Exposing MD
Exposing MD
Exposing MD
Magic of Design
Series Editor
Exposing the
Magic of Design
A Practitioners Guide
to the Methods
and Theory of Synthesis
Jon Kolko
With contributions from:
Beth Johnson and
Gianna Marzilli Ericson, Design Continuum
Paul Gould, MAYA Design
Colleen Murray, Jump Associates
Hugh Dubberly, Dubberly Design Ofce
Lauren Serota, frog design
Rachel Hinman, Nokia
1
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Contents
Introduction
xi
xii
xv
Section One
What Is Synthesis?
Chapter 1
A Theory of Synthesis
Understanding How People Solve Problems
xvii
03
04
08
Making a Judgment
08
09
09
Chapter 2
Sensemaking, Frames, Models, and Patterns
11
13
15
17
of Cognitive Representation
The Nature of Patterns on Our Experiences
Chapter 3
Abductive Reasoning
20
23
Contents
vii
Section Two
Design Synthesis in a Business Context
Chapter 4
The Value of Synthesis in Driving Innovation
29
31
What Is Innovation?
37
38
and Design
Chapter 5
The Culture of Synthesis
41
43
Being Playful
46
Experiencing Flow
50
54
of Thought
Changing a Prohibitive Culture
Section Three
Methods and Applicability
Chapter 6
Methods for Making Meaning out of Data
56
59
63
63
65
65
66
66
66
Intuitive Leaps
For Example: Getting to Meaning through Story
Contents
76
79
86
90
94
Fan Thermostat
viii
67
76
Chapter 7
Methods for Building an Experience Framework
101
Telling a Story
102
102
103
104
107
109
Product Development
125
128
136
147
147
155
Chapter 8
Methods for Creating Empathy and Insight
159
159
Method: Reframing
160
162
164
166
Conclusion
169
Glossary
171
Works Cited
173
Index
177
Contents
ix
Introduction
xi
Introduction
xiii
xiv
Introduction
Introduction
xv
Introduction
product manager, or a subject-matter expert in a large corporation that finds itself in the anxiety-ridden role of developing
new products, systems, and services.
Introduction
xvii
Exposing the
Magic of Design
Section One
What Is Synthesis?
Chapter 1
A Theory of Synthesis
A Theory of Synthesis
Figure 1.1
Hierarchical problems.
A Theory of Synthesis
A Theory of Synthesis
I judge Jeff to be the best possible talent for the position, yet I
never consider other candidates. This is a subjective, evaluative activity, and I might be completely wrong. Instead, I have
synthesized various moving parts to the problem, over time,
8
10
Chapter 2
Sensemaking, Frames,
Models, and Patterns
11
13
15
17
Figure 2.1
Mental Models form during the
process of design.
19
20
21
22
Chapter 3
Abductive Reasoning
Abductive Reasoning
23
24
Abductive Reasoning
25
Heuristic
Algorithm
Code
Figure 3.1
The Knowledge Funnel.
Abductive Reasoning
27
28
Section Two
Design Synthesis in a
Business Context
Chapter 4
31
Design Research
Marketing Research
Focuses on people
Focuses on people
33
34
and findings will emphasize behavior. Behavioral opportunities may exist in the following areas:
Technology (the devices the teens own)
Style (the clothing the teens wear)
Identity (the language the teens use)
Infrastructure (the transportation methods the
teens use)
This perspective is broad. The researcher can learn about
the topic from a holistic sense, looking both directly at the
problem of social relationships and mobility, as well as
around the problem.
In the second perspective, the researcher will learn about
the current state, from a realistic standpoint. The word realistic
implies that the artifacts being investigated have conformed
to the realities of production. Their constraints are usually
pragmatic (At the date of production, a smaller phone could
not fit all of these electronics. No matter how much we want
it to be smaller, it cannot be). The researcher will gain a great
deal of knowledge around the following areas:
Usability of existing software, hardware, and
services
Frequency of use of existing software, hardware, and
services
Emotional resonance of existing software, hardware,
and services
This is useful information, particularly when attempting to
fix and refine an existing solution with a follow-on release.
The perspective is narrow because the researcher focuses on
particular devices and the software functionality afforded by
those devices.
In the third perspective, the researcher will learn implicitly
about the current state, from a subjective standpoint. A particular
service is offered for free or for a cost because a business
decided it would be so (We can offer this service for free in
order to build brand equity, which is worth more to us than
35
the amount we could have made from charging for the service
itself ). The researcher will be able to gain a great deal of
knowledge around the following areas:
Pricing, feature, and service structures other
companies have deemed important
The way various artifacts, services, and systems have
been positioned in the marketplace
The elements that have become ubiquitous to a
particular business context
This is useful information when attempting to package
and sell an already designed product, service, or system. The
perspective is narrow. The researcher focuses on particular
pricing structures, service offerings, and capability models
from various competitors.
Each of these research methods focuses on a different
aspect of an artifact, yet only the firstfocusing on human
behavioremphasizes opportunity and potential. A focus on
technology or product is destined to be constrained by realism (e.g., What can we do, given current abilities?). A focus
on business or market is destined to be constrained by precedent (e.g., What are others doing, and how are they doing
it?). In this way, design research that focuses on human behavior in a broad sensenot on a particular object or serviceis
the most effective at discovering data for innovation.
Figure 4.1
Various Perspectives Feeding Design.
36
What Is Innovation?
Innovation has been used so liberally to define an entire
profession that one is hard pressed to find a definition of the
word itself. It is best used as either a simple qualifier that can
be used to describe one facet of designnewnessor as a
title for a robust and entirely different field.
Researchers Craig Vogel, Jonathan Cagan, and Peter
Boatwright use an action-oriented context for their definition: Innovation extends beyond invention of new technology and includes a thoughtful and insightful application,
delivery, extension, or recombination of existing technologies . . . the key is that an innovation is a valued leap from the
viewpoint of consumers whether or not it is incremental from
the producers standpoint (Vogel, Cagen, & Boatwright,
2005). This definition puts the consumer at the center of the
innovation universe, and so it seems logical to then emphasize the value of design research. It is important to note, however, two major problems with viewing design research as the
keys to innovation.
First, an innovative product is not simply new; it must be
new and successful in the marketplace. This means that a new
idea that failsfor example, Betamax or the Apple Newton
cannot be considered truly innovative. This is not simply a
matter of semantics. Design-research methods will help a
product team find the newness, but they will not help bring
that newness to market. For this, traditional forms of design,
engineering, supply-chain management, quality, and other
production techniques are necessary, as are traditional forms
of marketing, advertising, and distribution.
Second, and more important, design research presents
only an opportunity, but it does not lead directly to the new
idea or innovative concept. Most businesses understand how
to conduct research (either quantitative or qualitative, and
often marketing driven but occasionally user centered). Fewer
businesses understand how to design something. But it is the
rarest of companies that can continually drive innovative
design practices and actually tie the newness to the research
that was conducted. The link between initial investigative
efforts and subsequent creative efforts is rarely, if ever,
emphasized.
The Value of Synthesis in Driving Innovation
37
38
39
- ?!
Figure 4.2
Problem Finding, Understanding, and
Solving.
40
Chapter 5
41
Challenging Constraints
and Questioning Purpose
Although the word constraint has a negative tone, constraints
are one of the central tools for managing an otherwise overwhelming design activity. Designer Charles Eames constantly
referred to constraints as the most important aspect of creating
a successful design. As he describes, . . . here is one of the few
effective keys to the design problemthe ability of the designer
to recognize as many of the constraints as possiblehis willingness and enthusiasm for working within these constraints
the constraints of price, of size, of strength, balance, of surface,
of time, etc.; each problem has its own peculiar list (Neuhart
& Neuhart, 1989). Eames is describing the qualities that contain a design problem, that mark its beginning and ending, and
that illustrate to what extent the designer can affect change.
Essentially, Eames is indicating a core distinction between
design and art. For all practical purposes, art has no external
constraints. The artist selects the constraints, ignoring those
that she feels are inappropriate and embracing those that help
tell a story, make meaning, or create a particular aesthetic. But
the designer cannot ignore or embrace the borders and
guidelines on a whim; she must meet a deadline, present a
particular message, or solve a given problem.
The Culture of Synthesis
43
45
Being Playful
The ability to be playful is critical to achieve deep and
meaningful synthesis of disparate ideas. Playfulness can be
thought of as a casual, almost apathetic, work perspective, but
the apathy is to the immediate significance of a particular
design move, not to the long-term consequences of a particular action. That is, one might playfully suggest a design
decision that is out of the question, and an objective viewpoint would consider this a form of destructive or deviant
behavior. Yet this ability to suspend caringto be apathetic
in the moment but care passionately about the outcomeis
critical to finding meaning in the chaos of design research.
To understand what is meant by play in design, it is
useful to describe what is not meant by this word. When considering a playful environment, many immediately think of
Nerf darts flying over a design studio, with twenty-somethings playing video games and sitting in beanbags. This
unfortunate representation of the dot-com boom-and-bust
era has tainted the notion of a creative environment by implying that being creatively playful requires a sense of slapstick
humor and a lack of focus.
In fact, being playful is much more of a cultural mindset
than a cultural physicality. Playful approaches to design can be
found in the most boring of physical environments, simply
because the administrative powers have allowed and
46
47
48
49
Experiencing Flow
Although psychologist Mihaly Csikszentmihalyi was not the
first to observe that artists, designers, and other creative folks
engage in a type of meditative state when they make things,
he was instrumental in carving out a particular area of cognitive psychology called flow. According to Csikszentmihalyi,
flow is an optimal experience achieved during creativity
that is an automatic, effortless, yet highly focused state of
50
consciousness (Csikszentmihalyi, 1997). This optimal experience is one that can be identified in art, design, writing,
cooking, sports, and even drivingany activity that demands
a sense of craft, expertise, and ability to master. Csikszentmihalyi
defines four specific attributes of the flow experience that are
central to a discussion of synthesis. These attributes describe
the ideal conditions for finding the interpretative spark of
making meaning out of complicated data.
1. There is immediate feedback to ones actions. Synthesis,
when externalized, creates a constant conversation
where each move illustrates a new state. Compare
this to attempting to synthesize large quantities of data
in the head. While one might be able to combine,
rearrange, and try new organizational techniques
implicitly, the lack of immediate feedback makes it
difficult to understand when progress has been made.
Additionally, the feedback is quickly and implicitly
critiqued, and corrected. Csikszentmihalyi describes
that in a flow experience we know how well we are
doing. The musician hears right away whether the note
played is the one. Similarly, in a synthesis exercise, a
designer sees immediately whether a move is
the one.
2. Action and awareness are merged. Synthesis requires
that a designer attend to the subject matter at hand
completely. Practically, this requires a room with no
distractions, a blatant rejection of e-mail, a turning
off of mobile phones. The problems and realities of
real life need to be temporarily ignored to permit
immersion in the problem space. Then actions can be
performed in the context of the gathered data, and
not negatively impacted by people coming and
going, or by meetings or conference calls. In
addition, actions are made with an expert
confidence. The designer is not held back by a lack of
skill with a particular tool. The tool acts as an
extension of the mind, limited only by the interim
translation of the hands or eyes.
51
52
53
Experienced designers have embraced shortcuts to alleviate some of these problems. Some designers will force
themselves to write their every idea, regardless of the immediate bearing on the problem at hand, on individual post-it
notes. After 30 minutes, they have overcome the empty-canvas problem and externalized whatever doubt they may have
about their own abilities to solve the problem. In a sense, they
force away whatever barriers to flow exist. This is a method of
synthesis known as Affinity Diagramming, and it is described
in more depth later in this book.
Other designers will schedule three or four hour-long work
sessions in a closed conference room with other creatives, then
ignore all best practices for successful meetings, such as agendas, action items, and goals. Instead, the designers will work on
a whiteboard to talk out the problem, without worrying
about wasting time or approaching the issue from the wrong
way. This serves as a method of externalization, albeit through
conversation rather than formal process.
54
Field 2
Beets
Peppers
Corn
Tomatoes
Beets
Peppers
Tomatoes
Lettuce
Lettuce
Figure 5.1
Which eld has more peppers?
55
57
the logical and pessimistic black hat. The idea certainly will
not get very far through this process. Because socialization
and abduction are at odds, it is exceptionally difficult for large
enterprises to develop any traction toward innovative ideas
during the preliminary phases of product development.
Additionally, many large corporations have created a culture that rewards success and penalizes failure. Appropriately,
those who succeed have learned to minimize their potential
for failure and not to take great risks. This means doing things
that are more conservative and putting in place large systems
of planning, organization, and risk management. Often, these
corporations attempt to think through every detail of a new
product prior to making anything. A functional specification
document commonly describes every feature and function in
a product before it is built. Yet the functional specification
rejects the process of generative and abductive thinking and
ignores the role of making in the process of thinking. As Roger
Martin, dean of the Rotman School of Management at the
University of Toronto describes, As integrative thinkers put
their resolution through multiple prototypes and iterations,
they use generative reasoningwhose raw material, remember, is what does not yet existto work back down from resolution to architecture to causality to salience. Large
organizations may not recognize generative reasoning as a
legitimate mode of inquiry, but they depend on it for lasting
competitive advantage (Martin, 2009).
Finally, consider the idea of a requirement definition document being baselineda common practice in large corporate organizations. This specification document explains, in
excruciating detail, what a product will be and how it will act.
The baselining process then forces any changes to this document to jump through a rigorous set of hoops. Yet the entire
notion of constraints and purpose demands a sense of flexibility, as further knowledge forces the reinvestigation of prior
guidelines. The structures put in place to support the management of the giant document temper innovative design thinking, because they penalize late changes even when these
changes are for the betterment of the product and the users.
58
Section Three
Methods and
Applicability
The spark of synthesis occurs in the context of the DIKW
systemmoving from data, to information, to knowledge,
and then to wisdom. The path has been routinely analyzed in
fields of Information Technology and Knowledge Management, and it is mentioned by designer Nathan Shedroff in a
brief article titled An Overview of Understanding (Shedroff,
2000). As Shedroff describes, data alone have little value.
Although data usually implies numbers, it simply represents
discrete units of content, without context and with no organizational mechanism. Creating information out of data may
seem a simple task: Determine the units of data that are relevant and remove the rest. However, determining what is relevant requires deep interpretation, subjective pruning, and a
framework in which to identify a hierarchy of importance.
Information can be thought of as meaningful data.
Information is the organization of data in ways that illustrate
meaning. In fact, this organization may alter the meaning
itself. This has an important implication, because the meaning of seemingly objective data is altered by the appearance
and structure of that data.
Knowledge results from the combination of elements of
information to arrive at a principle, a theory, or a story.
Although information may be sensory, knowledge seems to
be more complicated and relies on personal experience and
tacit knowledge. Storytelling, with its long history as a mechanism of knowledge transfer, can be considered a rapid
immersion in experience.
Often thought of as enlightenment, wisdom can result
from applying knowledge in a new and novel manner.
Data
Information
Chasm 1:
Making Meaning
out of Data
Figure 6.1
Chasms.
60
Knowledge
Chasm 2:
Experience
Frameworking
Wisdom
Chasm 3:
Empathy and
Insight
Method Name
Affinity diagramming
Flow diagramming
Concept mapping
Build an experience
framework
Build an experience
framework
Build an experience
framework
Reframing
Insight combination
61
Chapter 6
63
limitations of the brain and the artificial organizational limitations of technology. Content can now be freely moved and
manipulated, and the entire set of data can be seen at one
time. Implicit and hidden meanings are uncovered by relating
otherwise discrete chunks of data to one another and positioning these chunks in the context of human behavior.
65
For Example:
Getting to Meaning through Story
Contributed by Rachel Hinman, Nokia
Well never know how the world really is. Well always have
to construct what we think the world is . . . and humans do
this by telling stories.Jerome Bruner
The goal of almost any designer worth her salt is to create
work that has value to others: to design products and interfaces that will contribute to the human experience in a positive and constructive way. But how? How does a modern
designer working in a diverse, globally connected world
ensure that her work that is functional, emotionally resonate,
and most important, meaningful?
Over the last decade, qualitative design research has been
lauded as the secret step in the design process that guarantees this kind of success. Field research is supposed to yield
the kind of information that brings design teams to meaning.
But why?
Why does talking to people and listening to their stories of
their broken relationship with their television or the guilt they
feel about declining a friend request on Facebook make our
design work better?
And how do design teams translate those hours of
conversations into something actionable?
Different people have different answers to these questions.
My answer is found in the stories and in a simple process of
synthesis. I identify what we saw and heard, what it means, and
why it matters.
The Why: Understanding through Narratives. One of my
67
Bruners experiment underscored the fundamental difference between definition and meaning. The definition of a
birthday party is an event to celebrate ones birth. But what a
party meansthe cultural expectations, the social script, the
attributes that define the experienceis described through
story. People use narratives to describe expectations. The
children all selected the photo of the girl crying because it
defied what they would expect to see at a birthday party. Their
stories of poor party attendance, mothers enforcing bad clothing choices, and crappy presents mirrored the process by
which our minds reconcile similarities and differences in
expectation. The children were using narrative and comparison to describe their expectations of a birthday experience.
The How: Applicability to Designers. Design is about creat-
ing a product, services, or experiences that map to user expectations. Designers often rely on instincts to intuit these
expectations. However, as the dimensions of user groups
dimensions such as culture, gender, and agebecome more
granular and distinctive, it becomes more important for
designers to draw from real data to match the expectations of
the people they design for. There is no better way to understand these expectations than to get out in the field and listen
to the stories and perceptions of real people.
Although qualitative research has multiple benefits, it is
time and labor intensive. Most notably, the analysis and synthesis of qualitative data can be an arduous task. The completion of field interviews leaves most design teams with a
colossal mountain of videotapes, transcripts, and digital
photos. The task of translating it into thought-provoking and
actionable insights can cause even the most committed usercentered designer to run for the hills. I have done my share of
floating in an abyss of qualitative data with seemingly no shore
in sight. To save my own sanity, I developed the following
framework to guide myself through analysis and synthesis.
What We Saw and Heard: Memoing. Part of what makes
69
Figure 6.2
An example of memoing.
than you know what to do with. I use the participants themselves as organizing principles. I dedicate a large sheet of cardboard, a wall, or window to each participant in the study. The
team fills each space with the post-it notes and photos from
the interviews. Each space functions as an initial organizing
principle for the data, a small homage to each participant that
Methods for Making Meaning out of Data
71
Figure 6.3
An example
of a participants space.
72
This what it means phase is about identifying the important insights in the stories you have heard. Just like the clutter
bugs in Clean Sweep, you cannot keep all the datathere is
too much of it. Through conversation and collaboration, you
will find the gem-like insights that are most salient for your
project.
Why It Matters: Emerging Insights and Implications. The
final step of the process is editing your insights into something that has relevance and expresses a point of view. The
goal is to come up with emerging insights that support a
design implication. Together, the emerging insights and
design implications recommend the actions you think should
be taken next.
Editing insights is challenging. Typically, teams have more
than they know what to do with, and insights are not equally
relevant to the project. So you must continually ask yourself
and your team, Why does this matter? Another helpful
technique is to share the ideas, themes, and affinity clusters
with people who know nothing about the project. Sharing
your thinking can help determine which ideas resonate. Fresh
eyes also help in honing the talking points and crafting the
story or its emerging insights.
Emerging Insights. Creating a strong and persuasive emerg-
73
research. You have gone into the field and talked to real people
who have shared a part of their lives with you. You have a
responsibility to share their perspective, even if it is unpopular. Your research implications should tell their story and give
your clients or colleagues clear and actionable next steps.
What research implications should not do is tell clients
what they already know (such as people have powerful relationships with their mobile phones).
Putting It Together. The process I have described has three
general steps:
1. What we saw and heard. Put your data in apples-toapples format through memoing. Create participant
boardsan homage to each useras a first step in
organizing the data.
2. What it means. Marinate in the data and collaborate
with your colleagues. Encourage discussion and
debate. Identify patterns. Capture the initial insights.
Write everything down!
3. Why it matters. Organize the memo clusters and initial
insights into emerging insights. Edit by frequently
asking, Why does this theme matter? Find your point of
view and create implications, the clear steps the client
should take as a result of your findings.
The sheer volume of data produced during qualitative field
studies can leave you wondering whether it is worth it. It is.
Products, services, and experiences designed using this type
of process have an inherent sensitivity to user needs and
expectations. Listening to the stories of users will help you
get beyond obvious solutions. It is the work that will get you
to the meaning.
74
75
76
77
78
For Example:
Parallel Clustering
Contributed by Colleen Murray, Jump Associates
79
80
Figure 6.4
This is the initial mindmap
created by the team after
compiling everyones top
themes.
81
82
Figure 6.6.
These clusters demonstrate
another persons alternative
take on the most important
clusters. Note the differences
from Figure 6.5.
83
Figure 6.7
This is the teams nal output
of top themes. After a
discussion, we agreed that this
combination of eight clusters
would best help us tell our
story.
important and why. This helps teams to tap into unique individual perspectives and truly harness the teams wide array of
experiences and skills.
See New Possibilities. Even when teams take the time to
listen to one another, it does not mean that everyone hears
the same thing. It can be difficult to understand others
nuances. But because these various flavors can add richness
and depth to insights, systems must be used to capture the
details. Creating a shared recording or mindmap helps to
reveal both the similarities and differences in peoples framing
of topics. Physically clustering similar or overlapping ideas
near each another quickly reveals what people agree on and
what they do not.
Make Trade-Off Decisions. At its essence, synthesis is
feels like a unique mix of familiar activities; clustering, mindmapping, and idea ranking. Yet parallel clustering is different.
Unlike a simple clustering exercise, parallel clustering quickly
reveals multiple alternatives for grouping information. It is
different from a final ranking or selection activity, because it
builds robust themes, rather than simply filtering ideas out.
And the technique is distinct from personal mindmapping,
because shared maps make everyones thinking transparent to
the entire group.
About the Author. Colleen Murray brings an interaction
85
Administration
Oversees
Incentive Disconnect
Demands
Expects
Security
Privacy
Customer
Prot
Leverages
Money
Utility
Provides
Investors
Provides
Teller
Urged to sell more services
Figure 6.8
Cultural diagram.
87
Action
Intent
Trigger
To save money, in a
secure manner
Payday
To generate prot
Quarterly reporting
Market volatility
(Ongoing)
Customers
Account
Invested
Loans
Bonds
Stocks
Derivatives
Revenue
Figure 6.9
Sequence diagram.
Private
meeting
area
Security
Waiting area
Check-in area
(forms, sign-in
sheet, promotional
material)
Teller line
Manager
Figure 6.10
Physical diagram.
88
Tellers
Security
Name
Address
City, State, Zipcode
Checks
DATE:
Sign here for
cash received
Total from
other side
Bank Name
address
City, State, Zipcode
Subtotal
Less cash
received
$
The process diagram is a type of Flow model that illustrates the logical path through a system, showing decision
points and articulating cause-and-effect relationships and
system use. This diagram (also known as data flow diagrams
or decision tree diagrams) has traditionally been used by electrical engineers and computer scientists to illustrate the logical flow of data through a system. These diagrams can be
created relatively quickly, prior to implementing complicated
systems, and then manipulated to determine the optimum
flow of data. The method can be used as both a generative
exercise and an explanatory tool. Generally, this diagram is
emotion agnosticit focuses on actions and reactions of
both people and the system itself. Building a Process diagram
(see Fig. 6.13) is a form of synthesis that forces the designer
to rationalize knowledge related to temporal flow and to constantly change his frame and consider the totality of behavior.
(He is forced to consider not only an ideas core but also its
periphery). A designer must consider the edge cases, describing what happens when less desirable behavior occurs with a
product, service, or system.
A process diagram helps a designer move from data to
information by contextualizing a discrete step in the context
of the entire process, grounding a particular action or movement in relationship to other actions or movements. This
forces the designer to evaluate human and system decision
points and to consider what will happen when a person does
something or behaves in a certain way. Additionally, once the
Methods for Making Meaning out of Data
Figure 6.11
Artifact diagram.
89
Booth
Drawer
Office
sits in a
sits in a
is placed in
Security
Camera
monitors
manages
Money
[physical & digital]
Manager
Teller
interacts with
monitors
handles
saves
Guard
monitors
Customer
may
require
Advanced
Transaction
Loan
Mortgage
New Account
Figure 6.12
Flow diagram.
diagram has been created, it can be used for a number of laterphase activities. For example, in software design, the same
diagram can form the beginning of a unified modeling language (UML) diagram suitable for authoring test cases, or it
can be used to identify screen-based design criteria for the
wireframing and visual design phases of software creation.
How to Apply This Method
Before creating a process diagram, a designer must have identified, through ethnography, the systems entities and their
roles. An entity is typically a person, but it can be a group, a
company, or another system or process. As an example, if I go
into a bank and hand my money to a bank teller, we are three
entities: me, the teller, and the bank.
90
Enter Bank
No
The customer
requires a manager.
Is it the customers
turn for a manager?
The customer
enters the line.
The customer
meets the manager.
No
Yes
Yes
Yes
Wait.
Is it the customers
turn in line?
Wait.
No
The customer
approaches
the teller.
...
Yes
Yes
...
No
...
Exit Bank
Incomplete process
shown for illustrative
purposes
Figure 6.13
Process diagram.
91
93
For Example:
The Flow through a Hunter Fan Thermostat
Contributed by Lauren Serota, frog design
Overview. Interaction with any object or service happens
94
95
A Case Study
96
97
temps
edit temp
select temp
to edit
Away
Asleep
At Home
edit time
select period to
edit
Away
Asleep
times
select day(s) to
edit
days
initial
scheduling*
select period
temp to edit
Away
Asleep
At Home
enter away
temp
enter asleep
temp
enter at home
temp
Away
Asleep
At Home
(default ll based on
away & asleep)
away time 2
(return)
select day(s) to
apply schedule to
select day(s) to
apply schedule to
editing a
schedule
edit time
select period
time to edit
select remaining
days
select remaining
days
No.
Yes.
Days
Remaining?
Yes.
No.
Done!
Figure 6.14
Task ow: early stage.
Days
Remaining?
98
editing a
schedule
initial
scheduling
1
edit schedule
2
select period to
edit
Actions that can
be taken when
editing a schedule,
only after initial
scheduling.
Direct route taken
during initial
scheduling. Route
may also be taken
when editing.
Away
advance to next
day
Yes.
Asleep
At Home
Hidden accelerators
allow user to jump
between any step in
this shaded area.
enter at home
temp
Days
Remaining?
Copy day allows one days programs
to be copied to multiple other days of
the week.
No.
Yes.
Done!
Days
Remaining?
copy
day
select days to
copy to
No.
Figure 6.15
Task ow: later stage.
99
Chapter 7
101
Telling a Story
Traditional industrial and graphic designers focus on the
creation of a static, two- or three-dimensional artifact.
Designers focus on form, function, and comfort or aesthetics,
but placing an immediate focus on an artifact implicitly places
value on the creation rather than the user of the creation.
When creating a scaffold for experiences, you should shift the
emphasis to acknowledging and understanding the user and
her activities, feelings, and desires over time. An easy, accessible, and relatively common way of articulating these issues is
the story. Storytelling, as old as language, allows an individual
to paint an immersive scene and environment.
The components of a successful story are subject to debate,
and the ability of one to actually tell a successful story requires
a particular talent. However, you can include some fairly
common components to make your story believable and easy
to understand.
The story should include a plot, characters, a setting, a
climax, and an ending. These components can be presented
precisely and vividly to encourage an awareness of sensory
detail. The narrative should also include some underlying
point. The story can be used to illustrate the problem with an
existing design or situation, or to better show how an artifact,
service, or system can be integrated into human day-to-day
life. In either case, it should serve to humanize the design
opportunity. The structure and emphasis of the story should
be on people and goals rather than on technology or engineering. This will shift the emphasis from an artifact to an
experience, helping to create an experience framework to
move from information to knowledge.
103
The Placements
Signs
Things
Actions
Thoughts
Material Objects
Complex Systems
Signs
Things
Actions
Thoughts
Material Objects
Complex Systems
Figure 7.1
The placements of the design
framework.
105
106
Scrubbing Motion
Toothbrush
Bristles
Teeth
Clean
Hygiene
Cavity
Breath
Process
Daily
Meals
Figure 7.2
Simple and unranked taxonomy
in an example of teeth brushing.
Teeth
Equipment
Toothbrush
Bristles
Floss
Clean
Scrubbing Motion
Process
Daily
Meals
Hygiene
Cavity
Breath
Figure 7.3
A prioritized teeth-brushing
taxonomy.
107
Teeth
require the use of
can become
Equipment
Clean
generally made up of
Toothbrush
is a stick with
Floss
Cavity
constituting a
Scrubbing Motion
to ensure good
Process
Bristles
performed 3 times
Daily
Hygiene
performed after
Meals
Figure 7.4
Filling in the map with small
sentence fragments.
108
and freshen
Breath
For Example:
Using Concept Maps in Product Development
Contributed by Hugh Dubberly, Dubberly Design Ofce
109
111
manageable clusters:
11 first priority
45 second priority
157 third priority
136 fourth priority
51 fifth priority
Triage is a similar strategy. Which terms are critical? Which
terms can we deal with later? And which terms are not
relevant?
112
Figure 7.5
Example of stickies on a
foam-core board, which
enabled easy movement around
the ofce.
113
Figure 7.6
Example of an armature.
Developers
use
Java
Software
to make
for
such as
is a
Development
Tools
Desktop
Applications
Tool
comprising
Programming
Language
114
Class Library
Security
Model
JVM
Server
Applications
Embedded
Applications
People
115
116
Figure 7.7
Concept map.
117
118
Figure 7.8
Concept map divided into
sections.
119
Figure 7.9
The subdivided
concept map.
Figure 7.10
Concept map using
hypertext link, which
allows for indicating more
relationships without
drawing additional lines
on the map.
121
Figure 7.11
Variations of concept map.
235 terms
425 links (relationships)
110 descriptions
We began the map in October 2000 and delivered printed
copies in September 2001. The process required the
following:
49 weeks
more than 50 interviews
122
123
124
125
This Web site will let users buy phones, plans, and accessories. At the moment, you are tackling a particularly difficult
problem: how to structure the services area of the site, where
a user can choose from various options:
Some services will work only on phones with a large
screen.
Some services will work only with family plans, where
two or more users share a plan.
Some services are free, but have a per-use charge.
Other services cost a flat rate per month.
Still others are free only with a monthly data plan.
In your mind, the problem space likely starts as a mess, but
through synthesis, it becomes more clearly defined. You can
draw a map of specific services, with lines connecting them to
plans. You might make a visual list of relationships, and you
can start to see patterns emerging in the form of taxonomy.
This taxonomy shows types of services (free, pay per month,
pay per use), service penalties (overages, activations), plans
(family, individual), content (data, voice), and phones (smart,
feature).
At this point, you can continue to synthesize in the defined
problem space. However, by zooming out a bit, you can
start to see that you have ignored issues of customer service,
bill payment, or the checkout process. These topicsrelated,
but broader than servicesclearly have an impact on services
from the users perspective.
By contrast, zooming in and narrowing perspective begins
to identify actual problem constraints (as compared to theoretical domain constraints). Zooming in on the services mentioned earlier, you may start by grouping the services by genre
(entertainment services, GPS and location services, communication services, etc.). This helps to make sense of the problem at one hierarchical level of detail, but it ignores the
contents of the specific group. Now you can zoom in to look
more closely at a single genrecommunications services
include text messaging, picture messaging, and one-to-one
paging. Now you can zoom in to text messaging, finding that
126
each message costs five cents and can be only 160 characters.
Now you can zoom in to the character limit, to understand the
historical motivation behind the limitation and the relationship to single-directional pagers.
You could follow this semantic zoom much more deeply
or into the problem or much farther out from it, but neither
would lead to a practical solution. Zooming way out would
show that telephones exist in a culture and are deeply related
to the nuanced relationships between people. You could
explore those social relationships and digital technologys
influence on them. This perspective has design implications,
but they are too broad to be practical in the context of a real
problem. Or you could zoom in far enough to explore various user-interface mechanisms for selecting a particular service, debating the pros and cons of a dropdown box as
compared to a slider. During synthesis, this might be
thought of as stuck in the weeds, as this level of detail is
inappropriate when attempting to tame the larger frame of
complexity.
A forced semantic zoom, or ecosystem map, is most useful
when used with a concept map, described earlier, and when a
zoom is limited to only three levels up or down. As you have
seen, a concept map represents a sketch of your understanding at a given time. You can force a semantic zoom into any
area of the map and can act on this zoom by filling in the new
noun and verb relationships that show up at that new level.
These new relationships will be more tactical and will often
describe more localized and nuanced behavior. Additionally,
you can force a semantic zoom out of the map, and you can
draw the noun and verb relationships around the perimeter
(showing entities and actions that exist on a broader, more
strategic level).
Crispin Porter + Bogusky, an advertising agency known
for, among other things, the Sacrifice your Facebook friends
for a Whopper campaign, uses ecosystem maps as a way of
abstractly diagramming the anatomy of a new advertising
program. These maps are a tool for understanding contextand this type of diagram fleshes out the relationship of the
elements, their roles with one another, and overviews the
essential campaign strategy.
Methods for Building an Experience Framework
127
Production
Easy to
Easy to twist and
turn
grip
Designed for
cheap and mass...
Ergonomic
Durable
Handle
Evokes a
particular...
Brand
Quality
Washable
has a clean
transition to..
Head:
Plaque
Action Area
Pick
Bristles
Act as Floss
Remove Food
Remove Stains
Apply Friction
Figure 7.12
Concept map at zoom level 0.
129
Childrens Brushes
Generic Brush
Specialty
Co-Branded
Brush
(Disney, MTV, etc)
Advertising
Packaging
Shared Brand
Elements
Disposable Brush
Color,
Material,
Finish
Primary
Logo
Figure 7.13
Concept map at zoom level 1.
Professional
Dental Chairs
Consumer
Subsidize the
cost of..
Adult Brushes
Childrens Brushes
Whitening Strips
Mouthwash
Figure 7.14
Concept map at zoom level 2.
131
Radius
Philips
Competes with
Oral-B
Acme Dental Care
Procter &
Gamble
YangZhou
Fivestar
Toothbrush
Co.,Ltd
Walmart
Distributes at
Manufactures with
Yangzhou
Hanjiang
Jiangyang
Tourist
Products
Factory
Target
Yangzhou
Shuguang
Toothbrush
Factory
Figure 7.15
Concept map at zoom level 3.
Consider how the seven levels of zoom allow you to traverse the entire concept hierarchy of the design space (see
Fig. 7.19).
At each of these levels, you will generate new knowledge
about the experience framework being built. All levels of
detail will ultimately lead to the user experience, so this
method of synthesis allows you to acknowledge each level
individually yet retain a sense of the whole. In this way, you
can generate the substance of thought that will drive creative
decisions during the design phase of the project.
132
Handle
Square
Backing
Flexible
Head:
Action Area
Plaque Pick
Intended to
facilitate..
High Impact
Plastic
Flexi-tensile
Product
Logo
Ridged
Contour
Bristles
Multiple color
Conforming
to...
Multi-sized
Mint
fresh guard
Brand
Specics
Figure 7.16
Concept map at zoom level +1.
133
treated
with
solvent
8 degree
angle
Ridged
Contour
Bristles
Multiple color
Conforming
to...
Multi-sized
Mint
fresh guard
Large
measuring..
Small
measuring..
articial
Brand
Specics
10,000
uses
PMS 5757
Green
.952 cm
.635 cm
PMS 288
Blue
Figure 7.17
Concept map at zoom level +2.
etchant
used
(sodium
hydroxide)
tapered
15
count
matrix
Multi-sized Bristles
Large
measuring..
.952 cm
Small
measuring..
polyamide
material
nylon core
polyethylene
terephthalate
truncated
conical
conguration
Figure 7.18
Concept map at zoom level +3.
134
.635 cm
17
count
matrix
chamfered
tips
-3
Global, World
-2
Company or
Marketplace
Figure 7.19
Display of all seven of the concept map zoom levels.
-1
Product Line
or Brand
0
Product
+1
Feature or
Function
+2
Control or
UI Element
+3
Attribute or
Detail
For Example:
Breakpoint Diagrams and Other Tools
for Transitions
Contributed by Paul Gould, MAYA Design,
Pittsburgh, Pennsylvania
Diagrams as Strategic Tools for Stakeholder Collaboration
136
Figure 7.20
Example of a reference
librarians desk.
137
139
Figure 7.21
A high-level view of what
happens during the experience
of most library users.
140
141
142
143
Figure 7.23
The breakpoint diagram format
communicated details about
complex and diverse
experiences of key types of
library users over major phases
of use and across multiple
organizers of experiencean
accessible way to identify
problem areas. It helped clients
and librarians to understand the
user experience and helped
designer to feed designs aimed
at eliminating breakpoints and
smoothing out transitions
among organizers.
Figure 7.24
Falling off a cliff.
146
147
Easy to grip
Bathroom
Easy to
twist and
turn
is in..
User
Ergonomic
holds and
manipulates..
Durable
Handle
Washable
has a clean
transition to..
Head:
Plaque Pick
Action Area
Act as Floss
Bristles
Remove Food
Remove Stains
Apply Friction
Figure 7.25
Concept map with temporal
zoom at level 0.
Clean
Crisp
Bathroom
Toothbrush
is in..
User
Bristles
protects..
opens..
Packaging
Colorful
branding
end up in..
Plastic
window
showing
product
instructions
Garbage
Can
Figure 7.26
Concept map with temporal
zoom at level 1.
149
Grocery
Store
Colorful
branding
giant set of
clean teeth
is in..
User
sees..
Display
clear
labeling
presenting..
soft
bristles
Packaging
hard
bristles
Colorful
branding
Plastic
window
displaying..
Toothbrush
Figure 7.27
Concept map with temporal
zoom at level 2.
150
Figure 7.28
Concept map with temporal
zoom at level 3.
walks and
talks
TV
advertisement
wind-up
walking
teeth toys
constantly
displayed on..
iconic
element
given
away at
Colorful
branding
User
giant set of
clean teeth
dentist
office
sees..
Display
Without
Looking
Appropriate
Length of
Time
Walk
Around
Automatic
is able to..
User
holds and
manipulates..
Handle
Durable
Washable
Rear Molars
is able to reach..
Head:
Plaque Pick
Action Area
Act as Floss
Back of
Incisors
are able to reach..
Bristles
Remove Food
Remove Stains
Apply Friction
Figure 7.29
Concept map with temporal
zoom at level +1.
151
Handle
Faded
Colors
Washable
Head:
Action Area
Plaque Pick
Fails to
Clean
Bristles
Bad
Smell
Germs
Grey
Limp
Figure 7.30
Concept map with temporal
zoom at level +2.
Worn
152
New
Toothbrush
Coupon
receives
User
in order
to reuse
Disassembled
is..
recycles..
Old
Toothbrush
Plastic
Dentist
Office
Website
Consider how the seven levels of zoom allow you to traverse the products entire life cycle (see Fig. 7.32).
At each of these levels, you are basically redrawing the
concept map. The focus is on nouns and verbs, and on describing meaningful qualities and elements to consider during
future design phases. When the method is complete, you will
have established a series of maps that have illustrated new
problems, new opportunities, and new ways of thinking about
the entire product, system, or service.
Grocery
Store
Figure 7.31
Concept map with temporal
zoom at level +3.
153
-3
Pre-Acquisition
-2
Purchase
-1
First Time Use
Figure 7.32
The seven levels of temporal zoom and the products life cycle.
0
Normal Use
+1
Expert Use
+2
Failure
+3
Replacement
For Example:
The Emotional Touch Points of Shopping
Contributed by Beth Johnson and Gianna Marzilli Ericson,
Design Continuum
155
Figure 7.33
Example of a journey map.
156
Figure 7.34
The resulting design of these
products reects the usefulness
of the journey map in
identifying customers unmet
needs.
157
158
Chapter 8
159
Method: Reframing
You will always approach creative problem solving in the
conceptual context of a frame, as described earlier. This
160
161
162
Primary
User Goal
Design
Implications
163
165
Insight combination is best performed after contextual, qualitative research has been conducted. The method relies heavily on the presence of both insights and patterns, and while
both are easily identifiable in data, both are also time consuming to produce and to capture in a succinct manner.
Research must be analyzed to produce insights. Patterns can
be identified only through introspection and reflection.
Insight development is best done in groups and in a casual,
distraction-free environment. Because insights come from
new ways of looking at data, other methods described in this
text, such as affinity diagramming, can be used in tandem
with insight combination.
The method of insight combination can be conducted as
follows:
1. Identify insights in the gathered data. You can begin to
identify insights in the data that have been gathered
during research by combining an observation (I saw
this) with knowledge (I know this). You can then
write the insights on yellow note cards. As an example,
perhaps you observed someone brushing her teeth
and noticed that the individual avoided using the
mouthwash that was sitting next to the sink. You might
recall your own last visit to the dentist. An insight
166
167
168
Conclusion
169
170
Conclusion
Glossary
Abductive argument. The argument from best explanation, depending on circumstances and experience.
Affinity diagramming. A method of bottom-up data
organization intended to define categories based on likeness
of data.
Concept map. A graphical method for organizing and
representing knowledge.
Constraint. A boundary condition that defines what is
considered a successful solution to a design problem.
Deductive argument. The output is guaranteed to be true,
if the premise is true.
Design research. A human-centered approach to understanding culture, by observing and then celebrating the
unique and peculiar aspects of humanity.
DIKW. The path from data, to information, to knowledge,
to wisdom.
Divergent thinking. Part of the design process that refers
to rapid ideation, producing as many ideas as possible.
Ethnography. A form of qualitative research that requires
immersion in the natural contexts upon which work, play, or
culture are experienced.
Flow. An optimal experience achieved during creativity
that is an automatic, effortless, yet highly focused state of
consciousness.
Flow diagramming. A method for visualizing the path
through a system.
Forced semantic zoom (ecosystem mapping). A method
for understandingand visualizingthe larger system of
people, products, services, and environments within which a
particular product exists.
Forced temporal zoom (customer journey mapping). A
method for understandingand visualizingthe situational
aspects within which a particular design element exists.
Glossary
171
172
Glossary
Works Cited
173
174
Works Cited
Works Cited
175
Index
Index
177
178
Index
Dubberly, Hugh, 16
about, 124
Using Concept Maps in
Product Development by,
10924
Eames, Charles, 43, 125
Eames, Ray, 125
ecosystem mapping , 171. See also
Carnegie library example
background regarding, 125
concept maps used with, 127,
12835, 129f, 130f, 131f,
132f, 133f, 134f, 135f
context understood using,
12728
how to apply, 12835
Texas Telephone Web site
example illustrating, 12527
when to use, 61t
Emerson, Ralph Waldo, 160
The Emotional Touch Points of
Shopping ( Johnson &
Ericson), 15558
empathy
creating, 15964
puppet show of life and, 160
reframing method and, 16064
understanding chasm of,
15960
understanding vs., 159
enlightenment, wisdom as, 59
entity, 90
Ericson, Gianna Marzilli
about, 158
The Emotional Touch Points of
Shopping by, 15558
ethnography, 31, 90, 171
experience
benefits of, 2021
components of library, 139,
140f
human nature and, 101
intuition and, 20, 21
patterns and, 20, 22
experience framework
changing scale and, 1023
concept mapping and, 10424
forced semantic zoom and,
12547
forced temporal zoom and,
14758
human behavior approximated
by, 101
shifting placements and,
1034, 105f
Index
179
180
Index
observation/prescription and,
16566
patterns and, 166, 167
rigorous design process and, 164
what it is, 16465
when to use, 61t
intuition, 20, 21, 66
Johnson, Beth
about, 158
The Emotional Touch Point of
Shopping by, 15558
judgment
data and, 66
making, 89
suspension of, 16768
knowledge
concept mapping and, 1067
defined, 59
DIKW system and, 5960, 60f, 61t
funnel, 27
reframing and, 16162
tacit, 8
legal moves, 5
library example, Carnegie
breakpoint diagrams and, 139,
14243, 142f, 144f
components of library
experience in, 139, 140f
design perils introducing, 136
design process, 13839
falling off a cliff and, 143, 146f
problem in, 137, 137f
recommendations from, 143
understanding users in, 13738
Making Meaning (Bruner), 6869
manipulation of time, 94
marketing research, 172
characteristics of, 32t
design research vs., 3133, 32t
Martin, Roger, 27, 58
meaning
data and, 63100
information and, 59
story and, 6869
meaning making techniques.
See also affinity diagramming;
flow diagramming
chasm and, 60, 60f
conclusions about, 74
enhancing data through intuitive
leaps, 66
Index
181
182
Index
Murray, Colleen
about, 85
Parallel Clustering by, 7985
mystery, 27, 27f
narrative. See story
The Narrative Construction of
Reality (Bruner), 6768
Notes on the Synthesis of Form
(Alexander), 16
Novak, Joseph, 104
observational research, 31
Osborn, Alex, 49
parallel clustering
benefits of, 8385
collaboration fostered by, 8384
complexity management and, 83
conclusions regarding, 85
final theme selection in,
8283, 84f
individual cluster making in,
8182, 82f, 83f
methodology selection and,
7980
output comparison in, 82
overview, 79
possibilities seen via, 84
process, 8083
reflection time in, 80
speed of, 85
trade-off decisions and, 84
Parallel Clustering (Murray),
7985
partial information, 9
participant boards, 7172, 72f
patterns, 172
application of, 2122
experience and, 20, 22
insight combination and,
166, 167
range of, 21
perspective. See also forced
semantic zoom; forced
temporal zoom
immersion, 3436, 36f
semantic, 161
short- vs. long-term, 13
physical model, 86, 88f
Piaget, Jean, 49
placements, shifting , 1034, 105f
playfulness
apathy and, 46
brainstorming and, 49
Index
183
satisficing, 8, 172
selection guide, method, 61t
self-consciousness, disappearance
of, 52
semantic perspectives. See also
forced semantic zoom
shifting, 161
sensemaking , 172. See also
abductive argument
in action, 1112
defined, 11
as internal process, 16
models, importance of, in,
1517
sequence model, 86, 88f
Serota, Lauren
about, 100
The Flow through a Hunter Fan
Thermostat by, 94100
Shedroff, Nathan, 59
shifting placements, 1034, 105f
shopping example, Spence
Diamonds
mapping used in, 15556, 156f,
157f
problem, 155
results of, 156, 157f
Simon, Herb
AI and, 5
bounded rationality theory and, 8
decision making and, 4
ill structured problem and, 6
well structured problem and,
56
six thinking hats, 4950
socialization, 5758
software design example, of frame,
1415
spatialization, 64
Spence Diamonds shopping
example
mapping used in, 15556,
156f, 157f
problem, 155
results of, 156, 157f
stages, design
ideation stage, 38
strategic decision making and,
3839
story
applicability to design, 69
experience framework and, 102
Getting to Meaning through
Story, 6774
meaning and, 6869
184
Index
Index
185