Posts tagged “research”

Sign up for “Well, we did all this research- now what?” at Interaction10

I’ll be leading my Well, we did all this research- now what?

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workshop at Interaction10 in Savannah, GA, in February. (Check out audio and slides from an abbreviated form the workshop here).

If you’re going to sign up before the end of the year, you can use my discount code: IxD10Special and save $50 off the conference registration.

One of the most persistent factors limiting the impact of design research is that research projects often stop with a cataloging findings and implications rather than generating opportunities that directly enable the findings. As designers increasingly become involved in using contextual research to inform their design work, they may find themselves holding onto a trove of raw data but with little awareness of how to turn it into design.

Participants in this workshop (a sell-out at last year’s conference), collaborating in teams, will learn an effective framework for synthesizing raw data (to be gathered before and during the workshop) into insights, and then creatively using those insights to develop a range of business concepts that respond to those insights. While the framework includes a step to identify key filters that will ultimately prioritize across all generated concepts, the emphasis in this workshop will be to think as broadly as possible during ideation, truly strengthening the creative link between “data” and “action.” By the end of the workshop, participants will have developed a range of high-level concepts that respond to a business problem and integrate a fresh, contextual understanding of that problem.

Don Norman says design research is great for improvement but useless for innovation

Don Norman, in a sneak preview to an upcoming column in interactions, posts a dramatic and thoughtful critique of the supposed applications for design research

I’ve come to a disconcerting conclusion: design research is great when it comes to improving existing product categories but essentially useless when it comes to new, innovative breakthroughs. I reached this conclusion through examination of a range of product innovations, most especially looking at those major conceptual breakthroughs that have had huge impact upon society as well as the more common, mundane small, continual improvements. Call one conceptual breakthrough, the other incremental. Although we would prefer to believe that conceptual breakthroughs occur because of a detailed consideration of human needs, especially fundamental but unspoken hidden needs so beloved by the design research community, the fact is that it simply doesn’t happen.

I’m excited to see this because it connects to a number of things I’ve been talking about with clients and in some recent presentations. Anyway, the article makes some good points but I believe there’s much more to be said.

  • Absence of evidence is not evidence of absence – Design/design thinking/design research are in their infancy in product development. The airplane, automobile, telephone, etc. are not examples of the failures of design research to innovate, because they represent time periods when design research was not actively being used. As Don points out, the failure rate for potentially innovative stuff is insanely high. So we have very few examples over a few few years to even look at to understand the influence of design research.
  • Innovation is not a solo act – There’s probably a good Andrew Hargadon link I could add here, but I think you get it. We point our client to opportunity areas. Many of those opportunities do not get fully explored, and almost none to the point of solving the ridiculously challenging technical and business challenges to make them viable. The Conversation was potentially a breakthrough film not only because of Coppola (a successful innovator) but because of Hackman and Murch. And many other talented people. When our design research leads to a divergent set of concepts, other factors come into play. The remote-activated-deodorant-ray (yes, this came out of an actual client project) goes through the design team, the business unit manager, eventually into the technology development part of the business, and the market feasibility. Most times that doesn’t happen. And maybe this just makes Don’s point for him, but then I’d suggest the problem is not with design research but in how it’s deployed, applied, and integrated. Because it absolutely could happen. The underlying conditions need to be there.
  • Can insight and technology be partners? – There are presumably a number of paths to innovation. If we uncover opportunities through design research, a technologist can say “Well, let me go try and make that” (or, “I’ve already figured out how to do that”). Or if a technologist approaches us with a set of capabilities, we can try to answer the question “What would people do with it?” Again, maybe I’m making Don’s point for him, but if so, I don’t see it as a negative.
  • Isn’t this still a mostly mysterious process? – Twitter is a successful product with a low barrier to usage but a high barrier to adoption. It’s success is somewhat counter-intuitive. The traditional market-research processes that failed the Aeron chair and the Post-It note are already consultant-classics. Maybe I’m admitting something terrible but I don’t think Tim Brown or Larry Keeley or Roger Martin can identify the next breakthrough product any more than Hollywood can figure out the best way to guarantee a blockbuster or the recording industry can sign the next number-one band (indeed, look at the amount of marketing hype and me-too that goes into the product development approaches of the last two).
  • Innovative (if that’s what they are) outcomes take years to launch – I’ve written about this before. Maybe what I’m calling innovations are really what Don calls improvements. But I don’t expect ever to contribute to the next Telephone/Airplane/Computer, but I don’t expect to be President of the US, or win an Academy Award, or have one of my songs hit number 1. That doesn’t mean the work isn’t worth doing and the results can’t be tremendously successful, impactful, and result in real change.

I think Don has written a thought-provoking piece and my intent is to reframe rather than refute. This is an important discussion that needs to continue and I am eager to see what others have to say. If you’ve written about this, please post a link here!

ChittahChattah Quickies

  • Will gadget revolutionize our reading habits? – For the concept of a device that allows books to be read electronically, "this is the year we get it," said Steve Portigal, the head of Pacifica consumer research firm Portigal Consulting. "But there's this huge psychological chasm we have to cross before people buy them."
  • 15 Google Users Tried Bing for a Week and 10 of them Switched – Students often ask me about ethics, i.e., our findings being influenced by corporate agendas. Here's a study that Microsoft commissioned to see if Google users would switch to Bing if forced to use it. Results say "yes." The research question may not have been "Will Google users switch to Bing?"…it may have been "Help us understand how Google users react to Bing [once they don't have to think about the choice between Google and Bing at search-time]" It may be that the findings led themselves to this promotion.
  • Sports Illustrated future vision for their Tablet – So the future of reading is, apparently, television. They've managed to throw everything into this demo, including nekkid (almost) ladeez, game playing, and really bad sound effects (note: boop and page-flip don't make a coherent soundscape IMHO).

ChittahChattah Quickies

  • Meet The New Authenticity – an older post here about a topic recently revisited in my interactions column – One package had a label with a jagged edge, meant to suggest torn paper. It didn’t look like real torn paper, it looked like a manufactured torn edge. Some people really liked it, but one person called it as unacceptably fake. He pointed to another packaging label that he had purchased, as this one had a more realistic-looking torn edge, where the paper was frayed and small threads and fibers were visible.

    He was very clear that both of these edge treatments were done by machine; that no paper was torn by hand. The vernacular of the jagged paper was completely unacceptable. The more realistic (as he imagined it) frayed edge was the right way to do it.

    It’s a bit of a post-modern take on authenticity, where it’s more of aesthetic that supports suspension-of-disbelief, rather than some extremely absolutely True and Real version. What does the way it looks let me comfortably accept into my reality?

Start Spreadin’ The News: Steve in New York, NY

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Urban Camouflage, New York, June 2004

I’m off to New York next week for a handful of speaking engagements. If you’re going to be at any of them, please let me know!

ChittahChattah Quickies

  • Storylistening for consumer insight – There are many ways of collecting stories but here are three that may be new to you:
    * Anecdote circles
    * Naive interviewers
    * Mass narrative capture
    Collecting stories is not about finding the one perfect story that describes a brand or a consumer experience. Rather it is about gathering a broad spread of qualitative data. Individually a story may be seen to be banal but their power lies in the cumulative effect of many stories.

    Interpreting stories
    * Experts
    * Machines
    * Participants

    Story interpretation is best done by a range of groups (e.g. consumers themselves, a marketing department) that may have differing perspectives on the same situation. The most appropriate techniques often avoid direct analysis initially and allow different groups to immerse themselves in the stories to produce nuanced interpretations of the consumers' world.
    (via DinaMehta.com)

  • Sony, B&N promise to rekindle rights for book owners – Boing Boing recently talked to Sony's Steve Haber, President of Digital Reading, about its flagship ebook reader, named the "Daily Edition." "Our commitment is that you bought it, you own it," Haber said. "Our hope is to see this as ubiquitous. Buy on any device, read on any device. … We're obligated to have DRM but we don't pull content back."
  • OnFiction is a magazine with the aim of developing the psychology of fiction. – Using theoretical and empirical perspectives, we endeavour to understand how fiction is created, and how readers and audience members engage in it.
  • What design researchers can learn from hostage negotiators – Interesting to look at various collaboration and communication scenarios and unpack what's going on to define some principles that can be reused. Not sure how much new about design research is brought to light here, but the framing may make it more memorable or understandable. Always glad to see the emphasis on rapport, but I don't agree with their hostage-rapport approach as a one-size-fits-all method for design research rapport building. I also think they underplay the emotional levels that good design research can uncover. Beyond frustration with products, we hear stories about cancer, divorce, infertility, hopes, dreams, and beyond. All very charged stuff.
  • If you outlaw meep, only outlaws will say meep – Tthe nonsense word started with the 1980s Muppet character Beaker. Bob Thompson, a pop culture professor at Syracuse University, said he first heard students meep about a year ago during a class screening of a television show.
    "Something happened and one of them said 'Meep,'" he said. "And then they all started doing it."

    The meeps, he said, came from all of the students in the class in rapid-fire succession. When he asked them what that meant, they said it didn't really mean anything.

    But meeping doesn't seem to be funny to Danvers High School Principal Thomas Murray, who threatened to suspend students caught meeping in school.

    In an interview with the Salem News, Murray said automated calls were made to parents, warning them of the possible punishment after administrators learned that students were conspiring online to mass-meep in one part of the school building.

    (via MeFi)

ChittahChattah Quickies

  • IST2010ENG/ EDEBIYAT / 40 Districts 40 Books by 40 Authors: ‘My Istanbul’ series at Tüyap 2009… – My Istanbul is a monumental project of 40 books in which 40 distinguished authors told their own districts.

    40 authors born and lived in Istanbul wrote their own feelings, thoughts and memories in their own style about 40 districts of Istanbul for this project originated from the idea that every district has a different story, a different identity and a different spirit.

    Realized in cooperation with Istanbul 2010 European Capital of Culture Literature Directorate and Heyamola Publications the project ‘My Istanbul’ will display Istanbul’s recent history by the words of witnesses while each district is being re-interpreted by sui generis views of the authors.

  • Jake Cressman – Part of the Hot Studio team that won the Portigal Consulting/Core77 1-Hour Design Challenge! Congrats, Jake!
  • CONGRATS: Hot wins ‘The Future of Digital Reading’ design challenge – Designers + Beer = Fun: Late on a Friday afternoon, a group of Hot’s designers and a good-natured friend gathered in Hot’s biggest conference room. We spread books of all sizes out on the conference table, salty and sweet snacks in every corner, and several six packs of beer on ice. What more could you need? We watched segments from Portigal Consulting’s video where they outlined their findings, and paused a few times to discuss amongst ourselves. After we got comfortable with the background material, we divided into a couple teams, each focusing on a different approach

    The winning SuperFlyer concept came from a collaboration of Shalin Amin, Holly Hagen, Leslie Kang, and our buddy Jake Cressman.

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Reading Ahead: Design Challenge Winners

Reading ahead logo with space above

Our work is about understanding and acting, so our engagements typically include workshops where we facilitate client teams in using our research findings to generate concepts and start prioritizing ideas for further development.

For our self-funded Reading Ahead project, we had no client, so we took this action step by partnering with Industrial Design Supersite Core77 to put our research findings out to the global design community as the basis for a 1-Hour Design Challenge.

We worked with the Core77 team to review all the contest submissions received over the last month, and today are pleased to announce the contest winners.


(via Core77)

The latest 1 Hour Design Challenge, The Future of Digital Reading was based on Portigal Consulting’s Reading Ahead initiative-recent research around books, reading, behavior, and technology. There was great interest in this competition-it’s a hot topic these days of course, with introductions of new e-readers and a constant stream of “end-of-print” articles-and we had tremendous participation from design schools, individuals, and professional design firms.

The research provided for this design challenge was infused with stories about real people, so entries that referenced people and their habits were the most successful. Indeed, entries that embraced story-telling as a way to get their concepts across were much more compelling than those which simply presented a comprehensive list of features. (Yes, we get that the future is OLED displays!) It was daunting to see the number of submissions that were essentially a Kindle with feature statements that did away with the acknowledged limitations, so entries that ran the other way had a good chance of standing out. Still, there was great design thinking here, and a ton of design innovation here, and we were thrilled to see people (and teams) digging deep into the research and trying to refract it through the lens of artifact and experience.

This 1 Hour Design Challenge was a tough one to jury, but here (in suspenseful order…the Winner’s at the end) are the judges’ selections and comments. Congratulations to the Winner and Notables, and thanks to everyone who participated! Portigal Consulting and Core77 will each be donating $300, in the name of the prize winner, to 826 Valencia (a nonprofit that helps kids with expository and creative writing, and San Francisco’s only independent pirate supply store). 826 Valencia will put together a celebratory gift bag (i.e., pirate booty!) to honor the winner.

And now for the results:

Notable: The PaperBack
Design: Stephanie Aaron, Kristin Grafe & Eric St. Onge (SVA MFA in Interaction Design, Class of 2011)
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The PaperBack provided several nice design solutions in one package. We were charmed with the notion of displaying the cover of the book on the back side of the device for others to see (of course, we’d expect a “hide cover” option in the preferences!), and the flip-the-book-over action to turn the page is something we liked from a couple of the entries. The user’s ability to customize the form factor to modify the book-from paperback to novel-was a great start, but we felt that it perhaps didn’t go far enough. Maybe combining this with the next Notable entry, “The Page,” would make for the killer concept.

Notable: The Page: Adaptive Delivery Device
Design: Manny Darden, Jae Yeop Kim & Scott Liao (Graduate Candidates, Media Design Program, Art Center College of Design)
1hdc-2

It was irresistible to conflate “The PaperBack” device above with this concept, taking the form factor all the way to a newspaper-scale object. And self-supporting no less! The Page embraces some of the graphic conventions we’ve grown to love (in this case The New York Times) but then brings some live navigation and hand gestures into the mix. The photographs make for a compelling presentation, and again, made us dream about a device that folds all the way from a paperback out to a newspaper. Utopian? You bet.

Notable: Gutenberg
Design: Cameron Nielsen
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Cameron’s Gutenberg Local/Global Bookmaker considered a novel solution (pun intended): at-home book-making. Companies like Blurb have sprung up to address this as a service, but could print-on-demand happen in the home? We have the technology to print paper, but we don’t have the ability to make actual books. Provocative, with a sweet rendering, this entry made us think about revisiting a low-tech artifact rather than running immediately to an e-reader device.

Notable: Flipit
Design: Jdouble
1hdc-4

While the thrust of Jdouble’s flipit is (gulp) a Kindle with a different (and better UI), the brilliant innovation was the Tamagotchi-like feature: As the user reads more, the device gives positive feedback (in this case, a facial expression). The design research identified how social the act of reading can truly be, so it was a nice touch that the designer considered how the device itself could participate in the social behavior (a theory that is well supported by the work by Nass and Reeves at Stanford).

Notable: Booklight
Design: Kicker Studios
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Kicker’s Booklight rethinks where the digital data is. The classic solution for an e-book is that the data resides inside the device and comes to us up through a screen. The Booklight form factor, in contrast, is an embodiment of their rethinking: the content is projected down onto any blank book, decoupling the content from the presentation of the content. The Booklight lets the user select the size, heft, and feel of the surface they want to read on, giving back the tactility of the bound book many have grown to love. We were also amused to note that Kicker, known for phrases like “Tap is the New Click,” didn’t fall into the touchscreen swipe-to-turn-the-page interaction ubiquitous in the other submissions. Such restraint!

Notable: Mocks
Design: Stacey Greenebaum
1hdc-6

Stacey Greenebaum’s Mocks doesn’t try to solve everything; it takes one piece of the ecosystem and offers a provocative solution. People need to display their identity through their books, but as books move from atoms to bits, why not have a product that simply displays book titles in the home? The question of whether those titles represent actual or aspirational reading strips the identity issue down to its core: in that social moment at least, it’s not about the content.

WINNER: SuperFlyer 5000
Design: Hot Studio

Hot-Studio-superflyer-1

And, we have a winner! Hot Studio and Friends, with their concept for shared living room reading, takes the grand prize. There was a serious case of kitchen-sinkism on this (massive entry), but perhaps this was understandable given the large team they convened for the effort. While life in the living room is increasingly fragmented across devices, and media content keeps upping the hyper in order to grab some fraction of our attention span, Hot has a big idea a la Slow Food: bringing reading back into the media room so people can spend time together…with books. This concept reconsiders the entire reading gesture, going from hand-held/one foot away, to hands-free/10 feet away. Research participants told us that they saw books as a respite from their over-connected, screen-based lifestyles; here’s an application of those digital technologies that has the potential to engage people with reading in a new way.

The team also deserves special mention for the quality of their effort. They illustrate their solutions in a variety of ways, showing the power of quick-and-dirty paper and Photoshop prototyping.

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In bringing people together to create and inspire each other, they’ve generated a best-in-class artifact that reveals great process, uses scenarios based on research participants, and a demonstration of how humor can help sell an idea. Hot Studio modeled how it really should be done. Kudos!

The unholy child of anthropology and marketing? Or a great idea…or both?

Michael Cannell posted yesterday at Fast Company on design firm Blu-Dot’s fascinating new campaign

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, in which they are going to give away chairs by leaving them on the streets of New York, and then use GPS embedded in the chairs to track them down. According to Michael Hart of Mono, the ad firm that developed the idea with Blu-Dot:

If all goes according to plan, the video crew will use the GPS to find the chairs a few months from now. They’ll knock on doors and interview the owners–homeless people, Apartment Therapy readers, whoever they turn out to be–about why they took the chairs and how they use them. “Where does great design end up in New York? What sort of a person invites these chairs into their homes?”

Wow – there are so many layers to this. The brilliant experimental marketing layer, the Big Brother-ish invasion of privacy layer, the genius “guaranteed-to-get-talked-and-written-about” PR layer, the “no-marketing-message-included” layer reminiscent of “no-brand” brand Muji, the Chris Anderson “free” layer, and finally, the anthropological, archeological, design research find-out-where-the-chairs-go layer, which in and of itself would be a great conceptual art project or social experiment.

This project–what do you even call it? Is it a project, a campaign, an experiment?–really takes the openness and creative potential of contemporary marketing and runs with it.

ChittahChattah Quickies

  • Branding the Ideal Experience: Participatory Design Research Lecture and Workshop – Looks like this would've been fun and interesting: For this installment of the series design research expert and consultant JooYoung Oh will offer a lecture and workshop on the techniques of her industry. Participatory design research is a combination of psychology and design. It is about understanding people and their ideal experiences in order to inform and inspire design (of products, systems, environments, and brands). How do you know your brand will resonate with your target audience? JooYoung will discuss design research theory, and will present a hands-on exercise that will demonstrate methodologies for capturing the current and ideal experience. Come prepared to participate!
  • The Hipstery! Mystery T-Shirts – Liberating you from the burden of choice! – (via Springwise) – Similar to the Heaven's Dog "Freedom From Choice" cocktail we blogged about a few months back, here's another product that offers the experience of "surprise" with the reassurance of a semi-curated result.

Series

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