SlideShare ist ein Scribd-Unternehmen logo
1 von 44
Experience Design & Design
Thinking
Vinay & Anshuman

Friday, 24 September 2010

1
Table of Contents
• Design Thinking and Experience Design
– Emergence of Experience Economy
– Changing nature of business
– Traits of Design Thinking and it’s implication

• Designing Experiences
– Staging, Back-staging, ...
– Aspects of Experience Design

• Experience Design at MindTree
–
–
–
–
–

Staging: Front Staging and Back Staging
Users vs. People
Tasks vs. Activities
Context
Thinking vs. Offering

Friday, 24 September 2010

2
What are experts/ leaders saying about Experience Design

POINT OF VIEWS

Friday, 24 September 2010

3
Emergence of Experience Economy

Friday, 24 September 2010

4
Experience Economy
Offering

Commodities

Goods

Services

Experiences

Economy

Agrarian

Industrial

Service

Experience

Function

Extract

Make

Deliver

Stage

Nature

Fungible

Tangible

Intangible

Memorable

Key Attribute

Natural

Standardised

Customised

Personal

Method of
Supply

Stored in bulk

Inventoried after Delivered on
production
demand

Revealed over
a duration

Seller

Trader

Manufacturer

Provider

Stager

Buyer

Market

User

Client

Guest

Factors of
demand

Characteristics

Features

Benefits

Sensations

Friday, 24 September 2010

5
The Empathy Economy
• Quality-management programs can't give you the kind
of empathetic connection to consumers that
increasingly is the key to opening up new business
opportunities. All the B-school-educated managers you
hire won't automatically get you the outside-the-box
thinking you need to build new brands – or create new
experiences for old brands.
The truth is we're moving from a knowledge economy
that was dominated by technology into an experience
economy controlled by consumers and the
corporations who empathize with them. More »
– Bruce Nussbaum, Business Week
Friday, 24 September 2010

6
Investing in Design Pays: Design Index
Share prices of companies using design effectively have outperformed
the FTSE All-Share index by 200 per cent over ten year.
Only one can be the cheapest
• Others compete on Design
– There is one philosophy that businesses only turn
to design when they're desperate. After they've
competed on price, delivery, systems, etc., and
they find their business is totally commoditized
and they have no other choice, THEN they turn to
design.
– Some suggest that's true of Apple.
• David Burney, VP, Red Hat

Friday, 24 September 2010

8
Design Thinking
http://designthinking.ideo.com

Friday, 24 September 2010

9
Another Form…

Friday, 24 September 2010

10
Finally, Design Thinking guides you to
• Understanding users’ desires, needs,
motivations, and contexts
• Understanding business, technical, and
domain opportunities, requirements, and
constraints
• Using this knowledge as a foundation for plans
to create products whose form, content, and
behavior is useful, usable, and desirable, as
well as economically viable and technically
feasible
Friday, 24 September 2010

11
Have a sense of Play
• Play is important in design thinking. Critical
even. Having fun is often the objective. Giving
up ownership. Listening, humbly. Forming
teams from people who come from very
different disciplines and cultures; not keeping
them compartmentalized. Getting into the
world and testing things out. Prototyping and
failing. These are all good things in design
thinking cultures.
Friday, 24 September 2010

12
Design Thinking Companies
• Companies like OXO, Target, VW, Progressive Insurance.
These are great examples of design thinking –
companies that really involve their customers in cocreation of their products/service – companies that
build great systems.
• “Design is treated like a religion at BMW.”
– Fortune Magazine

• “Fifteen years ago, companies competed on price.
Today it’s quality. Tomorrow it’s design.”
– Bob Hayes, Professor Emeritus, Harvard Business School
Friday, 24 September 2010

13
It’s beyond the Product
• "Today, when we think about designing, say, a
new MRI system, we don't just think about
designing the product, we think about designing
the whole radiology suite. Design in the next 10
years will move beyond the product. It will
move beyond workflow. Hospitals in the
future...will have different ways of interacting
with the patient. We have to think about setting
the course for how design can affect the whole
health-care experience."
– GE Healthcare Technologies CEO Joseph M. Hogan
Friday, 24 September 2010

14
What is Design Thinking, How is it different and how does it help

DESIGN THINKING

Friday, 24 September 2010

15
Traits of Design Thinking
• Focus on People: It's not about the company,
how you segment your products or how your
business is organised.

• People don’t care about it. They care about
doing their tasks and achieving their goals that
are within their limits.
– What it means for us: Stop thinking about ‘Users
or Customers’ and think ‘People’
Friday, 24 September 2010

16
Traits of Design Thinking
• Finding Alternatives. Designing isn't about
choosing between multiple options, it's about
creating those options.
• It's this finding of multiple solutions to
problems that sets designers apart.
– What it means for us: train our folks to think
laterally, generate alternatives, use systematic
innovation techniques (remember De Bono’s
‘divide a square in four’ exercise)
Friday, 24 September 2010

17
Traits of Design Thinking
• Ideation and Prototyping: Prototype,
prototype, prototype
• Use it to refine your thinking, generate
alternatives, combine and create a third
option
– What it means for us: Change the way project
teams are structured – ideate in groups before
you set out to create solutions
– Invest in tools & trainings
– Ideate before you begin work
Friday, 24 September 2010

18
Traits of Design Thinking
• Wicked Problems. The problems designers are
used to taking on are those without a clear
solution, with multiple stakeholders, fuzzy
boundaries, and where the outcome is never
known and usually unexpected. Being able to
deal with the complexity of these "wicked"
problems is one of the hallmarks of design
thinking.
– What it means for us: Hire thinkers who can
analyse, visualise, build consensus, prototype and
validate
Friday, 24 September 2010

19
Traits of Design Thinking
• A Wide Range of Influences. Because design
touches on so many subject areas (psychology,
ergonomics, economics, engineering,
architecture, art, etc.), designers should bring
to the table a broad, multi-disciplinary
spectrum of ideas from which to draw
inspiration and solutions.
– What it means for us: Change our team
compositions and create a wider skill-base (more)
Friday, 24 September 2010

20
Traits of Design Thinking
• Emotion. In analytical thinking, emotion is
seen as an impediment to logic and making
the right choices. In design, decisions without
an emotional component are lifeless and do
not connect with people.
– What it means for us: Focus on what someone
/something stands for than what they/it does
– Take the focus away from ‘ROI type’ thinking.
Remember Google! (Focus on the user and all else
will follow.)
Friday, 24 September 2010

21
How do we design experiences, what to look for

DESIGNING EXPERIENCES

Friday, 24 September 2010

22
Experience Design
• Experience design is the practice of designing products,
processes, services, events, and environments:- each of
which is a human experience:- based on the
consideration of an individual's or group's needs,
desires, beliefs, knowledge, skills, experiences, and
perceptions.
• We define experience as a mental journey that leaves
the customer with memories of having performed
something special, engaging, having learned something
or just having fun and entertainment.

Friday, 24 September 2010

23
Experience Production
• Experiences are designed, produced and
delivered
• Experience production system encompasses
– Marketing and experience strategy
– Organization structure – Producers and directors
– HR and capability management – Performers
– Technology and Innovation – Just like in
manufacturing and service economies
– Customer orientation (experience delivery) –
Audiences, participants, consumers
Friday, 24 September 2010

24
Experience Design
• Back Staging and Front Staging are two aspects of
experience production system
– Concept of an experience is created Backstage along with
general business principles to improve competitive
advantage by focusing on increasing productivity, meet
price competition (optimization), organizing innovation
activities
– Front Staging can be artistic in nature where services are
used as platform and products as props
•
•
•
•
•
•

Participation
Personality
Experience ‘logistics’
Sensuous input
Physical experience
Material ‘supp

Friday, 24 September 2010

25
Why Back-staging?
• Front staging increases opportunities and this in turn
increases competition.
• The focus will then shift to delivering customized and
variety of experiences.
• Here Back-staging will help in improving competitive
advantage by:
–
–
–
–

Thinking strategically
Shorter time to market
Focusing on meeting productivity and keeping low price
Crafting packaged experiences (a bundle of experience,
added services and so on.)

• Organizing innovation activities systematically
Friday, 24 September 2010

26
Anatomy of Experience Design
Peripheral Experience

A part of the overall experience and customer
provide a lot of emphasis to it initially (visually)

Core experience

The core experience to the customer. Cannot be
appreciated without a good theme

Core
Activity
The Concept
Peripheral/Support
Service

Friday, 24 September 2010

The core experience (the music, the theatre play,
the TV broadcast) is created on the stage or
performed on the stage

The concept or theme is created backstage to be
experienced front stage by the audience. It is the
story telling approach what customer finally
admire
Other material and service support

27
Anatomy of an Experience
Concept
What customer
‘feels’

Core Experience
What customer
experiences

Experience
Solution

Peripheral
experience What
customer use
technical in nature

Happiness is in
small moments of
life and must be
shared

Eating Frozen ice
cream

Unilever ice cream
vending machine
(More)

Machine serving ice
cream through face
recognition (Smile)

Multisensory
experience of
sending online
messages

Drop Dead Easy
Gold Mail
way of creating and messaging service
sending multimedia (More)
messaged online

Adding video,
audio, photo to
personal messages

Long term thinking
of environmental
impact of making
sustainable choices

Quick and Easy
evaluation of
energy consuming
products and
compare with
neighbors

Smart meters and a
web service
keeping track of
contribution to
power usage

Friday, 24 September 2010

Economozier
(More)

28
Taxonomy of Experience Production
System
•

Type of experience the firms produce
– Distant experience – customer is away from the place of production. in the distant
experiences, Backstaging is extremely important: what is experienced ‘on the stage’ is wholly
dependent on the ability of the producer to design the staging.
– Close experience – customer is present at the place of production

•

The value chain
– Lighting and sound system used on a TV program -> TV program - > TV -> TV Designer
Technological

Personal

Distant Experiences

TV
Radio Broadcast
Facebook

NA

Close Experiences

Iphone
Nintendo Wii
Hotel
3D/4D Cinema

Theatre
Barber
Concert
Museum

Friday, 24 September 2010

29
Dimensions of Experience Design
• Duration (Initiation, Immersion, Conclusion, and
Continuation)
• Intensity (Reflex, Habit, Engagement)
• Breadth (Products, Services, Brands, Nomenclatures,
Channels/Environment/Promotion, and Price)
• Interaction (Passive < > Active < >Interactive)
• Triggers (All Human Senses, Concepts, and Symbols)
• Significance (Meaning, Status, Emotion, Price, and
Function)
– Making Meaning: How Successful Businesses Deliver
Meaningful Customer Experiences.
Friday, 24 September 2010

30
Corporate Experience Design
• 80% of companies believe they deliver a
superior customer experience, but only 8% of
their customers agree

Friday, 24 September 2010

31
Experience Design can’t be piecemeal
• In designing propositions for specific segments, leaders
focus on the entire customer experience. They
recognize that customers interact with different parts
of the organization across a number of touch-points,
including purchase, service and support, upgrades,
billing, and so on. A company can't turn its customers
into satisfied, loyal advocates unless it takes their
experiences at all these touch-points into account.
Design is thus closely tied to the delivery from the very
beginning. Planning focuses not only on the value
propositions themselves but on all the steps that will
be required to deliver the propositions to the
appropriate segments.
Friday, 24 September 2010

32
3 D of Customer Experience
• Companies that produce great customer experiences
– They design the right offers and experiences for the right
customers.
– They deliver these propositions by focusing the entire
company on them with an emphasis on cross-functional
collaboration.
– They develop their capabilities to please customers again
and again—by such means as revamping the planning
process, training people in how to create new customer
propositions, and establishing direct accountability for the
customer experience.
Friday, 24 September 2010

33
Where to look
• Data mining and customer relationship
management (CRM) systems can be valuable
for creating hypotheses, but the ultimate test
of any company's delivery lies in what
customers tell others. The best companies find
ways to tune in to customers' voices every
day.
– Analysing word-of-mouth is an intrinsic part of
Experience Design
Friday, 24 September 2010

34
What does this mean for us?

EXPERIENCE DESIGN

Friday, 24 September 2010

35
Design
• Challenges in designing a differentiated Customer
Experience at MindTree
– It can’t be piecemeal or limited to the front-end. It
needs to cut across all functions & touch points
– Structural challenges: It requires cross-functional
teams and not compartmentalisation – probably the
onus is on us
– Change in Mindset: Get the product out fast vs. Get
the right product out
– Designing better experiences will also require us to
engage upstream or redefine problem statements
Friday, 24 September 2010

36
Designing Better Customer Experience
• In Experience Design, there’s no Customer – only a Guests or Participants
• Structural Aspects
– So far, we have been focussed on the Front Stage. We need to build Back Stage
capabilities

• Approach to Thinking
–
–
–
–

Focus on Ideation, Refining through Prototyping, Ideate, Research, Observe
Think of People and not Users
Focus on Activities and not on Tasks
Remember the context!

• Sell Thinking and not Offerings
– Take an Idea to the Customer and not a PPT(X)
– People relate to what you stand for and not what you can do

Friday, 24 September 2010

37
Back Stage & Front Stage – version 1
Backstage

Frontstage

Planners

Executers

Leaders
Managers
Strategist
Product Managers

Researchers
Presenters
Designers
Design Advocates
Modellers
Brand Guys
Business Analysts
Product Managers
Activities

Proposal
management
Project
management

Primary research
Secondary research
Brainstorming
Ideation
Concept
Development
Prototyping
Specification
Development
Usability Testing etc.

Friday, 24 September 2010

Actors

Audiences
Customers
Consumers
Users

Visioning – Inspire a Guest and
shared vision,
participants
Problem
identification,
Roadmap
development Model the way,
Challenge the
processes – status
quo, Enable others
to act, Solution
walkthru, Encourage

38
Changes in Thinking
• Think People & not Users
– People have behaviours & desires that are effected by
Beliefs, Attitudes, Expectations, Personality, Experiences,
Emotions, Prior knowledge
– Have Contexts that are relational, historical, or emotional

• Think Activities & not Tasks
– Activities are driven by motivations that can be social,
monitory, ideological, emotional

• Think Context
– Make the experience more meaningful by making it
relevant to the context
Friday, 24 September 2010

39
Users vs. People
• Vodafone offers a good example. The U.K.-based
mobile phone company grew rapidly through
acquisitions in the 1990s, becoming one of the leading
mobile providers in the world.
• To ensure that its offerings could be effectively
delivered to target customers in any country, it stopped
categorizing its customers simply according to where
they live, as most cellular providers do.

• Instead, it divided its immense marketplace into just a
few, high-priority global segments: "young, active, fun"
users, occasional users, and a handful of others.
Friday, 24 September 2010

40
Intangibles make the Experience
Kevin Kelly argues that in the modern economy consumer products
cost nothing to reproduce. Intangibles are that can’t be reproduced at
any cost
1.
2.
3.
4.
5.
6.
7.
8.

Immediacy: priority access, immediate delivery
Personalization: tailored just for you
Interpretation: support and guidance
Authenticity: how can you be sure it is the real thing?
Accessibility: wherever, whenever
Embodiment: books, live music
Patronage: "paying simply because it feels good", e.g. Radiohead
Findability: "When there are millions of books, millions of songs,
millions of films, millions of applications, millions of everything
requesting our attention — and most of it free — being found is
valuable.“

Friday, 24 September 2010

41
It requires multiple skills
• cognitive
•
psychology and percept
ual psychology,
•
• linguistics,
•
• cognitive science,
•
• architecture and enviro •
nmental design,
•
• haptics,
•
• product design,
•
• information design,
Friday, 24 September 2010

information
architecture,
ethnography,
brand management,
interaction design,
service design,
storytelling,
heuristics,
design thinking
42
Thinking & not Offering
• Develop ideas into functional prototypes which
are backed by research and take it to relevant
customers.
• Just add water: When on an assignment, take a
near complete prototype to the customer for
further ideation and not a blank slate
• Take a film for their iPod, or a story-book that sits
on their book-shelf, a prototype on their desk
that they can play with. Remember experiences
need to be multi-sensory & memorable.
Friday, 24 September 2010

43
As-is vs. To-be
“Business” Approach
Problem Solving Approach

“Design” Approach

Definitive. Relies on equations for “proof”.

Iterative. Relies on a “build to think” process
dependent on trial and error.

Validation through

What customers say: often a combination of
qualitative (focus groups) and quantitative
(surveys) research.

What customers do: often direct observation and
usability testing.

Informed by

Market analysis and aggregate consumer
behavior.

Direct consumer observation and abductive
reasoning (“what might be”).

Completed

Completion of strategy phase marks the start of
product development phase.

Never: continually evolving with customers.

Focused on

An understanding of the results of customer
activities.

An understanding of customer activities.

Tools used to communicate
strategic vision

Spreadsheets and PowerPoint decks

Prototypes, films, and scenarios.

Described through

Words (often open to interpretation).

Pictorial representations and direct experiences
with prototypes.

Team members

Vertical expertise and individual responsibilities.

“T-shaped” expertise: a principal vertical skill and a
horizontal set of secondary skills. Collaborative
(team) responsibilities.

Work patterns

Permanent jobs, on-going tasks, and fixed hours.

Temporary projects with associated tasks and
flexible hours.

Reward structure

Corporate recognition based on the bottom line.

Peer recognition based on the quality of solutions.

Friday, 24 September 2010

44

Weitere ähnliche Inhalte

Was ist angesagt?

Service Design Thinking
Service Design ThinkingService Design Thinking
Service Design ThinkingTathagat Varma
 
Introduction to Design Thinking
Introduction to Design ThinkingIntroduction to Design Thinking
Introduction to Design ThinkingBlackvard
 
Design Thinking : Ideation
Design Thinking : IdeationDesign Thinking : Ideation
Design Thinking : IdeationSankarshan D
 
Design Thinking - Bootcamp
Design Thinking - BootcampDesign Thinking - Bootcamp
Design Thinking - BootcampJan Schmiedgen
 
Design Thinking
Design Thinking Design Thinking
Design Thinking Provectus
 
Psychology for UX and Human Experience
Psychology for UX and Human ExperiencePsychology for UX and Human Experience
Psychology for UX and Human ExperienceDave Hogue
 
Design Thinking & Project Management
Design Thinking & Project ManagementDesign Thinking & Project Management
Design Thinking & Project ManagementBruce Gay, PMP
 
Study Jam - Batch 1 UI/UX #2: Design Thinking - Empathize And Define
Study Jam - Batch 1 UI/UX #2: Design Thinking - Empathize And DefineStudy Jam - Batch 1 UI/UX #2: Design Thinking - Empathize And Define
Study Jam - Batch 1 UI/UX #2: Design Thinking - Empathize And DefineGDSC2
 
Beyond Design Thinking at DNA
Beyond Design Thinking at DNABeyond Design Thinking at DNA
Beyond Design Thinking at DNAChris Jackson
 

Was ist angesagt? (20)

UX design
UX designUX design
UX design
 
Service Design Thinking
Service Design ThinkingService Design Thinking
Service Design Thinking
 
Design Sprint Methods
Design Sprint MethodsDesign Sprint Methods
Design Sprint Methods
 
Introduction to Design Thinking
Introduction to Design ThinkingIntroduction to Design Thinking
Introduction to Design Thinking
 
Design Thinking : Ideation
Design Thinking : IdeationDesign Thinking : Ideation
Design Thinking : Ideation
 
Design Thinking - Bootcamp
Design Thinking - BootcampDesign Thinking - Bootcamp
Design Thinking - Bootcamp
 
Design thinking
Design thinkingDesign thinking
Design thinking
 
Design Thinking
Design Thinking Design Thinking
Design Thinking
 
Design thinking
Design thinkingDesign thinking
Design thinking
 
Psychology for UX and Human Experience
Psychology for UX and Human ExperiencePsychology for UX and Human Experience
Psychology for UX and Human Experience
 
Service Design
Service DesignService Design
Service Design
 
Design Thinking
Design ThinkingDesign Thinking
Design Thinking
 
Design Thinking & Project Management
Design Thinking & Project ManagementDesign Thinking & Project Management
Design Thinking & Project Management
 
Fundamentals of UX Design
Fundamentals of UX DesignFundamentals of UX Design
Fundamentals of UX Design
 
Design-Thinking
Design-ThinkingDesign-Thinking
Design-Thinking
 
Study Jam - Batch 1 UI/UX #2: Design Thinking - Empathize And Define
Study Jam - Batch 1 UI/UX #2: Design Thinking - Empathize And DefineStudy Jam - Batch 1 UI/UX #2: Design Thinking - Empathize And Define
Study Jam - Batch 1 UI/UX #2: Design Thinking - Empathize And Define
 
UX Fundamentals for Beginners
UX Fundamentals for BeginnersUX Fundamentals for Beginners
UX Fundamentals for Beginners
 
on Service Design
on Service Designon Service Design
on Service Design
 
Beyond Design Thinking at DNA
Beyond Design Thinking at DNABeyond Design Thinking at DNA
Beyond Design Thinking at DNA
 
Service Design Doing
Service Design DoingService Design Doing
Service Design Doing
 

Andere mochten auch

A Road-map for The Digital Insurer
A Road-map for The Digital Insurer A Road-map for The Digital Insurer
A Road-map for The Digital Insurer Vinay Dixit
 
Digital Retail Experiences
Digital Retail ExperiencesDigital Retail Experiences
Digital Retail ExperiencesVinay Dixit
 
Cognizant Digital Media Services Practice Overview
Cognizant Digital Media Services Practice OverviewCognizant Digital Media Services Practice Overview
Cognizant Digital Media Services Practice OverviewCognizant
 
Look beyond function to design great product experiences
Look beyond function to design great product experiencesLook beyond function to design great product experiences
Look beyond function to design great product experiencesVinay Dixit
 
From software to solution - Design led thinking in a software delivery company
From software to solution - Design led thinking in a software delivery companyFrom software to solution - Design led thinking in a software delivery company
From software to solution - Design led thinking in a software delivery companyÉdua Dobos
 
Bringing Design Thinking to Open Source
Bringing Design Thinking to Open SourceBringing Design Thinking to Open Source
Bringing Design Thinking to Open SourceAll Things Open
 
What is Service Design?
What is Service Design?What is Service Design?
What is Service Design?Daniel Harris
 
Design Thinking Method Sticker 2014
Design Thinking Method Sticker 2014Design Thinking Method Sticker 2014
Design Thinking Method Sticker 2014Design Thinking HSG
 
Service Design Thinking
Service Design ThinkingService Design Thinking
Service Design ThinkingMarc Stickdorn
 
PSFK Future of Retail 2016 Summary Report
PSFK Future of Retail 2016 Summary ReportPSFK Future of Retail 2016 Summary Report
PSFK Future of Retail 2016 Summary ReportPSFK
 
5 Things I Wish I Knew – A Service Design Journey
5 Things I Wish I Knew – A Service Design Journey5 Things I Wish I Knew – A Service Design Journey
5 Things I Wish I Knew – A Service Design JourneyJamin Hegeman
 
The role of Design Thinking
The role of Design ThinkingThe role of Design Thinking
The role of Design ThinkingPieter Baert
 

Andere mochten auch (15)

A Road-map for The Digital Insurer
A Road-map for The Digital Insurer A Road-map for The Digital Insurer
A Road-map for The Digital Insurer
 
Digital Retail Experiences
Digital Retail ExperiencesDigital Retail Experiences
Digital Retail Experiences
 
Cognizant Digital Media Services Practice Overview
Cognizant Digital Media Services Practice OverviewCognizant Digital Media Services Practice Overview
Cognizant Digital Media Services Practice Overview
 
Look beyond function to design great product experiences
Look beyond function to design great product experiencesLook beyond function to design great product experiences
Look beyond function to design great product experiences
 
From software to solution - Design led thinking in a software delivery company
From software to solution - Design led thinking in a software delivery companyFrom software to solution - Design led thinking in a software delivery company
From software to solution - Design led thinking in a software delivery company
 
Bringing Design Thinking to Open Source
Bringing Design Thinking to Open SourceBringing Design Thinking to Open Source
Bringing Design Thinking to Open Source
 
Design Thinking 101
Design Thinking 101Design Thinking 101
Design Thinking 101
 
Service Design
Service DesignService Design
Service Design
 
What is Service Design?
What is Service Design?What is Service Design?
What is Service Design?
 
Design Thinking Method Sticker 2014
Design Thinking Method Sticker 2014Design Thinking Method Sticker 2014
Design Thinking Method Sticker 2014
 
Service Design Thinking
Service Design ThinkingService Design Thinking
Service Design Thinking
 
PSFK Future of Retail 2016 Summary Report
PSFK Future of Retail 2016 Summary ReportPSFK Future of Retail 2016 Summary Report
PSFK Future of Retail 2016 Summary Report
 
5 Things I Wish I Knew – A Service Design Journey
5 Things I Wish I Knew – A Service Design Journey5 Things I Wish I Knew – A Service Design Journey
5 Things I Wish I Knew – A Service Design Journey
 
Design Thinking Method Cards
Design Thinking Method CardsDesign Thinking Method Cards
Design Thinking Method Cards
 
The role of Design Thinking
The role of Design ThinkingThe role of Design Thinking
The role of Design Thinking
 

Ähnlich wie Experience design and design thinking

Study notes me-112-concepts-in-engineering-design-unit-1
Study notes me-112-concepts-in-engineering-design-unit-1Study notes me-112-concepts-in-engineering-design-unit-1
Study notes me-112-concepts-in-engineering-design-unit-1Prem Kumar Soni
 
INDIAHCI2016_DesignThinking&Innovation_Workshops_Aboli
INDIAHCI2016_DesignThinking&Innovation_Workshops_AboliINDIAHCI2016_DesignThinking&Innovation_Workshops_Aboli
INDIAHCI2016_DesignThinking&Innovation_Workshops_AboliAboli Maydeo
 
Design Thinking and the Business Model Canvas for the Mobile Economy
Design Thinking and the Business Model Canvas for the Mobile EconomyDesign Thinking and the Business Model Canvas for the Mobile Economy
Design Thinking and the Business Model Canvas for the Mobile EconomySerge Van Oudenhove
 
Design Thinking: A Common Sense Process
Design Thinking: A Common Sense ProcessDesign Thinking: A Common Sense Process
Design Thinking: A Common Sense ProcessMichael Zarro, Ph.D.
 
BA220 Week three chapter 4 ppt
BA220 Week three   chapter 4 pptBA220 Week three   chapter 4 ppt
BA220 Week three chapter 4 pptBealCollegeOnline
 
Bunnyfoot UX Strategy Workshop
Bunnyfoot UX Strategy WorkshopBunnyfoot UX Strategy Workshop
Bunnyfoot UX Strategy WorkshopDavid Williams
 
Design Thinking & Innovation Games : Presented by Cedric Mainguy
Design Thinking & Innovation Games : Presented by Cedric MainguyDesign Thinking & Innovation Games : Presented by Cedric Mainguy
Design Thinking & Innovation Games : Presented by Cedric MainguyoGuild .
 
About design: Different Approaches to Design
About design: Different Approaches to DesignAbout design: Different Approaches to Design
About design: Different Approaches to Designantonio catalani
 
Ten principles of design minded organizations
Ten principles of design minded organizationsTen principles of design minded organizations
Ten principles of design minded organizationsAndrew Leone
 
BMGI's Design Thinking Approach
BMGI's Design Thinking Approach BMGI's Design Thinking Approach
BMGI's Design Thinking Approach Prashant Joglekar
 
SDNC13 - Membersday - Championing great design to improve lives by John Mathe...
SDNC13 - Membersday - Championing great design to improve lives by John Mathe...SDNC13 - Membersday - Championing great design to improve lives by John Mathe...
SDNC13 - Membersday - Championing great design to improve lives by John Mathe...Service Design Network
 
UX-Driven Innovation
UX-Driven InnovationUX-Driven Innovation
UX-Driven InnovationDave Hogue
 
Leading to Innovation
Leading to InnovationLeading to Innovation
Leading to InnovationSaroj Behera
 
Leading to innovation
Leading to innovationLeading to innovation
Leading to innovationSAROJ BEHERA
 
Slide share design thinking workshop mba hec
Slide share   design thinking workshop mba hecSlide share   design thinking workshop mba hec
Slide share design thinking workshop mba hecEdouard Ferron-Mallett
 
The Power of the UX Evaluation
The Power of the UX EvaluationThe Power of the UX Evaluation
The Power of the UX EvaluationJon Fukuda
 
EN_HTMINDS_SERVICES (7)
EN_HTMINDS_SERVICES (7)EN_HTMINDS_SERVICES (7)
EN_HTMINDS_SERVICES (7)Luis Martín
 
Design Thinking 101 Workshop
Design Thinking 101 WorkshopDesign Thinking 101 Workshop
Design Thinking 101 WorkshopNatalie Hollier
 
Digital Innovation Management
Digital Innovation ManagementDigital Innovation Management
Digital Innovation ManagementGeorge Fankhauser
 

Ähnlich wie Experience design and design thinking (20)

Study notes me-112-concepts-in-engineering-design-unit-1
Study notes me-112-concepts-in-engineering-design-unit-1Study notes me-112-concepts-in-engineering-design-unit-1
Study notes me-112-concepts-in-engineering-design-unit-1
 
INDIAHCI2016_DesignThinking&Innovation_Workshops_Aboli
INDIAHCI2016_DesignThinking&Innovation_Workshops_AboliINDIAHCI2016_DesignThinking&Innovation_Workshops_Aboli
INDIAHCI2016_DesignThinking&Innovation_Workshops_Aboli
 
Ced chapter one rgpv
Ced chapter one rgpv Ced chapter one rgpv
Ced chapter one rgpv
 
Design Thinking and the Business Model Canvas for the Mobile Economy
Design Thinking and the Business Model Canvas for the Mobile EconomyDesign Thinking and the Business Model Canvas for the Mobile Economy
Design Thinking and the Business Model Canvas for the Mobile Economy
 
Design Thinking: A Common Sense Process
Design Thinking: A Common Sense ProcessDesign Thinking: A Common Sense Process
Design Thinking: A Common Sense Process
 
BA220 Week three chapter 4 ppt
BA220 Week three   chapter 4 pptBA220 Week three   chapter 4 ppt
BA220 Week three chapter 4 ppt
 
Bunnyfoot UX Strategy Workshop
Bunnyfoot UX Strategy WorkshopBunnyfoot UX Strategy Workshop
Bunnyfoot UX Strategy Workshop
 
Design Thinking & Innovation Games : Presented by Cedric Mainguy
Design Thinking & Innovation Games : Presented by Cedric MainguyDesign Thinking & Innovation Games : Presented by Cedric Mainguy
Design Thinking & Innovation Games : Presented by Cedric Mainguy
 
About design: Different Approaches to Design
About design: Different Approaches to DesignAbout design: Different Approaches to Design
About design: Different Approaches to Design
 
Ten principles of design minded organizations
Ten principles of design minded organizationsTen principles of design minded organizations
Ten principles of design minded organizations
 
BMGI's Design Thinking Approach
BMGI's Design Thinking Approach BMGI's Design Thinking Approach
BMGI's Design Thinking Approach
 
SDNC13 - Membersday - Championing great design to improve lives by John Mathe...
SDNC13 - Membersday - Championing great design to improve lives by John Mathe...SDNC13 - Membersday - Championing great design to improve lives by John Mathe...
SDNC13 - Membersday - Championing great design to improve lives by John Mathe...
 
UX-Driven Innovation
UX-Driven InnovationUX-Driven Innovation
UX-Driven Innovation
 
Leading to Innovation
Leading to InnovationLeading to Innovation
Leading to Innovation
 
Leading to innovation
Leading to innovationLeading to innovation
Leading to innovation
 
Slide share design thinking workshop mba hec
Slide share   design thinking workshop mba hecSlide share   design thinking workshop mba hec
Slide share design thinking workshop mba hec
 
The Power of the UX Evaluation
The Power of the UX EvaluationThe Power of the UX Evaluation
The Power of the UX Evaluation
 
EN_HTMINDS_SERVICES (7)
EN_HTMINDS_SERVICES (7)EN_HTMINDS_SERVICES (7)
EN_HTMINDS_SERVICES (7)
 
Design Thinking 101 Workshop
Design Thinking 101 WorkshopDesign Thinking 101 Workshop
Design Thinking 101 Workshop
 
Digital Innovation Management
Digital Innovation ManagementDigital Innovation Management
Digital Innovation Management
 

Experience design and design thinking

  • 1. Experience Design & Design Thinking Vinay & Anshuman Friday, 24 September 2010 1
  • 2. Table of Contents • Design Thinking and Experience Design – Emergence of Experience Economy – Changing nature of business – Traits of Design Thinking and it’s implication • Designing Experiences – Staging, Back-staging, ... – Aspects of Experience Design • Experience Design at MindTree – – – – – Staging: Front Staging and Back Staging Users vs. People Tasks vs. Activities Context Thinking vs. Offering Friday, 24 September 2010 2
  • 3. What are experts/ leaders saying about Experience Design POINT OF VIEWS Friday, 24 September 2010 3
  • 4. Emergence of Experience Economy Friday, 24 September 2010 4
  • 5. Experience Economy Offering Commodities Goods Services Experiences Economy Agrarian Industrial Service Experience Function Extract Make Deliver Stage Nature Fungible Tangible Intangible Memorable Key Attribute Natural Standardised Customised Personal Method of Supply Stored in bulk Inventoried after Delivered on production demand Revealed over a duration Seller Trader Manufacturer Provider Stager Buyer Market User Client Guest Factors of demand Characteristics Features Benefits Sensations Friday, 24 September 2010 5
  • 6. The Empathy Economy • Quality-management programs can't give you the kind of empathetic connection to consumers that increasingly is the key to opening up new business opportunities. All the B-school-educated managers you hire won't automatically get you the outside-the-box thinking you need to build new brands – or create new experiences for old brands. The truth is we're moving from a knowledge economy that was dominated by technology into an experience economy controlled by consumers and the corporations who empathize with them. More » – Bruce Nussbaum, Business Week Friday, 24 September 2010 6
  • 7. Investing in Design Pays: Design Index Share prices of companies using design effectively have outperformed the FTSE All-Share index by 200 per cent over ten year.
  • 8. Only one can be the cheapest • Others compete on Design – There is one philosophy that businesses only turn to design when they're desperate. After they've competed on price, delivery, systems, etc., and they find their business is totally commoditized and they have no other choice, THEN they turn to design. – Some suggest that's true of Apple. • David Burney, VP, Red Hat Friday, 24 September 2010 8
  • 10. Another Form… Friday, 24 September 2010 10
  • 11. Finally, Design Thinking guides you to • Understanding users’ desires, needs, motivations, and contexts • Understanding business, technical, and domain opportunities, requirements, and constraints • Using this knowledge as a foundation for plans to create products whose form, content, and behavior is useful, usable, and desirable, as well as economically viable and technically feasible Friday, 24 September 2010 11
  • 12. Have a sense of Play • Play is important in design thinking. Critical even. Having fun is often the objective. Giving up ownership. Listening, humbly. Forming teams from people who come from very different disciplines and cultures; not keeping them compartmentalized. Getting into the world and testing things out. Prototyping and failing. These are all good things in design thinking cultures. Friday, 24 September 2010 12
  • 13. Design Thinking Companies • Companies like OXO, Target, VW, Progressive Insurance. These are great examples of design thinking – companies that really involve their customers in cocreation of their products/service – companies that build great systems. • “Design is treated like a religion at BMW.” – Fortune Magazine • “Fifteen years ago, companies competed on price. Today it’s quality. Tomorrow it’s design.” – Bob Hayes, Professor Emeritus, Harvard Business School Friday, 24 September 2010 13
  • 14. It’s beyond the Product • "Today, when we think about designing, say, a new MRI system, we don't just think about designing the product, we think about designing the whole radiology suite. Design in the next 10 years will move beyond the product. It will move beyond workflow. Hospitals in the future...will have different ways of interacting with the patient. We have to think about setting the course for how design can affect the whole health-care experience." – GE Healthcare Technologies CEO Joseph M. Hogan Friday, 24 September 2010 14
  • 15. What is Design Thinking, How is it different and how does it help DESIGN THINKING Friday, 24 September 2010 15
  • 16. Traits of Design Thinking • Focus on People: It's not about the company, how you segment your products or how your business is organised. • People don’t care about it. They care about doing their tasks and achieving their goals that are within their limits. – What it means for us: Stop thinking about ‘Users or Customers’ and think ‘People’ Friday, 24 September 2010 16
  • 17. Traits of Design Thinking • Finding Alternatives. Designing isn't about choosing between multiple options, it's about creating those options. • It's this finding of multiple solutions to problems that sets designers apart. – What it means for us: train our folks to think laterally, generate alternatives, use systematic innovation techniques (remember De Bono’s ‘divide a square in four’ exercise) Friday, 24 September 2010 17
  • 18. Traits of Design Thinking • Ideation and Prototyping: Prototype, prototype, prototype • Use it to refine your thinking, generate alternatives, combine and create a third option – What it means for us: Change the way project teams are structured – ideate in groups before you set out to create solutions – Invest in tools & trainings – Ideate before you begin work Friday, 24 September 2010 18
  • 19. Traits of Design Thinking • Wicked Problems. The problems designers are used to taking on are those without a clear solution, with multiple stakeholders, fuzzy boundaries, and where the outcome is never known and usually unexpected. Being able to deal with the complexity of these "wicked" problems is one of the hallmarks of design thinking. – What it means for us: Hire thinkers who can analyse, visualise, build consensus, prototype and validate Friday, 24 September 2010 19
  • 20. Traits of Design Thinking • A Wide Range of Influences. Because design touches on so many subject areas (psychology, ergonomics, economics, engineering, architecture, art, etc.), designers should bring to the table a broad, multi-disciplinary spectrum of ideas from which to draw inspiration and solutions. – What it means for us: Change our team compositions and create a wider skill-base (more) Friday, 24 September 2010 20
  • 21. Traits of Design Thinking • Emotion. In analytical thinking, emotion is seen as an impediment to logic and making the right choices. In design, decisions without an emotional component are lifeless and do not connect with people. – What it means for us: Focus on what someone /something stands for than what they/it does – Take the focus away from ‘ROI type’ thinking. Remember Google! (Focus on the user and all else will follow.) Friday, 24 September 2010 21
  • 22. How do we design experiences, what to look for DESIGNING EXPERIENCES Friday, 24 September 2010 22
  • 23. Experience Design • Experience design is the practice of designing products, processes, services, events, and environments:- each of which is a human experience:- based on the consideration of an individual's or group's needs, desires, beliefs, knowledge, skills, experiences, and perceptions. • We define experience as a mental journey that leaves the customer with memories of having performed something special, engaging, having learned something or just having fun and entertainment. Friday, 24 September 2010 23
  • 24. Experience Production • Experiences are designed, produced and delivered • Experience production system encompasses – Marketing and experience strategy – Organization structure – Producers and directors – HR and capability management – Performers – Technology and Innovation – Just like in manufacturing and service economies – Customer orientation (experience delivery) – Audiences, participants, consumers Friday, 24 September 2010 24
  • 25. Experience Design • Back Staging and Front Staging are two aspects of experience production system – Concept of an experience is created Backstage along with general business principles to improve competitive advantage by focusing on increasing productivity, meet price competition (optimization), organizing innovation activities – Front Staging can be artistic in nature where services are used as platform and products as props • • • • • • Participation Personality Experience ‘logistics’ Sensuous input Physical experience Material ‘supp Friday, 24 September 2010 25
  • 26. Why Back-staging? • Front staging increases opportunities and this in turn increases competition. • The focus will then shift to delivering customized and variety of experiences. • Here Back-staging will help in improving competitive advantage by: – – – – Thinking strategically Shorter time to market Focusing on meeting productivity and keeping low price Crafting packaged experiences (a bundle of experience, added services and so on.) • Organizing innovation activities systematically Friday, 24 September 2010 26
  • 27. Anatomy of Experience Design Peripheral Experience A part of the overall experience and customer provide a lot of emphasis to it initially (visually) Core experience The core experience to the customer. Cannot be appreciated without a good theme Core Activity The Concept Peripheral/Support Service Friday, 24 September 2010 The core experience (the music, the theatre play, the TV broadcast) is created on the stage or performed on the stage The concept or theme is created backstage to be experienced front stage by the audience. It is the story telling approach what customer finally admire Other material and service support 27
  • 28. Anatomy of an Experience Concept What customer ‘feels’ Core Experience What customer experiences Experience Solution Peripheral experience What customer use technical in nature Happiness is in small moments of life and must be shared Eating Frozen ice cream Unilever ice cream vending machine (More) Machine serving ice cream through face recognition (Smile) Multisensory experience of sending online messages Drop Dead Easy Gold Mail way of creating and messaging service sending multimedia (More) messaged online Adding video, audio, photo to personal messages Long term thinking of environmental impact of making sustainable choices Quick and Easy evaluation of energy consuming products and compare with neighbors Smart meters and a web service keeping track of contribution to power usage Friday, 24 September 2010 Economozier (More) 28
  • 29. Taxonomy of Experience Production System • Type of experience the firms produce – Distant experience – customer is away from the place of production. in the distant experiences, Backstaging is extremely important: what is experienced ‘on the stage’ is wholly dependent on the ability of the producer to design the staging. – Close experience – customer is present at the place of production • The value chain – Lighting and sound system used on a TV program -> TV program - > TV -> TV Designer Technological Personal Distant Experiences TV Radio Broadcast Facebook NA Close Experiences Iphone Nintendo Wii Hotel 3D/4D Cinema Theatre Barber Concert Museum Friday, 24 September 2010 29
  • 30. Dimensions of Experience Design • Duration (Initiation, Immersion, Conclusion, and Continuation) • Intensity (Reflex, Habit, Engagement) • Breadth (Products, Services, Brands, Nomenclatures, Channels/Environment/Promotion, and Price) • Interaction (Passive < > Active < >Interactive) • Triggers (All Human Senses, Concepts, and Symbols) • Significance (Meaning, Status, Emotion, Price, and Function) – Making Meaning: How Successful Businesses Deliver Meaningful Customer Experiences. Friday, 24 September 2010 30
  • 31. Corporate Experience Design • 80% of companies believe they deliver a superior customer experience, but only 8% of their customers agree Friday, 24 September 2010 31
  • 32. Experience Design can’t be piecemeal • In designing propositions for specific segments, leaders focus on the entire customer experience. They recognize that customers interact with different parts of the organization across a number of touch-points, including purchase, service and support, upgrades, billing, and so on. A company can't turn its customers into satisfied, loyal advocates unless it takes their experiences at all these touch-points into account. Design is thus closely tied to the delivery from the very beginning. Planning focuses not only on the value propositions themselves but on all the steps that will be required to deliver the propositions to the appropriate segments. Friday, 24 September 2010 32
  • 33. 3 D of Customer Experience • Companies that produce great customer experiences – They design the right offers and experiences for the right customers. – They deliver these propositions by focusing the entire company on them with an emphasis on cross-functional collaboration. – They develop their capabilities to please customers again and again—by such means as revamping the planning process, training people in how to create new customer propositions, and establishing direct accountability for the customer experience. Friday, 24 September 2010 33
  • 34. Where to look • Data mining and customer relationship management (CRM) systems can be valuable for creating hypotheses, but the ultimate test of any company's delivery lies in what customers tell others. The best companies find ways to tune in to customers' voices every day. – Analysing word-of-mouth is an intrinsic part of Experience Design Friday, 24 September 2010 34
  • 35. What does this mean for us? EXPERIENCE DESIGN Friday, 24 September 2010 35
  • 36. Design • Challenges in designing a differentiated Customer Experience at MindTree – It can’t be piecemeal or limited to the front-end. It needs to cut across all functions & touch points – Structural challenges: It requires cross-functional teams and not compartmentalisation – probably the onus is on us – Change in Mindset: Get the product out fast vs. Get the right product out – Designing better experiences will also require us to engage upstream or redefine problem statements Friday, 24 September 2010 36
  • 37. Designing Better Customer Experience • In Experience Design, there’s no Customer – only a Guests or Participants • Structural Aspects – So far, we have been focussed on the Front Stage. We need to build Back Stage capabilities • Approach to Thinking – – – – Focus on Ideation, Refining through Prototyping, Ideate, Research, Observe Think of People and not Users Focus on Activities and not on Tasks Remember the context! • Sell Thinking and not Offerings – Take an Idea to the Customer and not a PPT(X) – People relate to what you stand for and not what you can do Friday, 24 September 2010 37
  • 38. Back Stage & Front Stage – version 1 Backstage Frontstage Planners Executers Leaders Managers Strategist Product Managers Researchers Presenters Designers Design Advocates Modellers Brand Guys Business Analysts Product Managers Activities Proposal management Project management Primary research Secondary research Brainstorming Ideation Concept Development Prototyping Specification Development Usability Testing etc. Friday, 24 September 2010 Actors Audiences Customers Consumers Users Visioning – Inspire a Guest and shared vision, participants Problem identification, Roadmap development Model the way, Challenge the processes – status quo, Enable others to act, Solution walkthru, Encourage 38
  • 39. Changes in Thinking • Think People & not Users – People have behaviours & desires that are effected by Beliefs, Attitudes, Expectations, Personality, Experiences, Emotions, Prior knowledge – Have Contexts that are relational, historical, or emotional • Think Activities & not Tasks – Activities are driven by motivations that can be social, monitory, ideological, emotional • Think Context – Make the experience more meaningful by making it relevant to the context Friday, 24 September 2010 39
  • 40. Users vs. People • Vodafone offers a good example. The U.K.-based mobile phone company grew rapidly through acquisitions in the 1990s, becoming one of the leading mobile providers in the world. • To ensure that its offerings could be effectively delivered to target customers in any country, it stopped categorizing its customers simply according to where they live, as most cellular providers do. • Instead, it divided its immense marketplace into just a few, high-priority global segments: "young, active, fun" users, occasional users, and a handful of others. Friday, 24 September 2010 40
  • 41. Intangibles make the Experience Kevin Kelly argues that in the modern economy consumer products cost nothing to reproduce. Intangibles are that can’t be reproduced at any cost 1. 2. 3. 4. 5. 6. 7. 8. Immediacy: priority access, immediate delivery Personalization: tailored just for you Interpretation: support and guidance Authenticity: how can you be sure it is the real thing? Accessibility: wherever, whenever Embodiment: books, live music Patronage: "paying simply because it feels good", e.g. Radiohead Findability: "When there are millions of books, millions of songs, millions of films, millions of applications, millions of everything requesting our attention — and most of it free — being found is valuable.“ Friday, 24 September 2010 41
  • 42. It requires multiple skills • cognitive • psychology and percept ual psychology, • • linguistics, • • cognitive science, • • architecture and enviro • nmental design, • • haptics, • • product design, • • information design, Friday, 24 September 2010 information architecture, ethnography, brand management, interaction design, service design, storytelling, heuristics, design thinking 42
  • 43. Thinking & not Offering • Develop ideas into functional prototypes which are backed by research and take it to relevant customers. • Just add water: When on an assignment, take a near complete prototype to the customer for further ideation and not a blank slate • Take a film for their iPod, or a story-book that sits on their book-shelf, a prototype on their desk that they can play with. Remember experiences need to be multi-sensory & memorable. Friday, 24 September 2010 43
  • 44. As-is vs. To-be “Business” Approach Problem Solving Approach “Design” Approach Definitive. Relies on equations for “proof”. Iterative. Relies on a “build to think” process dependent on trial and error. Validation through What customers say: often a combination of qualitative (focus groups) and quantitative (surveys) research. What customers do: often direct observation and usability testing. Informed by Market analysis and aggregate consumer behavior. Direct consumer observation and abductive reasoning (“what might be”). Completed Completion of strategy phase marks the start of product development phase. Never: continually evolving with customers. Focused on An understanding of the results of customer activities. An understanding of customer activities. Tools used to communicate strategic vision Spreadsheets and PowerPoint decks Prototypes, films, and scenarios. Described through Words (often open to interpretation). Pictorial representations and direct experiences with prototypes. Team members Vertical expertise and individual responsibilities. “T-shaped” expertise: a principal vertical skill and a horizontal set of secondary skills. Collaborative (team) responsibilities. Work patterns Permanent jobs, on-going tasks, and fixed hours. Temporary projects with associated tasks and flexible hours. Reward structure Corporate recognition based on the bottom line. Peer recognition based on the quality of solutions. Friday, 24 September 2010 44