote dissemination and implementation of
the recommendations and to collect feedback for future
versions, a workshop was developed in which participants
engage in a discussion about the recommendations (see
!x.!
! w""x
four to five representatives from dierent disciplines (e.g.,
interaction design, usability specialist, product manager,
"
the workshop. Before the workshop, each participant selects
his/her three most and least favourite recommendations
and provides a motivation for selecting them. These
motivations are discussed, and at the end of the workshop
the group tries to reach a consensus on what they believe
to be the three most relevant and three least relevant
recommendations. Past experiences with the workshop
show that it is a powerful means for bringing the dierences
2010b)
106
107
Method 3
How practitioners were involved
The research on which the card set is based consisted of three
case studies conducted in ten product development groups at
large-scale multinational companies, and involved a total of 69
interviews with product developers. In the first study, interviews
were conducted in four sectors aligned to the electronic
consumer products market: high-end automotive, oce coee
machines, fast moving consumer goods, and professional
printing. Next, an interview-based case study was conducted at
five major international product development groups working
at five companies in the electronic consumer products sector:
digital music players, mobile phones, navigation systems,
washing machines, and climate controls.
108
w5)*1
of a complete, specified and prioritised overview of all
"
x "
regarding product use aspects, as well as their possible
109
Development
method selection
Exploration and
selection of
development
methods
1
design brief
Describing:
Required basic product
characteristics,
main development process
constraints, core development
team members
Stakeholder
mapping
Exploration, verification
and prioritisation of
stakeholders and
their intererests
Result planning
Formulation of
elaborate product
definition, contextual
conditions and
milestones
2
FIGURE 5
110
Development
method specification
Specification of
development activities &
required input, and
allocation
of resources
detailed user-centred
plan of approach
Describing:
Elaborate product specification,
milestones, selected product
development activities, required
input and allocated resources
t
stakeholder interests and gaining insights into conflicting or
unfeasible stakeholder interests.
Intermezzo: Possibility to negotiate with stakeholders about
their interests.
Workshop session 2:
Result planning and development methods selection aims
stakeholder interests that need to be met. Based on this
overview and the promising combination of focus interests,
!
#
development methods and tools to achieve the defined
milestones during the development process.
Intermezzo:
$
selected development methods in the form of required input,
activities and allocation of resources.
Workshop session 3:
Development method specification focuses on the final
!
u
communicating a concrete action plan for the product
development process. This detailed user-centred plan of
111
Tool
How practitioners were involved
During the development of the UCD Kick-o Tool and its
accompanying workshop manual, two series of workshops
were conducted. The first workshops were conducted to
verify the UCD Kick-o tools comprehensibility and its
frameworks applicability. Two companies participated in two
workshop sessions: a midsize all-round design agency and a
large multinational producing printer copier systems for the
professional market. In these workshops, the issue raised was
how to design the UCD Kick-o Tool in such a way that it could
easily be applied to product development practice. During
the second series of workshops, three companies discussed
the comprehensibility of the UCD Kick-o Tool workshop
manual. Two companies were midsize design agencies mainly
experienced in the development of healthcare products. The
third industrial partner was a large multinational, producing a
wide range of food and personal care products.
112
!
x
information and use can be discussed
"
addressed to the author and the board of reviewers.
113
FIGURE 6a
the UCDtoolbox
FIGURE 6b
FIGURE 7
114
115
116
!
creative freedom for the dierent partners may be more
applicable.
The UCDToolbox provides a valuable addition to the existing
databases and selection tools for user-centred research and
design methods. The challenge in this case is to keep the
database up to date with the latest developments in the field,
and possibly to adapt the selection interface accordingly.
Key Insights
Many consumer complaints are not related to technical
usability aspects in company product development
processes will help improve these processes.
Websites
'
!*
5
" v
www.designforusability.org.
v
www.designforusability.org/results/methods-tools.
/ x"
projects in the programme on:
www.youtube.com/user/DesignforUsability.
"
can be accessed through:
!!!w5)*ww
How to continue?
Suggested reading
.x)w2w+wuRevealing unawareness in usability
related decision-making. PhD thesis, Eindhoven University
of Technology.
.
x,w7w(wuwStructuring user-centred product
development processes. PhD thesis, University of Twente.
61 x0w/wuuManaging Product Usability; How
companies deal with usability in the development of electronic
consumer products. PhD thesis, Delft University of
Technology.
61 x0w/w wu*esign for Usability: Methods &
Tools - A practitioner's guide. Design for Usability.
7
xwuwMethod Selection Tool for User-centred
Product Development. Master Thesis, Industrial Design
Engineering, Delft University of Technology.
117
PART 2
organisationcentric design
methods
06.
Brand-driven innovation
Authors
+
'x,
Introduction
In the previous chapters of this book, we have seen that usercentredness plays a key role in driving design and innovation.
This chapter continues to embed user-centredness in an
organisational context. Its not only what a user wants that
defines how an organisation should innovate, its also what an
organisation chooses to focus on (its vision), what it wants to
achieve (its ambition), and what it is capable of achieving (its
resources and capabilities) that defines the right course for
innovation. In this chapter we propose that for organisations
to be successful innovators, these factors be combined and
that the brand forms the overarching concept that helps
121
122
Challenge
Both academics and practitioners agree that innovation
is one of the driving forces of a healthy economy: not to
!
x!
w'
the ethical debate on whether this growth is always
sustainable is interesting, this chapter focuses on a
dierent, but similar question: what sets this process of
change in motion? What triggers companies to innovate?
' x!
"
w'!
technology may trigger an R&D department to try to adopt
!
w' "
researcher to come up with an idea for a new service to
w'
"
inspire a salesperson to try out a new approach to his/her
sales pitch. Innovation can be sparked in many ways, and by
many people.
If you analyse what makes you or your colleagues innovate,
you notice two things: mostly the triggers come from
"
x
" !
innovate: they have a vision, an understanding, a hunch, or
an ambition that they actively cherish, and they act on it.
w
The authors of this article and colleagues at Product
Innovation Management, TU Delft, believe that a more
entrepreneurial approach to innovation has many benefits,
for example: reducing risk of failure, increasing time to
market, increasing customer satisfaction, and increasing
dierentiation amongst competitors. One way of adopting
a more intrinsic and proactive innovation style is to include
the brand as driver for innovation. The brand can be an
xx
understanding of changes in the world and, as such, it
is a perfect launch platform for positive organisational
change and organic growth. Or more simply: you can only
jump high if you have solid ground under your feet. In this
chapter we discuss how to build a solid platform, and what
is required for a successful lift-o.
123
Method
w7
these subsequent values are in fact still delivered by the
brand, be it only implicitly. These respective values then
provide footholds to start using the brand, not only as a
vehicle for marketing communication, but as a driver for
innovation. For each of these values, we illustrate what it
could mean for current business.
We start at the moment the word brand was used as verb:
i.e. for branding livestock in order to indicate ownership.
This sign of ownership is still valid for branded products
until the moment of sales to another legal party. These
days the brand as ownership implies that nobody else may
use this brand on any product without it being authorised
by the owner.
The value of recognition is the second value hidden in the
brand. When product manufacturing was geographically
separated from the actual sales, the brand helped to
identify a particular entrepreneur or business as the
source of the goods. This form of branding can be seen
in the use of trademarks. In the near future, when
companies are forced to take their products back after
the use cycle, the brand as a source gets an additional
124
x! w)
competencies as such form an important source of inspiration
for new business research and development.
3"$u
! x !
!w.
is important for the user of the branded product in terms
of the positive emotional influence the possession and
use of the branded product had on its owner. The idea of
3 uu
"
these emotions. Owners like their products and because of
the emotional bonding, they want to keep them for longer
periods. But this emotional meaning can also relate to the
vision or values of the organisation behind the brand.
This development led to the brand as an indicator for a
certain lifestyle. In the 1960s and 1970s, in brand campaigns
))6
!x
became almost completely separated from the product
w)
they developed were mere enablers of lifestyles, and never
v" !!"
"
"'(w"!))
you demonstrate a happy social and active lifestyle, and only
!6
! "
!" +
of sophistication and modern living. For companies this
necessitated an increase in the understanding of the societal
and social role they and their innovations played.
In the 90s of the last century, this development evolved into
a more negative manifestation of brand, namely as a faade
that companies could hide behind. Under the guise of a just
"
"x4
in India by children in primitive conditions. In her famous
uu!42x41
responsible for much of the capitalist inequality in the world.
The result of this anti-globalist, anti-corporate, anti-brand
"w'
by the rise of the internet, consumers have become better
informed and more critical. This helps companies to realise
that their brand is no longer a faade to hide behind, but that
125
!
"! w'
'
)w' x
x
!
x
that damaging it is the greatest risk a company can take.
Building a strong brand in this age implies building a healthy
company that delivers what it promises through a culture of
ethics and honest development work.
In summary, we see 7 stages of branding:
Sign of ownership
Sign of recognition
' "
' "
'
"
The brand as faade to hide behind
'
"
x
Ebay and Oc, as well as several graduation projects and
educational projects conducted at the TU Delft faculty of
Industrial Design Engineering.
Thus, the brand has moved on from being the logo stamped
on the product and its packaging, via the brand being that
which is advertised and communicated, to the brand being
a construct that holistically and contextually represents
the organisational vision, culture, values and capabilities.
Defined as such, the brand forms the entrepreneurial
foundation for new business development.
126
.!x"
x
innovative start-ups and innovative brands like BMW, Google,
'32 4
h
*4'w,
127
core values
understanding trends
beliefs
market dierentiation
organisational culture
core capabilities/competencies
resources
FIGURE 1
partnerships
distributional channels
technological changes
internal and external drivers for change that when bundled form the
brand lens
128
w
x
!
w'
example of this is a brand like Innocent Smoothies: the brand
inspires constant devotion to the development of new drinks
x
! w/
understanding of the inside and outside world into new
product and service propositions that bring real value to
company and customer. This means that traditional notions
of brand content no longer suce: these are mostly focussed
on brand communication and contain notions like brand
x
x
v "x5w7
innovation is content that captures a deep understanding of
x
needs and behaviour. These qualities can be found in deep
customer insights and an equally deep understanding of an
x
w
'
x
captures this kind of content will form a solid basis for
innovation because it is inspiring and challenging, it is
understandable and usable, it is relevant and meaningful, and
it is authentic and original.
129
product development:
an understandable
and usable brand
understanding the
companys context
understanding the
customers context
rapid prototyping
and testing
4. IMPLEMENT
detailing
the solution
and training sta
130
outside-in focus
selecting
opportunities
based on
customer value
3. DESIGN
the organisation:
an authentic and
original brand
the customer:
a relevant and
meaningful brand
2. FOCUS
designing
customer
experience solutions
FIGURE 2
inside-out focus
selecting
opportunities
based on
company value
1. UNDERSTAND
designing
organisational
support systems
FIGURE 3
marketing:
an inspiring and
challenging brand
131
of norms, values, beliefs and vision that was established
w/
x
will be unfocussed and confused about their future and
!w'
an innovative jump. Sharing and embracing the results from
x!
and make choices.
132
qualities in innovation leaders.
Stage 3: Designing the new
Once the innovation focus has been set, the time has come
to design solutions that form the actual concrete steps
on the roadmap. This entails the design of solutions that
"
"w'x
be assessed through both sides of the lens, as they must
bring the relationship between the external and the internal
world to life. To summarise, the designed solutions must be
authentic for the organisation and relevant for the customer.
x
x '
7
w
'
x
the internal support systems that are required to bring the
designed products and services to market. These support
systems can be delivered by IT (e.g. data warehouses or web
x
"
xx!
etc. In designing internal support systems, it is vital to align
all stakeholders to deliver the newly designed products or
services. This alignment benefits enormously from the work
completed during the understand and focus stages.
"
"
order to provide a consistent and engaging experience. When
renting a Volkswagen for example, the website, the rental
location, the desk personnel, the pick-up sta, the forms and
the car itself are the touch points that should all contribute to
a branded experience that breathes the Volkswagen brand.
This kind of touch point orchestration can only be based on
a brand that has the qualities we described earlier, both in
terms of process and in terms of content.
133
CASE
Insure*, a Dutch insurance company
Insure is a Dutch insurance company. Insure is a direct
seller, which means they do not operate via insurance
w/
5*x/
x
comparison sites, and their contact centre. Over its 50 year
history, Insure has evolved as a no-nonsense insurer that
focuses on quick and eective service.
In 2012, Insure faced increasing price pressure, new
!
w/
customer experience and brand manager felt that a lack
of insights in the customer experience outside of the main
touch points and contact moments withheld the company
from improving the customer experience and developing
relevant services.
In this context, Insure was interested in brand driven service
x!!
customer journey with relevantly dierentiated services,
and provide customer experiences that meet user needs
/
:
Innovation, a boutique consultancy from Rotterdam that
specialises in Brand Driven Innovation and was founded by
one of the authors of this chapter, to help them find the
134
Stage 1: Understand
Methodology
First, to get a grip on the issues and topics that are at
play in the organisation, several key project stakeholders
!! w'
x:
of relevant presentations and documents that circulated
through the organisation pertaining to customer experience,
brand, customer satisfaction and service innovation. This
together formed the internal loop of stage 1.
/
"w
uu$
the journey
135
Stage 2: Focus
Methodology
In order to become completely immersed in the research data,
the diaries, photos and interview transcripts of each participant
were printed and hung up on the walls of a workshop space.
In addition, the research team listened and/or viewed all
the audio and video material to capture the most important
or interesting quotes. Discussions on what to capture and
what not were part of the process: they sharpened the focus.
:
analysis sessions: in these sessions various client stakeholders
jointly went through the data and mapped their findings
through exercises such as clustering, connecting, enriching
and visualising data from the study. This eort led to a deep
/
!
136
HOW TO DELIVER:
how can we achieve
both the customer's
and Insure's aims?
would go through to acquire and use an insurance product
"w'
!
consecutively and each stage of the journey was enriched
with insights, issues, themes and ideas for improvements. In
x:
the quantitative data that Insure possessed. Working closely
!/
LOYALTY
VALUE TO COMPANY:
how does this help us
achieve our aim?
CUSTOMER
INTIMACY
VALUE TO CUSTOMER:
how does the theme
help the customer
achieve
his/her aims?
THEMES
CERTAINTY
SIMPLICITY
UNDERSTANDING
RELEVANCE
OPERATIONAL
EXCELLENCE
FIGURE 7 value for the user and value for the company in dierent stages of
PRODUCT
LEADERSHIP
137
Stage 3: Design
Methodology
In this stage, a so-called customer journey lab was set
up. This was an open space in the Insure oce in which
all data, insights, themes, design principles and the
customer journey maps were displayed. Everyone in the
organisation was welcome to drop by and be inspired
by the results of the understand and focus stages. In
addition, various departments - including marketing,
x!x
were led through the data, insights and customer journey
and invited to share their own insights, reactions and
ideas. These sessions formed the basis for commitment to
the projects results.
Stage 4: Implement
Methodology
To eectively implement concepts, support, creativity and
w'
work with interdisciplinary teams to join forces when rolling
138
139
!
w'
writing, the most promising concepts have been prototyped,
tested, and fine-tuned by experts within the organisation.
!"x:
x
"
the organisation to implement what has been learned and
developed. This presents a challenge that is inherent to the
process of Brand Driven Innovation: outside experts can help
an organisation polish their lens and take a well-focussed look
140
JOURNEY FASE:
BLIJF SERVICE VERLENGEN IN DE
GREYZONE
GROEPSNAAM:
GEEF DE KLANT BEVESTIGING
DAT HIJ GOED ZIT
ZEKERHEID
BEGRIP
EENVOUD RELEVANTIE
Schrijf op hoe je de principes kan toepassen op deze fase van de journey, zie het voorbeeld op de auto poster.
PRINCIPLES
Schrijf hier eerst de ideen op waar je al lang mee rond loopt en die van toepassing zijn op deze fase van de journey. Hou hier vervolgens de ideeen bij die tijdens de
sessie naar boven komen. Documenteer ze zo goed mogelijk, ja mag de beste 3 later aan de groep presenteren.
IDEAS
Customer journey info graphic depicting all the synthesised results of the desk research, interviews and workshops
141
xuu#w
brand usability
high
diversification
or
co-branding
brand
driven
innovation
innovation
potential
low
innovation
potential
high
opportunity
driven
innovation
innovation
driven
branding
brand usability
low
FIGURE 16 a matrix of
brand usability
142
!!
"w
Brand usability is the extent to which the brand is
understood and appreciated by the marketing and innovation
stakeholders like, designers, developers, engineers, R&D sta,
management; and the extent to which it has sucient depth,
breadth and authenticity to inspire meaningful innovation.
v
extent to which an organisation has room in its competitive
field for the proactive creation of meaningful new value.
Figure 16 combines these two axes in a matrix of innovation
strategies.
143
Key insights
w'
of innovation talks about Design Driven Innovation (e.g.,
6
uu$
!
innovations are not a reaction to outside changes: they
create opportunities and new markets through design and
entrepreneurship. This strategy is very close to brand driven
innovation, but it greatly depends on the presence of a
visionary design leadership. In some cases, design driven
"!w' x
"
!"v
you have a great new invention or technology that no-one
else has and that your users will find valuable; by all means,
leverage it!
144
!!
vision, ambition and organisational resources and
!w
/ x
creates a brand promise. In brand driven innovation,
innovation and design fulfil this brand promise.
Brands that are suitable as drivers for innovation satisfy
certain characteristics regarding their content, form and
process.
Innovation can be triggered by external and internal
drivers. External drivers have to be internalised, while
internal drivers have to be assessed from an external
point of view.
Brands can be seen as sense making lenses through
which external influences become relevant for the
organisation and internal influences become relevant for
the customer.
Brands are boundary objects between an organisation
and its customers, but also between its marketing and
product development departments.
The brand driven innovation process consists of four
How to continue?
Suggested reading
'x*wxBuilding strong brands, Free Press, 1995
(
x0w0wxx(w.wx :x2wuu$x
Brand Experience: What Is It? How Is It Measured? Does It
Aect Loyalty?'3'
!w
Kootstra, G., Design Management, Pearson Education
Benelux B.V., 2006
Lindstrom, M, Brand Sense, Kogan Page, 2005
3x.w ( x1wuwOutside In: The Power
of Putting Customers at the Center of Your Business, New
.
w
School Press.
4 x3wuu$xThe Designful Company: How to build a
culture of nonstop innovation. New Riders.
xwuutxBrand Management: A Theoretical &
Practical Approach, Financial Times Management
'x+wuux( */x
x'6''
x+wuuxOrganizational culture and leadership (3rd
ww07"
w
6x(wuutx Managing Innovation, Design and
Creativity. John Wiley & Sons.
Websites
www.booz.com/global/home/what_we_think/
innovation_1000_2011
145
07.
Mirroring: the boundary spanning
practice of designers
Authors
Guido Stomp, Frido Smulders
Introduction
147
148
Challenge
)"
" "
into separate modules and parts. Subsequently tasks are
assigned to specialists, enabling companies to make full
w'
!
that it becomes dicult to maintain an overall view: who
ensures that an integrated product is created in which all
;
x
x x/)
equipment are extremely complex and are not the fruit
w
!
of specialised knowledge and know-how that typically is
distributed over many actors. One of the actors in NPD
teams is a designer, a role that we focus on. In line with
other chapters in this book, we define design as devising
!
needs, likings, tasks and particularities are placed centrally.
Thus, a designer is a role inside an NPD team that focuses
"x
x
attribution, and elicited emotions of users. In order to
develop a unified and coherent product, in addition to
designers, a range of specialists need to work together and
integrate their knowledge: engineers, planners, physicists,
and marketers. Yet, this collaboration is not simple.
FIGURE 1
149
Boundaries
!
!
!!w.!x
"4;*
x
its members may find it hard to understand each other. For
example, technology developers may find it hard to understand
the problems of production technicians, and vice versa. Or
marketers may find it hard to understand what engineers are
worried about, and vice versa. Team members can experience
boundaries at any point in time: imaginary, felt demarcations
!
x
w'
these boundaries, team members find it hard to make sense of
x
w
To explain the nature of a boundary, we have adopted a
w'
broadly refers to what people do, including their activities,
"
wwx)'*
x "
they have, how work is organised, and even social identity.
People that share the same practice are part of communities of
27$$w7
x!
is easily shared: one software engineer can easily grasp and
evaluate the work of another software engineer. The large
community of Linux developers is a good example, where
complex applications are created by people who do not know
each other.
150
.!x
!
is dicult. The specialists may deploy entirely dierent
vocabulary and tools, and team members no longer
understand each other. For example, for mechanical engineers
a technical drawing is self-explanatory, but for marketers it is
just a large drawing with many lines in distinctive thicknesses.
x!
)uu
and practices inevitably result in troublesome boundaries.
But there are more causes of boundaries. First, a boundary
may be caused by sub-teams at dierent locations. In this
case, team members cannot see each other and are not
aware of what the others are up to, even if they share the
same practice. Sometimes these sub-teams are dispersed
across the globe. The team members are confronted with
time-zones, dierent first languages and diverse cultures.
Second, organisational boundaries may exist: parts of the
product are developed by suppliers or by strategic partners.
*
/)
"
favour smooth collaboration, let alone trust issues. These
organisational boundaries may cause considerable problems
as demonstrated by the case of the Boeing Dreamliner. Third,
there may be a transitional boundary to the downstream
operational processes. The ramp-up of the manufacturing
activities needs to be coordinated in parallel with the
final NPD-activities. The aims and scope of interest vary
considerably between development and manufacturing.
Global NPD has many benefits and is widely practiced. For
example, vulnerable strategic alliances are started, so that
technology and ideas are bought to access and integrate
!
)
uutw(
x
w)
"x"
v
cripple ecient and eective product development. Put
dierently, spanning boundaries is an important challenge for
managing product development.
Method
'
in NPD teams, we discovered that designers have a boundary
spanning capability. Put more precisely: their practice of
designing is a boundary spanning practice; a capability they
are unaware o. We have called this boundary spanning
w/ x!
how, in general, boundaries are spanned: by means of a joint
practice.
Joint practice
Regardless of the boundaries, specialists inside an NPD team
need to align and coordinate their activities into a unified
whole: the product. Yet nobody can truly oversee every aspect.
Thus, each specialist must know or find out how their work is
related to the work of others. People establish and learn about
"
w'
before, a practice is what people do. Thus, a joint practice is
what team members do together. For example, building and
151
w' "
w
Some events are witnessed and experienced by many
team members. If a prototype suddenly breaks down, it is
an extremely meaningful event for all involved - enabling
w.x
necessarily hold the same meaning for all involved. The last
ingredient discussed here are boundary spanning roles. These
are assigned liaison roles with whom everybody interacts,
such as a project leader, and thus span boundaries. This
ingredient has received the most attention of all in the
literature.
Figure 2 depicts a model of joint practice. It shows two subteams, e.g. engineers and production technicians. Within
w.!x!
these two teams hardly any communication can be observed.
In the middle, the joint practice of two sub-teams is depicted.
These distinct disciplines perform their own activities and
subsequently produce specific objects as a result of these
activities. If these activities or objects are observable by
all, they can be interpreted by other disciplines for their
consequences. Some of the activities or objects become part
of the joint practice, as these are meaningful for all team
152
w0
x
can be observed and interpreted by all. Joint practice enables
both sub-teams to align and coordinate their activities,
despite the boundary.
Note that what is meant with a boundary object can
vary considerably in literature, varying from a sketch to a
prototype. Tangible 3D boundary objects seem to be a class
!w'
!
(sub-) team 1
Mirroring
shared vocabulary
boundary objects
joint practice
boundary spanning roles
boundary events
(sub-) team 2
FIGURE 2
w7
x!
designers zoom out from local problems to the level of the
product as a whole. They continuously translate what they see
and/or discuss into the realm of the eventual product, how it
will be used and how it will be experienced. For example, if a
problem is discovered with a part that runs too hot, designers
!
x
x!
x!"
;
x
we put cooling fans and ventilation slots over here, the user will
w
Designers are also capable of expressing what they interpret by
VIDEO
>
STILL
FIGURE 3
153
practice of
marketeers
practice of
purchasers
practice of
electrical
engineers
practice of
mechanical
engineers
practice of
production
technicians
practice of
software
engineers
Mirror
FIGURE 4
154
"w
and can be grasped by anyone. These are means that are often
expressive, compelling, coherent, elegant, and unified. It is as
close as one can get to experiencing the actual product. For
example, experiencing a demonstrator of a user interface of
a new software application is a far more powerful means of
learning about the future product than a list of requirements.
Mirroring provides a solution for a fundamental problem in
NPD, namely: the intended product is more or less unknown
to team members, above all in the infancy of the NPD project.
x
!!
x
!
w
problem is: how can team members know what the intended
product is, until they see what they create together?
' ""
4;*x
objects that show what the product might be. These are a
valuable addition to the prevailing requirements and project
definitions, also for stakeholders. For instance, designers
"
x
FIGURE 5
155
x ! "
)w!
described. The first concerns spanning an inter-disciplinary
boundary: specialists found it hard to align their activities on a
dicult topic. The second case concerns an inter-organisational
boundary: two organisations that hardly knew each other and
where dierent first languages were a serious issue.
156
CASE 1
Spanning inter-disciplinary boundaries
Printers are complex technological products and still
break down every now and then, requiring interventions
by the users. These interventions are called ORE (Operator
+w'
!
an adequate ORE is that there are hundreds of possible errors,
incited by technological failure, environmental conditions, or
human errors. Each of these possibilities must be envisioned
beforehand, assessed for its potential implications and a
cross-disciplinary scenario developed for solving it, including
!
w)
"x
!+
"
" +w
"x!
team members even found it hard to recall the names of
others. They could not explain well what the others did.
Practice of designers
?
Practice of mechanical engineers
FIGURE 6
157
!
x/,
;';.8294+/2'+x.+4www!
code as it if is a newspaper, are concerned about bugs,
and plan activities by means of releases. The mechanical
engineers and software engineers had entirely distinct
practices, to the extent that they hardly mixed socially,
although they were co-located.
FIGURE 7
zones
other
modules
LUI
finisher
ePIM
Legend
open
printer
turn HT
transport
button
1
open
left gate
LCT
(mark II)
sheet
jam
open
front
1a
open
vertical
transport
turn Hex to
top right if
necessary
close
VT
158
3
open HT
sheet
under
front gate
2a
close
front door
3a
turn HEX
bottom
right
open
turn unit
open
s-reg
4a
turn Hex
upper
right
5a
turn Hex
bottom
left
close
turn
close
S-REG
4406
4401
3b
open
side gate
close
side gate
3c
open
HT rolls
close
HT rolls
close
front door
Error code:
4355
close
left door
close
HT
4101
4103
4403
4402
4407
4102
4405
Error codes
practice of software engineers
159
CASE 2
Talking products and user
"
topic they were involved in i.e. user-centred and outside-in.
For example, in a team meeting that was analysed and in
which many specialists participated, we observed that nearly
half of the things that were said by designers were related
to user and usability. They translated what they saw or heard
into terms related to the product, how it would be used and
how it would be experienced. Even when a electro-motor is
discussed, they noted how a user would experience the sound.
This contrasted sharply to other specialists, who much less
tended to discuss the user or usability, if ever. The impact on
!
involved to discuss and reflect on cross-disciplinary problems
and solutions.
Developing a joint representational space
'"+
activities of product and user together. Developing ORE is
like designing a choreography for the user and product.
.!x
"x
exists that includes the physical world of steel and plastic,
the invisible world of system behaviour, and the human world
of operators; let alone a representational space that enables
!
w'
was developed for ORE, starting from the world of product/
user (see figure 7). It shows an overview of the sequence of
user activities and the relations with hard and software.
'
"
w/!
160
Spanning inter-organisational
boundaries
Role play
Team members experiencing a multi-disciplinary problem
conducted small role plays using prototypes or other
representations. Step-by-step, the team members explained
what the user was expected to do and how, as a result of
technical choices. The other way round, by exploring the
consequences for the user, many technical choices were
" w*
"
play thanks to their ability to envision the consequences of
technical choices for the user.
!
!
w'!!
!
first conducted to make sense of the main benefits of the
product at hand. It resulted in a captivating small story of
what the project was about. Second, much time was spent
on developing representations to show the product story in
a compelling way. Due to language dierences, visual means
were considered pivotal, and included movies, animations
and compelling imagery (figure 8w+ !
limited, a convincing story was created. The negotiations
were successful, developments could continue and the
product was launched in September 2011 (Oc VarioPrint
*;
!)w
161
"
"
costs.
x
"
!"w'
have their own specific properties that enable expression,
highlighting how the product should be interpreted. It
requires skills to express the product, and it requires
FIGURE 8
examples of visualising a product story: (1) movie, (2) animations, (3) photo-realistic renders and (4) overviews
162
163
"
w'
"
focus on usability and experience of a product, experiments
show that it is possible to leverage this capability to a
strategic level.
Secondly, the studies provide some practice-based insights
w
about this popular concept which can lead to confusion. Most
writers focus on understanding how designers think and do,
with the aim of educating others to become a design thinker.
Mirroring first of all shifts the focus from what designers
do and think, to the contribution of designers interacting
with others. Rather than discussing how others can learn to
think as a designer, the concept of mirroring discusses how
164
Key insights
'
"
in the mirror of design is by no means neutral. It inevitably
includes the aims of designers, overemphasizing issues like
usability or aesthetics. This can aptly be named the concept
"w,x"
study may lure teams into developing a product in which the
"
w
designers need to become aware of way they shape the mirror.
'
x! h
that "this artists impression gave half the business unit a wrong
impression about what they could expect. I suspect that some of
them framed it in and stuck it on the wall above their beds (..).
Maybe less flashy images would have helped in this stage.
'
!
designers. It remains uncertain whether other roles could
have similar mirroring capabilities, for examples project
leaders or product managers, or whether the concept of
mirroring can be translated to methods that can be taught to
others. Put dierently, it is unknown whether mirroring can
only be attributed to the design profession.
How to continue?
Mirroring is an new concept. It does not focus on what
designers do or on design methods as such, but on designers
as actors in teams. This has hardly been studied, and
consequently, not much literature is available yet. The list
below includes a number of articles and books that discuss
interacting designers.
Further reading
(
00wx)",x2""19 9uu#x
Managing as Designing: Lessons for Organization Leaders from
the Design Practice of Frank O. Gehry. *
xx
wuw
( 0)",uux+
wxManaging as Designing
$t$sx (
5'w
. ' /$$sxTechnology Brokering and
Innovation in a Product Development Firmw'
< "xws=s$w
;
.x)0
)uuxCharacterizing the Role
of Design in New Product Development: An Empirically Derived
Taxonomy. Journal of Product Innovation Management, 22
wsw
-uxFacilitating Team Cognition. How designers
mirror what teams do. PhD thesis, Delft University of
Technology.
Other references
);uuxA Pragmatic View of Knowledge and
Boundaries: Boundary Objects in New Product Development.
xtww
207+$$xSituated Learning: Legitimate
Peripheral Participation. ) 5
";
51w
+,3+
wxeam cognition. Understanding
the factors that drive process and performance.'
;
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5'w
71+$$xSensemaking in organizations.5'w
Websites
!!!w
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165
PART 3
society-centric
design methods
08.
Creating meaningful innovations:
the value framework
Author
Elke den Ouden
Introduction
169
170
Challenge
7
!
x
compared with traditional, engineering design or business
challenges, is that they require a more holistic view
!
w'
engineering or design problem can be solved at the level
w'
due to contradictory requirements, the solution can usually
be found within the scope of the product itself, and so the
lead engineer or product manager can take the decision
by himself. Likewise, a business problem at the level of
a company and its market can usually be solved within
the scope of the decisions that a manager can take. But
finding real solutions to societal challenges requires the
consideration of aspects that cross the boundaries of a
single decision-maker. It requires knowledge at the level
of the user of the prospective products and services, the
level of the organisation that will bring these products
and/or services to the market, the level of the ecosystem
that links the various products and services to their users
and other stakeholders, and the level of society that
!
w'
may look like an insoluble problem, but in fact societal
challenges provide tremendous opportunities for business
;1xuw' x
"
proven, societal challenges do not necessarily require huge
investments. Just to give one example: Nobel peace prize
winner Muhammad Yunus started Grameen bank with
microloans to women making bamboo furniture with just
US$ 27 out of his own pocket. It is now a multimilliondollar business.
171
w'
"x
be sound, so the company gets a return on investment within
a reasonable timeframe. But the business models should also
enable a long-term sustainable solution. This is needed for the
continuation of the present oering on the market, as well
as providing sucient resources to invest in new innovation
projects. Moreover, as the company is often dependent
on a wider range of stakeholders for the innovation to be
172
the four levels from all four perspectives; in other words,
when a positive check is made for all the items stated in the
framework.
""!
v
class of problems which are ill-formulated, for which the
information is confusing, for where there are many clients and
decision-makers with conflicting values, and for which the
ramifications in the whole system are thoroughly confusing.
Dealing with wicked problems requires paying special
attention to understanding the nature of the problem itself
3xuu$w "
x
conjectures should be used as a means of helping to explore
and understand the problem formulation. The problem and
)
xuu=w6 ,!
supports this process by providing a common language to
discuss dierent perspectives.
'
w(
explaining the process of using the framework, we have
described the dierent sections of the framework to improve
understanding.
Value creation
So, to summarise the above: meaningful innovations that
"
value, not only for their users and the organisations that
market them, but also for society as a whole. Value is the
w'
!
people from dierent backgrounds to participate in creative
sessions to define new value propositions for meaningful
innovations. In this way, knowledge of the user and what
is needed to provide a compelling proposition is combined
with insights in the mechanisms of society and the financial
structures that provide the business environment. This
combined view is needed to create innovations with a lasting
impact.
The Value Framework has been developed as a tool that
!
w'
mentioned in the introductory chapter of this book, it is
important to distinguish the level of value in the context of
social innovation: value for users, value for organisations,
value for ecosystems, and value for society. Meaningful
innovations provide value for all levels at the same time.
The Value Framework provides a platform for discussions with
people from dierent backgrounds. The framework can be
used to:
map the current understanding of societal issues in their
Method
The Value Framework (figure 1) has been developed as a tool
to support the process of creating shared value for multiple
stakeholders with meaningful innovations. The framework
combines dierent value perspectives in one model. The
bottom half of the figure lays the foundation for value
w+
x
""x
" "
x!
the value concepts for each level. The top half of the figure
indicates how addressing all four levels can create shared
Economic view
Economics is the branch of knowledge concerned with the
production, consumption and transfer of wealth. It studies
w'
"
x !x!
its general focus in the past decades has been reduced to the
") xuu$w
value that economics use can be translated into four economic
value concepts that form part of the value framework:
Value for money: the economic value of a product or
service for users, who strive to achieve the maximum
exchange and use value for their money.
Profit: the dierence between the cost incurred in
developing, producing and delivering the product or
173
society
value propositions
ecosystem
transformation
organisation
doing good
user
value for
money
happiness belonging
stability
meaningful innovation
ecoeectiveness
y
ol
og
ps
yc
h
gy
lo
174
reciprocity
cio
wellbeing
livability
of the
environment
social
responsibility
so
shared
drivers
perspectives
on value
FIGURE 1
ecology
sustainability
core
values
ecofootprint
profit
wealth
doing well
experience
economy
meaningful
life
Psychological view
Psychology is concerned with the study of the human mind
and its functions aecting behaviour, and with what makes
life worth living. Values in the psychological perspective
!
x
$s$
!
!
!x$$=w
that psychology uses can be translated into four psychological
value concepts:
Happiness: happiness is the most inclusive merit for
"!
6xuuw
satisfaction. Users will eventually change their behaviour
when new opportunities for reaching prioritised latent
values are available, so it is important to address the
values of users and communicate these clearly to support
adoption and extensive use of the solution, thereby
Sociological view
Sociologists and anthropologists generally speak of social
or cultural values as mechanisms of solidarity and collective
identity. The focus is on groups of people and their social
relationships: it is in relationships that things (products
-xuuw
of value that sociology uses can be translated into four
sociological value concepts:
Belonging: sense of belonging is an important parameter
175
selection of stakeholders
society
society
ecosystem
ecosystem
organisation
organisation
user
user
economy
economy
og
ecology
gy
ol
yc
h
ps
lo
2
identify stakeholders
cio
1
diagnose value gaps
so
og
ecology
gy
lo
176
cio
'
(figure 2).
so
Ecological view
ol
yc
h
ps
x3;".
"
!!
w;
3
enrich value proposition
new opportunity
FIGURE 2
177
Identify stakeholders
Once an initial value proposition has been defined, the
stakeholders for the innovation are identified (see also
$w
the Value Framework: user, organisations, ecosystem and
society. The stakeholder selection is crucial to the success
of the innovation.
Enrich value proposition
Representatives of the selected stakeholder groups are
then invited to a workshop in which the value proposition
is discussed and enriched. The Value Framework is used
to provide a common language to discuss the dierent
perspectives and to integrate dierent views into one
value proposition that provides shared value to all the
stakeholders.
CASE
Lighting in an ecological zone
'
is the design of a lighting solution along a bicycle
path through an ecological zone in Veldhoven, the
4
w "6
.+
2582'(2*
of the art technology.
The fact that the bicycle path crosses an ecological zone
poses a challenge to the design solution. To prevent
disturbance of the flora and fauna in the ecological zone,
it would be preferential not to install street lighting.
.!x
home use the path intensively, the municipality decided
to place street lighting to ensure the safety of the users.
.+2582'(!
stakeholders in this project and decided to design for the
w
The role of the designer in this project is to understand
the needs and requirements of the dierent
stakeholders, and to integrate seemingly opposing needs
into a solution that is attractive to these stakeholders.
The proposed solution uses dierent lighting settings,
varying in colour and intensity at dierent times to
accommodate the dierent stakeholders needs. Figure 3
shows the design sketches for the lighting settings.
In the early evening the path is intensely used by
commuters, particularly children heading home. This was
178
Early evening
Late evening
Night
Early morning
FIGURE 3
design sketches for the lighting scenarios (THE LUX LAB, 2010)
179
FIGURE 4
Initial concept
Create
demonstrator
Workshop with
stakeholders
Enrich
value proposition
FIGURE 5
180
stakeholder map
.
,
xuu#x
enable meaningful discussions with dierent stakeholders
at an early stage. Together with the Intelligent Lighting
Institute of Eindhoven University of Technnology, an
"
181
Sport club
society
Interest
Groups
Manufacturer
em
ecosystem
Flora and
Fauna
Maintenance
Provider
Local Police
organisation
anisation
Municipality
ser
user
Cyclists
economy
ecology
yc
h
ol
og
y
ecovalue
for
v
P
d money
Purchase
and
footprint
nt
mo
Energy effic
ic
ciency
efficiency
ai
cost
stts
maintenance
costs
ecoprofit
eectiveness
happiness belonging
stability
Ec
impac
ct
Ecological
impact
afety a
Safety
and
sustainability
New business
ss
wealth
ort
Soci safety
comfort
Social
livability
aving
Energy costs ssa
saving
social
core
of the
lighti
htin
ting
for public lighting
responsibility
values
environment
Care for flora
and fauna
FIGURE 6
reciprocity
proce
roces
ocess
Joint innovation process
shared
drivers
Quality of life
Qu
Quality
og
Schools
l
io
182
Neighbours
Stakeholders
on four levels
c
so
ps
183
w'
"
!
x
is possible to combine a sound economic perspective with a
higher cause.
Key insights
innovations.
'
!
enables integration of ideas and value from multiple
perspectives.
How to continue?
Further reading
Police
Supplier
Environmental
organisation
Ecology
Social safety
Energy eciency
Atmosphere
Promotional Value
Purchase and
maintenance costs
FIGURE 7
184
Users
Municipality
!x0 "uw
185
;
x
Boston, Massachusetts, 2007.
Websites
!!!w
w
!!!w" w
!!!w
!w
186
187
09.
Designing new ecosystems:
the value flow model
Authors
Elke den Ouden, Rens Brankaert
Introduction
189
Challenge
Social innovations pose a number of additional challenges
!
w'
)#x
x
is not sucient to define a good value proposition, but the
innovation needs to create shared value. Moreover, social
innovations are hardly ever developed by a single organisation.
This is not completely new, as many commercial innovations
are brought to the market by a network of suppliers, for
190
w' x
like business network participants, biological species in
ecosystems share their fate with each other. If the ecosystem
is healthy, individual species thrive. But if it is unhealthy,
individual species suer deeply.
!
"
innovations and improving them where needed. For the
actors in the emerging business ecosystem, this uncertainty
limits their ability to secure good starting positions in the
ecosystems. More traditional companies that are used to
linear supply chains often find it dicult to accept these
new levels of uncertainties and to start collaboration if their
position is not secured.
191
Business in ecosystems
The strength of a value network is determined by the added
value it provides to its customers compared with alternative
solutions, and by the commitment of the members. Life in
a network is both interesting and complicated, as it places
.
wxuu$v
Opportunities and limitations.'!
192
uuw,x4
"
mobile phones to end-users, they will not able to use them
to their full potential if the telecom provider Vodafone has
problems with its network. The value capturing process will
then be severely aected.
The long-term sustainability and stability of the
ecosystem as a whole depends on aspects like these.
The interdependence in the ecosystem also means that
the motivations of the members should be aligned, and
reciprocity in value exchange should be achieved by the
members in order to survive as individuals in the system.
The role of the ecosystem in the creation and realisation
of social innovations is to ensure that its members can
keep providing value for all the stakeholders, despite
inherent changes and dynamics that occur over a longer
period of time. The ecosystem is able to play this role well
if the common goal is aligned with the shared drivers of
the members (see also the ecosystem level in the Value
,!)#w
For social innovations, it is important to design the
ecosystem including all the relevant actors required for a
successful launch of the innovation on the market, as well
as for sustained service in the long run. The design of the
ecosystem needs to ensure a return on investment of both
tangible and intangible value for all the business parties and
other stakeholders involved. The Value Flow Model supports
this process by visualising all stakeholders and the value
flows between them, and by facilitating the discussions on
balancing the value in the ecosystem.
Method
The Value Flow Model was developed as a tool that integrates
!
x
"'uu#-
wuuuw/
!!
proposition is created from complementary oerings from
dierent organisations, and how the related value flows
through the ecosystem.
It visualises specific interactions in the network to provide
a perspective for understanding value-creating roles and
relationships, and oers a dynamic view of how both financial
and non-financial assets are converted into value. The main
elements of the model are the actors who play the dierent
roles in the ecosystem and the value flows in the ecosystem.
Figure 1 shows a part of a Value Flow Model.
Some roles are obvious: customers and users of the value
proposition are at the centre of the model as they are the
targets of the innovation process; without them recognising
the value proposition has no meaning. By first of all focusing
on customers, the network of collaborating actors can
maximize the value for the customers. It is similar to making
the cake as big as possible before starting to divide it. For the
business actors there are a number of roles that need to be
played to get the total ecosystem working. The complete list
of roles is shown in figure 2.
The second element of the Value Flow Model is the flow of
value between the actors: this indicates the transactions that
take place between the customers and the dierent actors.
193
Customer
Enabler
Provider of systems
Government
Provider of goods
Subsidy
Lifestyle change
Information
provider
Information
Product
Product
Product
provider
Provider of services
Reputation
Customer
System
Supplier
Price
Subscription
Intermediary
Information
Provider of content
Competitor
Price
Manufacturer
Solution
provider
Fee
Service
Product
Price
Manufacturer
Marketing &
communications
Service
provider
FIGURE 1
194
Godfather
Government
195
)#x
the new ecosystem starts.
2
initial value
proposition
select parties
for ideation
& enrich value
proposition
identify stakeholders
and their interests
define roles
& value flows
select parties
for realization
& implementation
FIGURE 3
196
197
CASE
Light for Dementia
'!
"
was crucial to make a success of the innovation is the Light
*w
!
lighting solution for people living with dementia. Dementia
is a growing concern: the number of people suering from
dementia is increasing rapidly as a result of the aging
w'
x
$#
from physical or emotional problems or fatigue. One of the
problems of dementia is that suerers sleep poorly at night
and sleep during the day. This causes stress for the caregivers:
they become anxious about the nights and thereby suer from
a lack of sleep themselves. Over time they often can no longer
cope with the situation, and the patient needs to be moved to
institutionalised care.
In institutionalised care situations, experiments have been
done with lighting solutions to improve the circadian rhythm
of people with dementia. These experiments have shown
significant eects on sleep quality and mood, as well as on the
rate of cognitive decline, which appeared to be less than in
w.!x
"
with a similar solution for patients still living at home. Thus
the initial idea for this project was to create a lighting solution
198
symptoms early, accepts the diagnosis and follows all
w.
"
situation, and provide the best support possible.
Willem: a doom scenario..
""
ignores symptoms, does not accept the diagnosis and
w.
him either.
Toos: a single person, living on her own, going through the
dementia process on her own and all the trouble this adds,
such as not being aware of symptoms and having diculty
coping with the eects of the disease.
Incident
Assessment
Return
Joop
& Truus
Willem
& Mien
Toos
& Ad
General
Information
In Society
Notice
Early
Signals
Realisation
Other dementia unrelated signals
Specific
GP Visit
Memory
Clinic/
Department
Visit
Other
Clinic/
Department
Diagnosis
Construct a
Plan with
Partner
Family
Care
Case Manager
for Professional
Plan
Arrange
Internal
Return
Day
Treatment
Move to
Special
Home
Nursing
Home
Care Farm
Informal Care
Home
Care and
Domotica
Other
Support Etc.
Palliative care
Elderly
Home
Individual
Joop
& Truus
FIGURE 4
Willem
& Mien
When
Willem
his condition
When Willem
waswas
74 his74
condition
quickly
became worse.
Mienworse.
still appreciated
quickly
became
Mien his
still
presence,
but
she
was
aware
of
the
process
appreciated his presence, but
shethat
was going on. Willem started to wander a
was
aware
of
the
process
that
was
lot and she needed to instruct him a lot of
times
in the day.
be able tostarted
get some to
time
going
on.ToWillem
wander a
for herself, the family started to take over some
lottasks,
andbutshe
needed
to
needed
to
tell
eventually they decided for a Care
him
what to do all day long. To be
Farm.
able to get some time for herself, the
I do not think it was absolutely necessary, but
family
started to take over some
this way I could have some more peace of mind
tasks, but eventually they decided
for a Care Farm.
I do not think it was absolutely
necessary, but this way I could have
some more peace of mind
Toos
199
Legend :
Government
Municipality
AWBZ
Municipal
Health
Employer
Care
Group
General
Practitioner
Patient
Association
Home
Care
Family
Internet
Communities
Pharmacy
Patient
Pharmaceutical
Industry
Informal
Carer
Drugstore
Housing
Cooperation
Ambulant
Care
Nursing
Home
Academic
Hospital
Legend :
CBG
Intelligent Lighting
Institute
Government
NZa
Disbeneficiary
Health
Insurance
AWBZ
Lighting
Manufacturer
Serviced
Apartment
Solution
Provider
Universities
CIZ
Municipality
FIGURE 5
Employer
General
Practitioner
NZa
Health
Insurance
Care
Group
200
CBG
Disbeneficiary
CIZ
Home
Care
Patient
Association
Internet
PART 3 SOCIETY //
09 Designing new ecosystems: the value flow model
Communities
Family
201
Legend :
Legend :
Goods & Services
Money & Credits
Information
Intangible Value
Claim
validation
Health
Insurance
Reduced costs
for medication
Patient
Association
General
Practitioner
Pharmacy
Reduced costs
for medication
Reduced costs
for home care
(Partial)
reimbursement
Reduced use of
consultation
AWBZ
Patient
Association
Home
Care
Reduced use
of home care
Internet
Communities
Family
Autonomy
Pharmacy
Reduced use
of day care
Patient
Patient
ata on impact
Housing
Reduced
use of care
Informal
Carer
Reputation
Lower
care burden
Housing
Cooperation
Ambulant
Care
Nursing
Home
Serviced
Apartment
Price
Lamps &
fixtures
Lighting
solution
University /
Research Institute
Lighting
Manufacturer
Lighting Solution
Price
Lamps &
fixtures
Monthly
payment
Price
Solution
Provider
Lighting
Manufacturer
Price
Price
Controls
Price
Reputation
Solution
Provider
Price
Controls
Manufacturer
Entrepreneur
202
FIGURE 7
value flows in the ecosystem for a consumer solution including dierent business models
203
can rent the system for the time they need it. In this case an
additional role needs to be added to the ecosystem: the role of
an entrepreneur who is willing to finance this solution, see the
dotted red lines in figure 7. This might increase the willingness
of patients to adopt the solution.
The discussion on the active involvement of the insurance
companies then triggered a need for information flows. For
solutions in the healthcare domain, it is often important to
have solid claim validation processes implemented. If the
solution has a proven eect and integral healthcare costs
are decreased, insurance companies are willing to reimburse
w'
!
"
proven in home situations, the claim validation process had
Lighting solution
204
Lighting solution
Legend :
Goods & Services
Money & Credits
Information
Intangible Value
Lamps
& fixtures
Lighting
Manufacturer
Payment services
Solution
Provider
Controls
Solution Provider
FIGURE 8
w/
x
company then becomes a total solution provider for its
customers.
Entrepreneur
FIGURE 9
Controls
Manufacturer
205
an innovation concludes with a societal business case as
end goal. This provides an indication of the value in society
and includes a plan for the realisation of the new business
ecosystem. In this set-up, we want to go through dierent
cycles of evaluations with stakeholders and create a platform
from which we can develop and build new innovative
solutions together with the required ecosystem.
time
Key insights
ov
at
io
ns
de
ve
lo
pm
en
tp
ro
ce
si
nn
stakeholders
users
light solutions
(case study)
FIGURE 10
206
value proposition is adapted, some parties realise there
is insucient value for them and they may opt out of the
collaboration, and new parties may enter.
207
How to continue?
Further reading
For a more detailed description of the method:
Den Ouden, Elke. Innovation Design Creating
Value for People, Organizations and Society. Springer
Science+Business Media, London, 2012.
Websites
www.businessweek.com/innovate/NussbaumOnDesign/
archives/2008/12/innovation_is_d.html
www.innovatedementia.eu
www.boardofinnovation.com
!x'uu=w
.
208
209
epilogue
210
10.
Design Research: purpose,
dynamics and progress
Authors
,
x)
(
Introduction
213
Challenge
In this section we discuss the research challenges that we, as
academics, have in the field of design. It is It is worthwhile
reflecting on why universities conduct research in the first
w'
x !
primary task of universities is to transfer scientific knowledge
"w
"
to fulfil this task is by educating students, making them
214
"
w
w"
sub-hypotheses. Instead a full fledged prototype was needed
to test the predicted behaviour.
The logic behind this sequence in figure 1 is as follows. You
cannot prescribe a way to handle a situation if you cannot
predict the eects of of what you prescribe. These predictions
are based on explanations rooted in a fundamental
understanding of the related phenomena. For researchers,
this implies that they must have observed and described the
relevant phenomena as found in empirical reality. Between
these steps, activities like experimenting, testing, proving, etc.
w.!x
it takes many generations of researchers to prove hypothetical
predictions: for example, it took 75 years before we were able
to prove the existence of the Majorana particle, first predicted
in 1937. But also, if theoretical predictions prove to be wrong
or inadequate in practice, we have to return to research aimed
at additional or deepened understandings and explanations.
215
increasingly abstract /
theoretical / fundamental
understand
ory
bu
idi
schematic representation
ory
FIGURE 1
Research activities
the
ng
ing
the
ply
observe
predict
ap
describe
explain
prescribe
!!!
w.!x
we have limited resources and need to make the best choices,
!
v.!
into our research agendas?
scientific researchers
)
monolithic aluminium to the application of black carbon fibre
composites. Parts were engineered applying aluminium based
knowledge but were subsequently constructed in composite
material. To prevent simply substituting one material for the
216
217
x!"
"
of many projects, ultimately resulting in the proven method
of Brand Driven Innovation. Exactly why this method works
and which theories from organisational psychology and other
social sciences lie behind its success at deeper scientific
levels, has yet to be researched. Such may perhaps sound
x
v
and innovation, academic research often follows on from the
advanced practice of leading professionals.
2 Industry needs
Secondly, research can be inspired by industry problems. In
this case, researchers purposefully and systematically search
for the most urgent design problems. This can be likened to
market research conducted to identify consumer needs; we
also conduct research in industry to identify its problems
and needs. For instance, the increased focus on the user is a
result of industry observations: think of the diculties many
consumers face while using products. This is not because the
! "
x
218
4 Fundamental
Finally, our research agenda is composed of projects that
result in a deeper and more fundamental understanding,
ultimately aimed at the creation of actionable theories/
! !w'
x
the fields of design and innovation are still in search of
fundamental and integrated theories. If we regard design,
as well as innovation, as natural phenomena that are part of
human nature, as has been seen throughout history, then the
day-to-day practice of design and innovation is a step ahead of
what we know or are able to put in theories and models.
Readers may think that researchers should just listen carefully
to what best practice practitioners say, observe what they do,
!
w.!x
!
be too simplistic. Scientific research is not just a form of storytelling. Stories are anecdotal and require deeper theoretical
scrutiny in order to arrive at knowledge that has explanatory
power and predictive value. Researchers therefore need to
"
build and test fundamental theories robust enough to arrive
at the predictive power sought after.
Never copy the leader
A well-known case is provided by Toyota. Other car
manufacturers failed to copy Toyotas best-practice innovation
processes. What actually happened was that they didnt fail
to copy the explicit parts of the Toyota practices, but they
failed to take the non-described and implicit parts of Toyotas
practice into account. No academic researcher will ever be able
to describe any design & innovation practice in sucient detail
as to form a ready-made recipe that can be applied elsewhere.
It is a little like the famous expression, never change a winning
team: one simply doesnt know what exactly causes the team
to win and therefore is afraid to throw the baby out with the
bathwater. It is the tacit dimension not just of one person, but
that of the whole team: they together know more than they
can tell,to paraphrase Michael Polanyi. Similarly, in innovation
practice, designers do not exactly know what contingencies
related to their own context need to be taken into account in
order to make the best practice work satisfactorily elsewhere.
As in the Toyota example, every car manufacturer is dierent
so this requires any practice, method or tool derived from
Toyota-specific processes to be adapted to the peculiarities
of their own situation. This necessitates a deeply rooted
and fundamental understanding of the related design and
innovation phenomena.
Scientific research on design and innovation goes beyond the
bare description of what works best in practice, and aims,
using theoretical frameworks, to create a solid foundation by
understanding and explaining what is observed. Therefore,
academic researchers listen and observe very carefully and
analyse what practitioners say and do.
Design and innovation processes, for a large part, thrive on
implicit and tacit knowledge, that is, the knowledge that
practitioners have but which they are not able to easily
verbalise (figure 2). In order to develop our research agenda
in this way, researchers need to base their observations on
w'
partly become researchers and collaborate with the scientific
community; this helps them to explain and create new
"w/)s!
"
where academic researchers collaborated with practitioners
to discern a framework on team cognition. This would not
219
x
identified within single focus research activities, are applied in
"
w)
for instance the application of design thinking to societal
issues.
implicit &
tacit practice
FIGURE 2
220
tuu
x; *
3'
;*3'!
$s=w'
that time, products no longer simply sold themselves: market
research, consumer behaviour analysis and marketing became
221
single foci
extended foci
chapter 02, 07
designer focus
chapter 10
chapter 09, 10
discipline A
design teams
in laboratory settings
discipline B
process focus
discipline C
design processes
innovation processes
chapter 10
chapter 08, 10
product-user focus
service
society
ecosystem
organisation
product design
user
ol
o
ps
yc
h
og
l
cio
brand
r r
so
chapter 06
market focus
ecology
gy
economy
x x
consumer behaviour
marketing,(co-)branding &
brand driven innovation
222
223
design research domain, in themes like Ecodesign and
224
x "x
embedded at the system level, initiating research related to
products and services at strategic levels of organisations or its
ecosystem.
' $u
x !
gaining momentum, is the realisation that the variables that
influence the design practice cannot be suciently modelled
in laboratory settings. Researchers started to realise that
they could no longer neglect the real life context of design.
' #u
x
social process, it took until the 90s to start research aimed
at describing and understanding design beyond the single
designer. Initial research focused on teams of designers
in laboratory settings to identify elements of the social
dimension of design. Design research that focused on how
to interact with users was initiated in the late 90s and at
")
life context was only occasionally taken into account. For
instance, researchers studying the design agency IDEO,
realised that designers act as technology brokers by bringing
technologies from one industrial domain to another during
their design process. They embed these - until then unknown
. x
$$=w
"
practice initiated academic research, for instance focusing
on design as an activity of technology transformation. Slowly,
design researchers started to realise that the reality of the
design practice, including its social dimension, forms the
)tx
) "x!
")w
!w)
"
involved the user in the design process when evaluating the
first concepts and thus the overall direction of the further
*(x$$w
traditional form of user involvement, be it after the actual
development and once the product is finished and about to
x! "w.!x
marketing has shifted to include front-end activities related
w/)=x!
!
from the logo stamped on the product, to the brand as an
inspirational source at the front end of innovation. Uncovering
"
is typically not achieved without the involvement of a number
w4"
products and services hold the relevant information about the
"
!
potential future users adds new scope to the social dimension.
/)
sx# $x
"
the product and user during development, and adds the
perspectives of collaboration and value creation involving
a larger array of stakeholders. The mirroring of designers
!
)s
one of the new perspectives that sheds light on the social
w'
!"
established relationships add value to each other, either by
)#"!
ecosystem, whilst also bringing value to the central user
)$xw/ !
)
#$x!
traditional design and innovation activities also involve many
225
226
w' x
x
the society-centric perspective, we see yet another group of
stakeholders entering the scene; authorities, governmental
parties, NGOs et cetera. Perhaps, and this is an important
observation, we should consider all stakeholders involved in
the innovation activities as a form of user; namely users of
the knowledge related to in between stages of new product/
development be focused on the developers themselves as
users of newly developed knowledge? This raises interesting
research questions like, which user-centric design methods
are applicable to support these categories of co-creating
stakeholders.
Many organisations are aware that they have limited
knowledge and that they need additional expertise to create
breakthroughs for particular markets. They realize that time
and money are not available to develop in-house expertise, so
to cope with this, they call in organisations with this specific
expertise to move the design and innovation process forwards.
In networked innovation processes, many organisations
and many disciplines become involved, bringing together
a full array of knowledge suppliers. These new forms of
collaborating with unknown partners in strategic innovation
processes call for research aimed at deeper understanding of
the social dimension.
outcome is that current methods work well, but a more
likely one is that our existing methods will need to be
adjusted and refined.
These examples of ongoing research activities are
illustrative for learning opportunities in the field of design
research. The application of design methods and tools
"
non-traditional areas might provide us with new insights
regarding the phenomena of design and innovation;
insights that, to some extent, are hidden in its traditional
field of application.
The observations presented here require us to focus
on describing, understanding and explaining the social
dimension later followed by predicting and again later by
prescribing how to act and react in collaborative settings.
227
Service design
Multi-disciplinary design and networked innovation have
increased the complexity of product development, making
the field of design even harder to investigate. Recent
developments in service design and product-service systems,
ww)/;x
even more.
,""
x
"
after sales activities, helping maintain products or adding
some special activities to the delivery of the products to the
w7
products as tangible. So, based on this definition, insurance
x'
!
services? No, these are intangible products that are similar to
all clients in terms of the related oerings & conditions. There
is a standard contractual relation that forms the intangible
product with the insured client. On the other hand, there
w'
occurs, the insured needs to interact with representatives
of the insurance company for claiming the costs. From
this perspective insurances can be seen as product-service
w'
that requires you to interact with bank employees every
now and then. These interactions can make or break the
relationship between company and its customers and must be
)=w
In car sharing, the users do not own a car, but subscribe
to an organisation that allows them to use a dedicated
car, parked nearby. Is such a proposition a product-service
228
.!
these accounted for?
follow the logic of product design? Do designers possess
design methods that are appropriate and applicable for service
design? In the hospitality industry, tangible and intangible
propositions go hand in hand. What can service designers and
design researchers alike learn from this industry?
'
w
between proposition and customer is related to masscustomization where a large variety is oered to the customer
without increased costs for the company. For instance the
choice of model, colour and engine for cars. With product
service systems this becomes much more complex because
there might be more than one coupling point involved.
)
!"
go through series of pre-programmed questions before the
interaction becomes tailored to you after you have been
connected to someone in the company. The design of all
these interactions can be part of one and the same integrated
proposition and is a continuum from one-size fits all to highly
customized proposition elements related to interaction; think
)=w
229
w.!x
with this class of eco-ecient solutions, is that they tend to
be more costly to develop and produce. This results in higher
consumer prices which aects the competiveness of the
companies oering these products. Even though consumers
attribute importance to environmental sustainability, they are
"!"
"!"
230
unequal products/designs, the EVR-model goes further than
""
2)'
which only makes comparison of designs with the same
functionality possible.
It is obvious that eco-ecient value creation goes beyond
product design and takes the full ecosystem into account.
.!x
"
link design as a value-adding activity to the principles of
sustainability, which therefore is expected to lead to more
environmentally sustainable solutions that can actually
!
the market.
These approaches are not specifically aimed at designers
only, they have been developed to enable a more holistic
approach involving other stakeholders in these innovation
processes by incorporating business managers, policy
makers and others. This new perspective of eco-ecient
value creation that engages all stakeholders in the designproduction-consumption-cycle is a very promising route
towards developing more environmentally sustainable design
processes.
What designers do
Because of our deeper understanding of design and the
increased complexity of the design field, we cannot speak
xuuw
Solutions are used to improve the understanding of the
problem and vice versa. The co-evolution of problem and
!
w/
section we elaborate on this aspect, using insights gained
from recent research.
Co-evolution of problem-solution in
collaborative settings
We know that designers, and often their peers from other
disciplines, meander and iterate between the problem
*
)
xuuw
The above description of design as the co-evolution
!
the solution. Therefore, we prefer to talk about a design
231
1
archaeology
2
paradox
Groundwork
3
context
4
field
5
themes
6
frames
7
futures
Exploring Futures
transformation
9
integration
FIGURE 4 process of
frame creation in
232
)
can easily be divided into sub-systems, however, it is not
possible to simply solve the related sub-design problems
!w'
the specific level of, for example, the geometric interfaces
this is perhaps not a problem, but the inevitable influences
that solutions of sub-systems have on each other cannot be
neglected during the design process. Thus during the process
of reviewing and discussing their reciprocal influences we
v
problem, or even worse, block the entire design process
because of multidisciplinary intertwinements.
'
!
)sx
"
into a niche to be solved by either of the disciplines involved,
but somehow belong to all of them; they cannot therefore be
assigned to or solved by one discipline. These are in-between
problems in which designers can support the team in making
sense of the situation and showing how it came about.
"
)
s3
"
process into each of the separate design activities and their
disciplinary assumptions. By explicating all these, at some
*
utw*
" "
that opens up a new and challenging solution space. Well
v
to iterate between the analysis of the design situation and
"
"
levels to consider both the problem space and the solution
"*
ut
based on empirical and experimental studies, has nine steps
that cover these three cognitive activities (figure 4). The
first four activities can be considered as the groundwork,
followed by two core steps that lead to the actual creation
of potential frames, and the final three steps that explore
!"w
consequently enables the required level of abstraction to
consider the situation.
The third step is focused on the lives of the most important
stakeholders. This is a sort of contextmapping process to
identify present influences on their behaviour, as well as an
image of what the future behavioural solution space could
be.
By widening the arena, step 4 takes us far beyond this group
of stakeholders and opens the potential of new stakeholders
coming in who could contribute to a solution. This widening
of the arena is similar to the process of creating a new
"
)$x
!
233
234
Final chord
We hope that this book and, more specifically, this chapter
has made clear that design and innovation research is
increasingly a collaborative process between universities
and industry partners; academic design researchers cannot
conduct industry-relevant research alone.
Design, and its larger brother innovation, are to be seen
as verbs exercised by design and innovation actors that
operate daily in all kinds of companies and organisations.
The development of a single new product is not what
"w'!
"
x
designing and innovating take place on a continuous basis
in many parts of organisations, even without explicit
reference to these words. Designing and innovating as
verbs can therefore be considered as natural phenomena.
'
x
"
theories representing these phenomena, and create tools,
methods and knowledge which we can transfer to both
students and industry.
/
!
"
x
review which of the methods, tools and insights might be
of help when dealing with these challenges by asking the
xx!
x
be done alone and you will need to identify and include the
relevant stakeholders from your organisation. If they are not
x!"
"
organisation will be willing and able to use the new tools
within their existing design and innovation practice? This
scenario is similar to what is discussed in the section on user
centric design. We suggest that you involve future internal
users in your innovating innovation process, hence it becomes
participatory design and innovation (Buur & Matthews,
uu#x !
" !
innovation process.
Let us assume that you feel there is room for improving your
w'
be symptomatic of deeper causes that need to be addressed
" w'
of questions to address in this workshop are, What makes
us think that we need to improve our design and innovation
!
"
x
all of which are equally important and not all that point in
w(
"
x" "
describe what is presently happening in your organisation
and from that, you aim for an understanding of the deeper
levels that connect the symptoms into a coherent picture of
your organisational needs. In the workshop, it is important
to find common denominators that serve as anchor points
for the next workshops where you look for possible solutions.
Solutions in terms of the required design and innovation
tooling and methods could be of value in this situation.
It is likely that you will need more than one workshop to
arrive at a robust picture of the ist, the soll and the way
to bridge the two. In our experience, the process requires
three to four consecutive workshops. We also expect that
you will discover that many of the symptoms point to the
complex social and contextual dimension of innovating, the
dimension that currently forms the spearhead of a great deal
235
How to continue?
Suggested reading
Karl Weick & Kathleen Suthcliffe 2007 - Managing the
Unexpected. Jossey-Bass;
Richard Sennett 2008 - The Crafstman. Penguin;
Louis Bucciarelli 1994 - Designing Engineers.) x
3'v3/;
+ !.
$$xCognition in the Wildw) x
3'v3/;
"w
proved its value and brought you to where you are now.
' "
x
" !w'
view can help in this process, so make use of knowledge
available at the Dutch University based Design Schools and
the design consultancies. By collaborating with others,
both your organisation and academic researchers benefit;
further strengthening the foundations of this field, as well
236
237
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contact
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www.designunited.nl
248
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249
A timely book for todays times and needs. Design is undergoing rapid
change, moving from a focus upon objects and products to incorporate
people, organisations, and the needs and requirements of society. This
broad, all-inclusive approach promises great advances, but in turn, requires
new methods. Where will designers look to find these methods? Right here,
in this comprehensive, delightful, and important book.
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Innovation is the key to our future, for the companies we work for, for us as designers,
and for the universities educating new generations of designers. The tools we use
are becoming increasingly sophisticated, matching the complex intricacies of the
products, services and solutions we are working on. The world we work in is changing
and so are we: our field of design is coming of age.
Our message is simple and straightforward: to help organisations adopt advanced
design methods, equipping then to deal with the dynamic development environments
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increase interaction between design practitioners and the university design schools.
This is vital, as the implementation of advanced design methods requires intensive
collaboration when defining and resolving research challenges, and developing new
research methods and tools.
This is meant to be a hands-on book. It has been written by researchers working in the
field of innovative design questions. They tell us what they have done and how they did
it, based on real-life cases. This book provides readers with a clear overview of recently
researched and developed design methods that have the potential of making many
individuals and organisations more successful in achieving their goals.