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lia s. Associates
BOOKCLUB
Managing The
Design Process
Intro - Chapter 3
lia s. Associates
lia s. Associates
● This Book is about how to harness the power of
graphic design in a real and practical manner.
● For The Purpose of this book. Here is a working
definition of each term:
1. Design management
2. Design leadership
lia s. Associates
1. Design Management
The process of coordinating and directing design resources to achieve a stated
objective
2. Design leadership
The process of utilizing design as a management tool to determine and achieve
strategic goals
Traits of managers vs leaders
lia s. Associates
Warren Bennis, an American
scholar, author, and
organizational expert who is
regarded as a pioneer in
leadership studies, defined a
clear dichotomy in the behavior
of managers and leaders.
lia s. Associates
How To Use
This Book
A
Some Key things That Can Help You In Practice:
lia s. Associates
➢ What kind of research is done on the project and how extensive
is it? What did they learn and was it worth the effort?
➢ How did the designer translate this discovery information into a
design concept? Would you have made a similar creative
choice?
➢ What tools did the designer use to help convince their client that
the concept was right? Could you adapt these tools for use with
your clients? What issues or concerns did the client have about
the design?
lia s. Associates
➢ How were these addressed? What kind of risk was required on
the part of the client to accept the designer’s recommendations?
➢ How were the designs evaluated and tested? What insights were
gained and how did that affect further design refinements?
➢ After all was said and done, what is the finished design? What
delivery medium was used? Was it effective? What do you
personally think of it?
lia s. Associates
Managing The
Design Process
B
lia s. Associates
B. Managing The Design Process
Things that most affect the phases of work
B.1.
Communication
Timely and effective communication and knowledge sharing
throughout the process is necessary. Incomplete or lax communication
will sabotage a design.
lia s. Associates
B.2.
Scope Of Work
Massive projects may require repetition of certain phases, while smaller
projects with less complexity may combine steps.
lia s. Associates
B.3.
Timing
Compressed schedules mean shortening phases and skipping details.
Luxurious timeframes allow for more extensive work in each phase.
lia s. Associates
B.4.
Budget
Less money equals less work. Large budgets accommodate more work
through more lengthy and involved procedures.
lia s. Associates
B.5.
Delivery Media
Choice of delivery medium can mean more (or less) extensive collaboration
with other types of collaborators and can affect the process.
lia s. Associates
Applied
Creativity
1
lia s. Associates
There are several points that can be learned:
Design is not just for designers.
The Design Council UK says “ Good design is a
quantifiable benefit, not a cost. Its value can be
measured economically, socially, and environmentally”
Everything manmade is designed by someone, so it makes sense to
consider exactly how and why things are designed.
More and More, clients recognize the value of design. But not every client
really understands how to work with a designer.
Creativity In a Business Environment
Project Profile In Applied Creativity
lia s. Associates
Hudson Gavin Marting (HGM) Branding Design by Alt group
Project Profile In Applied Creativity
lia s. Associates
Hudson Gavin Marting (HGM) Branding Design by Alt group
Project Profile In Applied Creativity
lia s. Associates
Hudson Gavin Marting (HGM) Branding Design by Alt group
lia s. Associates
The Danish Design Centre (DDC) design “ladder” describes four
levels of commitment to design
STEP ONE: Non Design
STEP TWO: Design Is Styling
STEP THREE: Design as Process
STEP FOUR: Design as Innovation
Design’s Importance to Clients
lia s. Associates
Strong design is what makes people connect
with products and services in a real and
meaningful way.
Defining Design’s Power Role
lia s. Associates
● Establish or improve an image
● Identify them (clearly show who/what they are)
● Articulate the brand, its mission, and promises
● Differentiate them, make a product or service stand out from
competitors
● Alleviate uncertainty and confusion in the marketplace
● Understand and track performance against competitors
Clients Expectations:
Project Profile In Applied Creativity
lia s. Associates
Benjamin Bixby Identity
“Risk is crucial to the process, and fearlessness brings great
rewards.”
lia s. Associates
Every designer is an artist and entrepreneur, they
must be creative on demand one moment and
professional at next.
How Designers Work
Flow of Design Ideas
lia s. Associates
visionary creative director establishing the look and feel and central
concept an imaginative solution that gets presented to a client and is
approved in theory
Collaborative or Solo Work Flow
lia s. Associates
Team designer flow starts from a
design that is expert and creative and
ends with a very technical one.
A solo designer without additional
team members, has to handle all of
these job specifications, and is also
knowledgeable in all the tasks
involved..
lia s. Associates
5 Ways To Determine A Good Designer - Client Match
1.BACKGROUND
2.EXPERTISE
3.PROFESSIONALISM
4.CHEMISTRY
5.PARAMETERS
lia s. Associates
Big Goals
2
DESIGN IN AN EVER-CHANGING WORLD
lia s. Associates
Shifting Values
lia s. Associates
From mass consumption to
more individual or carefully
considered buying behaviors,
sustainability and social
responsibility become significant
factors in what is perceived as
quality no matter what the
clients’ product or service is
https://dailyhive.com/vancouver/emerging-consumer-trends-customization/
Great Design
lia s. Associates
Finding a balanced response for each project is at the
heart of increasing design’s potential for meeting goals.
Design Thinking
lia s. Associates
COLLABORATIVE
ABDUCTIVE
EXPERIMENTAL
PERSONAL
INTEGRATIVE
INTERPRETIVE
The Big Goals
lia s. Associates
EMPLOYEE
COMMUNICATION
SUSTAINABILITY
BRANDING OF
EXPERIENCE
GLOBALIZATION
INNOVATION
CASE STUDY IN BIG GOALS: INNOVATION
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CVS/pharmacy: Beauty 360
CASE STUDY IN BIG GOALS: INNOVATION
lia s. Associates
Full Throttle
CASE STUDY IN BIG GOALS: INNOVATION
lia s. Associates
Starbucks
CASE STUDY IN BIG GOALS: INNOVATION
lia s. Associates
Starbucks
DESIGN SUPPORT INTERNAL COMMUNICATION
lia s. Associates
PROJECT PROFILE IN BIG GOALS: EMPLOYEE
COMMUNICATION
lia s. Associates
Sun Microsystems, Inc.
CASE STUDY IN BIG GOALS: GLOBALIZATION
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Google
CASE STUDY IN BIG GOALS: GLOBALIZATION
lia s. Associates
DJ Uppercut
CASE STUDY IN BIG GOALS: GLOBALIZATION
lia s. Associates
Nike
CASE STUDY IN BIG GOALS: GLOBALIZATION
lia s. Associates
Nike
CASE STUDY IN BIG GOALS: INNOVATION
lia s. Associates
Jemapur
SOCIALLY RESPONSIBLE DESIGN
lia s. Associates
Whether the goal is crossing cultures and uniting people
through globalization or motivating and supporting
environmental consciousness and sustainability, an
understanding of various changing contexts is important for
successful design
Designers need to be socially responsible in the broadest sense
of the term, essentially, using their powers for good
lia s. Associates
AWARENESS
SENSITIVITY
INTEGRATION
ASSESSMENT
VERIFICATION
PROJECT PROFILE IN BIG GOALS: SUSTAINABILITY
lia s. Associates
Nickelodeon Magazine
CASE STUDY IN BIG GOALS: SUSTAINABILITY
lia s. Associates
Design Can Change
CASE STUDY IN BIG GOALS: SUSTAINABILITY
lia s. Associates
Ascent
CASE STUDY IN BIG GOALS: SUSTAINABILITY
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Borealis
CASE STUDY IN BIG GOALS: SUSTAINABILITY
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Northern British Columbia Tourism
CASE STUDY IN BIG GOALS: SUSTAINABILITY
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SEI: The Green Report Card
MEASURING DESIGN
lia s. Associates
FACTOR TO ASSES
Quantitative Qualitative
Process improvement
Overall cost savings
Reduction in materials and waste
User/community interaction
New market adoption
Customer satisfaction
Brand reputation
Increased aesthetic appeal
Improved functionality
THE TRIPLE BOTTOM LINE
lia s. Associates
Making the Most of Design Investment
lia s. Associates
➔ Do the right job
➔ Understand the audience
➔ Focus
➔ Organize Revisions
➔ Hire the right designer
lia s. Associates
MoMA Digital Display
CASE STUDY IN BIG GOALS: EXPERIENTAL BRANDING
CASE STUDY IN BIG GOALS: EXPERIENTAL BRANDING
lia s. Associates
MoMA Digital Display
CASE STUDY IN BIG GOALS: EXPERIENTAL BRANDING
lia s. Associates
Victoria’s Secret Fashion Show
CASE STUDY IN BIG GOALS: EXPERIENTAL BRANDING
lia s. Associates
Wynn Las Vegas Aquatic Extravaganza
CASE STUDY IN BIG GOALS: EXPERIENTAL BRANDING
lia s. Associates
Ground Zero Redesign
Creating Moments
lia s. Associates
Experiential engagement are not based on what
messages to communicate and what media should be
used to carry them. Rather, they advise us to think
about what could make a great brand/consumer
“moment.”
Creating Moments
lia s. Associates
➔ Where would it be?
➔ What would it involve?
➔ How would it be staged?
➔ How would it be remembered?
➔ How would it be retold?
lia s. Associates
Design-Centric
Research
3
IMPORTANCE OF RESEARCH FOR DESIGN
lia s. Associates
1. Traditional Market
Research
2. Ethnographic Research
3. User Experience
Research
4. Classic Design Research
5. Blended Research
If these
numbers
are right…
I have no
idea what I
am doing.
lia s. Associates
1 Traditional Market Research
Broadly speaking, market research is any organized effort to gather
information about customers. Some methods traditionally used
include
● Demographics: looking at quantifiable statistical data that
describes a group of people or target market segment.
● Focus groups: where a group of people from the target market
are led in a discussion to solicit opinions and reactions.
● Psychographics: a means of evaluating subjective beliefs,
preferences, and opinions. It seeks to determine why people do
what they do.
lia s. Associates
2 Ethnographic Research
Ethnography is a type of research rooted in anthropology that looks at
the links between culture and human behavior. Viewed both from a
group’s or individual’s perspective, these research observations
describe people based on thought, behavior, and actions. Some
methods include
● Observational research views and records behavior without
interacting with or questioning people.
● Visual anthropology allows a trained researcher to photograph or
review photos and visual reference materials in order to draw
conclusions about people.
● Photo ethnology requires that the people being studied
photograph or record themselves, revealing their preferences and
behaviors.
lia s. Associates
3 User Experience Research
This type of research measures the ability of a product or service to meet
the needs of the end-user. Sometimes called “testing” or “usability
testing,” it lets researchers view behavior directly. Some methods include
● Observational research views and records people as they interact
with a product or service. Often used as validation for design
concepts.
● Web analytics track users behavior on a website using quantitative
metrics built into the site. These statistics measure a set of variables
and illustrate the user interaction with website content.
● Personas are a theoretical method of developing hypothetical users
for a product or service that springs from the discipline of interactive
design. An archetype or hypothetical perfect user is created, then
their motivations, lifestyles, and expectations are examined.
lia s. Associates
4 Classic Design Research
Mostly, information gathered first-hand by the designer through visual
review and subjective analysis. Methods include
● Visual audits: review of client and/or competitor products and
services plus their related designed materials, in situ. Observations
are typically photographed.
● Prototype testing: creating iterations of a design, making a mock-up
or prototype, using it, and making refinements as necessary.
● Participation: the designer personally experiences the product or
service for themselves and records impressions and insights.
lia s. Associates
5 Blended Research
Some form of subjective and objective, qualitative and quantitative, field
and lab methods are used.
Basically… A bit of everything.
African Pride CASE STUDY IN DESIGN-CENTRIC RESEARCH
lia s. Associates
Urban Intelligence: itsTMI.com
lia s. Associates
Creme of Nature
lia s. Associates
lia s. Associates
RESEARCH ALIGNS AND FOCUSES DESIGN
The scale and complexity of the design research typically depends on
several factors. The more research available to a designer, the better their
decision making can be.
Key Factors for Deciding Research Method
● Client’s category of product or service
● Budget
● What is being researched
● Number of people being studied
● Time frame
lia s. Associates
Ways to Look at Research
Research is considered to be either
● Quantitative, which measures objective numerical, or fact-based,
data.
● Qualitative, which focuses on subjective data, like thoughts, feelings,
motivation, and other qualities that describe people.
In addition, research can be
● Primary, which is information that is gained directly and is
commissioned by the client for this purpose i.e paid
● Secondary, which is information obtained indirectly by studying
existing data from a variety of sources i.e team/designers initiative.
lia s. Associates
Visualizing Research
Creating pie charts, diagrams, and comparison tables allows both
designer and client to make sense of the information. What do they find
useful? What is not? These things become more apparent when
diagrammed.
lia s. Associates
Why Research Matters
● The actual problem
● Realistic objectives
● The context
● The consumer/audience
● Purchasing decisions
● Behavior/use
● The competition
● Verbal/visual language
lia s. Associates
Project Profile in Design-Centric Research
Supermarket
lia s. Associates
DESIGN RESEARCH IS ABOUT BETTER
DESIGN THINKING
Of all the design disciplines… Graphic designers are often criticised
for their lack of research vigor.
In their defence because their work is part of a holistic suite of branding
activities, and there are so many different conditions and contributions to
the success of branding, their work is hard to validate or measure directly.
Therefore, most graphic design is considered a success because
of consensus, not empirical data.
Designers need to observe carefully how people behave, interpret
the reasons and meaning for this behavior, and either recreate or
reinvent it for their clients in order to get the desired result. Simply
put, research makes designers better at what they do.
lia s. Associates
Reasons for Research Failure
It’s essential to plan and execute the research
studies properly to ensure good results
● Lack of clarity
● Wrong subjects
● Bad instrument
● Dubious sources
● Limited information
lia s. Associates
Three Useful Research Tactics
Just reviewing a client’s existing branding efforts is
going to speak volumes to a designer.
Interviews
Logically, having an open discussion without bias is a great way to gather data.
Surveys
Using a sample group that represents a larger target audience. Typically
assisted online by offering incentive to participants can be insightful.
Observations
Sometimes by what people say is not the same as what they do. Observing
people interact with products is more accurate.
lia s. Associates
DEFINING THE AUDIENCE:
DEMOGRAPHICS AND ETHNOGRAPHY
Where to start?
lia s. Associates
Identity, Culture, and Experience
People in general fall into three categories when it comes to
measuring research.
Identity, Culture, and Experience
IDENTITY: gender, race, age, memberships, or profession
These are factual and can be gathered using demographic research.
CULTURE: Defined by groups i.e traditions, nationality, social
norms, religions.
Derived from ethnographic research
EXPERIENCE: aspirations? Decisions? As based on individuals
and group factors.
Derived from psychographic research.
lia s. Associates
Demographics
These characteristics go towards assisting designers
greatly to get an idea who they are targeting.
• Gender
• Age
• Race
• Ethnicity
• Education level
• Marital status
• Family size
• Income level
• Number of earners in the household
• Employment status
• Own or rent home
• Amount spent on this product/service category
• Frequency of use/purchase of this product/service
lia s. Associates
Ethnographic Research Process
For the most part, ethnographic research is done as
direct, first-hand observation.
Ethnography dissects a person’s culture and what they believe and
value.
What are the clues, gestures, and language they use to interact and
communicate with others?
What is the ethos of this culture?
When this data is translated to design, it answers the question:
What is the world view and how does it influence, and dictate the
thoughts and behaviors of people within the client’s target
audience?
lia s. Associates
DEFINING THE AUDIENCE:
PSYCHOGRAPHICS
Psychographics explores factors that deal with a person’s motivations -
the “whys?” of behavior. The kind of information researched:
Buying
Habits
Goals and
aspirations
Special
interests
Lifestyle
choices
lia s. Associates
Advantages of Using Psychographics:
● Discover emotional factors that motivate customers
● Classifies customers according to a combination of variables:
activities, interests, and opinions
● Helps to determine which attributes of a product or service resonate with customers
● Shows customers’ predisposition toward purchasing the product or service
Disadvantages of Using Psychographics:
● Can be expensive to do a proper survey
● Target audiences for some products or services may come from a cross section of
psychographic profiles, so several groups may need to be studied
● Critics complain that these studies are complicated and lack proper theoretical
underpinning
lia s. Associates
VALS: Values and Lifestyle Categories
Using psychographics helps determine what type of person is
most likely to respond to a client’s product or service.
The Stanford Research Institute (SRI) has developed a psychographic categorization
system called VALS (for “Values and Lifestyles”) that breaks people into eight different
clearly defined types
What VALS does is help with Market segmentation which is
designed to guide companies in tailoring their products and
services in order to appeal to the people most likely to purchase
them.
lia s. Associates
DEFINING THE MEDIUM
If research is all about helping to understand how to get the right
message to the right people in the right way, then a designer
must use research to inform their recommendations about media
as well.
These methods are always changing... and so must you.
lia s. Associates
THINGS TO PONDER
• What do they use now?
• What are they most comfortable with?
• What will make the client more appealing to them?
• How do the client’s competitors talk to them?
lia s. Associates
Media Agnostic
Serious designers embrace the idea of being able to design for any and
all media platforms.
How to be awesome like MJ?
You need to understand each media,
the pros and cons of designing for each
one…
While being clear on how these tools are
interpreted by the target audience.
lia s. Associates
Common Denominators
Serious designers… embrace the idea of being able to design for any
and all media platforms and how to apply their work on the chosen
medium.
It requires an understanding of:
• Content (images and words)
• Flow of information (narrative)
• Interaction (physical or virtual)
• User’s behavior (pro and con)
If in doubt… try them all so you can determine if the audience accepted
or rejected the design?
And what is the best media for the message?
lia s. Associates
Delivery Medium
THANK YOU
lia s. Associates
108 190427 Bookclub Managing The Design Process by Terry Lee Stones Intro-Chapter 3
108 190427 Bookclub Managing The Design Process by Terry Lee Stones Intro-Chapter 3
108 190427 Bookclub Managing The Design Process by Terry Lee Stones Intro-Chapter 3
108 190427 Bookclub Managing The Design Process by Terry Lee Stones Intro-Chapter 3
108 190427 Bookclub Managing The Design Process by Terry Lee Stones Intro-Chapter 3
108 190427 Bookclub Managing The Design Process by Terry Lee Stones Intro-Chapter 3

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108 190427 Bookclub Managing The Design Process by Terry Lee Stones Intro-Chapter 3

  • 1. 190427 GAMBAR COVER BUKU/ GAMBAR PENDUKUNG LAIN lia s. Associates BOOKCLUB Managing The Design Process Intro - Chapter 3
  • 3. lia s. Associates ● This Book is about how to harness the power of graphic design in a real and practical manner. ● For The Purpose of this book. Here is a working definition of each term: 1. Design management 2. Design leadership
  • 4. lia s. Associates 1. Design Management The process of coordinating and directing design resources to achieve a stated objective 2. Design leadership The process of utilizing design as a management tool to determine and achieve strategic goals
  • 5. Traits of managers vs leaders lia s. Associates Warren Bennis, an American scholar, author, and organizational expert who is regarded as a pioneer in leadership studies, defined a clear dichotomy in the behavior of managers and leaders.
  • 6. lia s. Associates How To Use This Book A
  • 7. Some Key things That Can Help You In Practice: lia s. Associates ➢ What kind of research is done on the project and how extensive is it? What did they learn and was it worth the effort? ➢ How did the designer translate this discovery information into a design concept? Would you have made a similar creative choice? ➢ What tools did the designer use to help convince their client that the concept was right? Could you adapt these tools for use with your clients? What issues or concerns did the client have about the design?
  • 8. lia s. Associates ➢ How were these addressed? What kind of risk was required on the part of the client to accept the designer’s recommendations? ➢ How were the designs evaluated and tested? What insights were gained and how did that affect further design refinements? ➢ After all was said and done, what is the finished design? What delivery medium was used? Was it effective? What do you personally think of it?
  • 9. lia s. Associates Managing The Design Process B
  • 10. lia s. Associates B. Managing The Design Process Things that most affect the phases of work B.1. Communication Timely and effective communication and knowledge sharing throughout the process is necessary. Incomplete or lax communication will sabotage a design.
  • 11. lia s. Associates B.2. Scope Of Work Massive projects may require repetition of certain phases, while smaller projects with less complexity may combine steps.
  • 12. lia s. Associates B.3. Timing Compressed schedules mean shortening phases and skipping details. Luxurious timeframes allow for more extensive work in each phase.
  • 13. lia s. Associates B.4. Budget Less money equals less work. Large budgets accommodate more work through more lengthy and involved procedures.
  • 14. lia s. Associates B.5. Delivery Media Choice of delivery medium can mean more (or less) extensive collaboration with other types of collaborators and can affect the process.
  • 16. lia s. Associates There are several points that can be learned: Design is not just for designers. The Design Council UK says “ Good design is a quantifiable benefit, not a cost. Its value can be measured economically, socially, and environmentally” Everything manmade is designed by someone, so it makes sense to consider exactly how and why things are designed. More and More, clients recognize the value of design. But not every client really understands how to work with a designer. Creativity In a Business Environment
  • 17. Project Profile In Applied Creativity lia s. Associates Hudson Gavin Marting (HGM) Branding Design by Alt group
  • 18. Project Profile In Applied Creativity lia s. Associates Hudson Gavin Marting (HGM) Branding Design by Alt group
  • 19. Project Profile In Applied Creativity lia s. Associates Hudson Gavin Marting (HGM) Branding Design by Alt group
  • 20. lia s. Associates The Danish Design Centre (DDC) design “ladder” describes four levels of commitment to design STEP ONE: Non Design STEP TWO: Design Is Styling STEP THREE: Design as Process STEP FOUR: Design as Innovation Design’s Importance to Clients
  • 21. lia s. Associates Strong design is what makes people connect with products and services in a real and meaningful way. Defining Design’s Power Role
  • 22. lia s. Associates ● Establish or improve an image ● Identify them (clearly show who/what they are) ● Articulate the brand, its mission, and promises ● Differentiate them, make a product or service stand out from competitors ● Alleviate uncertainty and confusion in the marketplace ● Understand and track performance against competitors Clients Expectations:
  • 23. Project Profile In Applied Creativity lia s. Associates Benjamin Bixby Identity “Risk is crucial to the process, and fearlessness brings great rewards.”
  • 24. lia s. Associates Every designer is an artist and entrepreneur, they must be creative on demand one moment and professional at next. How Designers Work
  • 25. Flow of Design Ideas lia s. Associates visionary creative director establishing the look and feel and central concept an imaginative solution that gets presented to a client and is approved in theory
  • 26. Collaborative or Solo Work Flow lia s. Associates Team designer flow starts from a design that is expert and creative and ends with a very technical one. A solo designer without additional team members, has to handle all of these job specifications, and is also knowledgeable in all the tasks involved..
  • 27. lia s. Associates 5 Ways To Determine A Good Designer - Client Match 1.BACKGROUND 2.EXPERTISE 3.PROFESSIONALISM 4.CHEMISTRY 5.PARAMETERS
  • 29. DESIGN IN AN EVER-CHANGING WORLD lia s. Associates
  • 30. Shifting Values lia s. Associates From mass consumption to more individual or carefully considered buying behaviors, sustainability and social responsibility become significant factors in what is perceived as quality no matter what the clients’ product or service is https://dailyhive.com/vancouver/emerging-consumer-trends-customization/
  • 31. Great Design lia s. Associates Finding a balanced response for each project is at the heart of increasing design’s potential for meeting goals.
  • 32. Design Thinking lia s. Associates COLLABORATIVE ABDUCTIVE EXPERIMENTAL PERSONAL INTEGRATIVE INTERPRETIVE
  • 33. The Big Goals lia s. Associates EMPLOYEE COMMUNICATION SUSTAINABILITY BRANDING OF EXPERIENCE GLOBALIZATION INNOVATION
  • 34. CASE STUDY IN BIG GOALS: INNOVATION lia s. Associates CVS/pharmacy: Beauty 360
  • 35. CASE STUDY IN BIG GOALS: INNOVATION lia s. Associates Full Throttle
  • 36. CASE STUDY IN BIG GOALS: INNOVATION lia s. Associates Starbucks
  • 37. CASE STUDY IN BIG GOALS: INNOVATION lia s. Associates Starbucks
  • 38. DESIGN SUPPORT INTERNAL COMMUNICATION lia s. Associates
  • 39. PROJECT PROFILE IN BIG GOALS: EMPLOYEE COMMUNICATION lia s. Associates Sun Microsystems, Inc.
  • 40. CASE STUDY IN BIG GOALS: GLOBALIZATION lia s. Associates Google
  • 41. CASE STUDY IN BIG GOALS: GLOBALIZATION lia s. Associates DJ Uppercut
  • 42. CASE STUDY IN BIG GOALS: GLOBALIZATION lia s. Associates Nike
  • 43. CASE STUDY IN BIG GOALS: GLOBALIZATION lia s. Associates Nike
  • 44. CASE STUDY IN BIG GOALS: INNOVATION lia s. Associates Jemapur
  • 45. SOCIALLY RESPONSIBLE DESIGN lia s. Associates Whether the goal is crossing cultures and uniting people through globalization or motivating and supporting environmental consciousness and sustainability, an understanding of various changing contexts is important for successful design
  • 46. Designers need to be socially responsible in the broadest sense of the term, essentially, using their powers for good lia s. Associates AWARENESS SENSITIVITY INTEGRATION ASSESSMENT VERIFICATION
  • 47. PROJECT PROFILE IN BIG GOALS: SUSTAINABILITY lia s. Associates Nickelodeon Magazine
  • 48. CASE STUDY IN BIG GOALS: SUSTAINABILITY lia s. Associates Design Can Change
  • 49. CASE STUDY IN BIG GOALS: SUSTAINABILITY lia s. Associates Ascent
  • 50. CASE STUDY IN BIG GOALS: SUSTAINABILITY lia s. Associates Borealis
  • 51. CASE STUDY IN BIG GOALS: SUSTAINABILITY lia s. Associates Northern British Columbia Tourism
  • 52. CASE STUDY IN BIG GOALS: SUSTAINABILITY lia s. Associates SEI: The Green Report Card
  • 53. MEASURING DESIGN lia s. Associates FACTOR TO ASSES Quantitative Qualitative Process improvement Overall cost savings Reduction in materials and waste User/community interaction New market adoption Customer satisfaction Brand reputation Increased aesthetic appeal Improved functionality
  • 54. THE TRIPLE BOTTOM LINE lia s. Associates
  • 55. Making the Most of Design Investment lia s. Associates ➔ Do the right job ➔ Understand the audience ➔ Focus ➔ Organize Revisions ➔ Hire the right designer
  • 56. lia s. Associates MoMA Digital Display CASE STUDY IN BIG GOALS: EXPERIENTAL BRANDING
  • 57. CASE STUDY IN BIG GOALS: EXPERIENTAL BRANDING lia s. Associates MoMA Digital Display
  • 58. CASE STUDY IN BIG GOALS: EXPERIENTAL BRANDING lia s. Associates Victoria’s Secret Fashion Show
  • 59. CASE STUDY IN BIG GOALS: EXPERIENTAL BRANDING lia s. Associates Wynn Las Vegas Aquatic Extravaganza
  • 60. CASE STUDY IN BIG GOALS: EXPERIENTAL BRANDING lia s. Associates Ground Zero Redesign
  • 61. Creating Moments lia s. Associates Experiential engagement are not based on what messages to communicate and what media should be used to carry them. Rather, they advise us to think about what could make a great brand/consumer “moment.”
  • 62. Creating Moments lia s. Associates ➔ Where would it be? ➔ What would it involve? ➔ How would it be staged? ➔ How would it be remembered? ➔ How would it be retold?
  • 64. IMPORTANCE OF RESEARCH FOR DESIGN lia s. Associates 1. Traditional Market Research 2. Ethnographic Research 3. User Experience Research 4. Classic Design Research 5. Blended Research If these numbers are right… I have no idea what I am doing.
  • 65. lia s. Associates 1 Traditional Market Research Broadly speaking, market research is any organized effort to gather information about customers. Some methods traditionally used include ● Demographics: looking at quantifiable statistical data that describes a group of people or target market segment. ● Focus groups: where a group of people from the target market are led in a discussion to solicit opinions and reactions. ● Psychographics: a means of evaluating subjective beliefs, preferences, and opinions. It seeks to determine why people do what they do.
  • 66. lia s. Associates 2 Ethnographic Research Ethnography is a type of research rooted in anthropology that looks at the links between culture and human behavior. Viewed both from a group’s or individual’s perspective, these research observations describe people based on thought, behavior, and actions. Some methods include ● Observational research views and records behavior without interacting with or questioning people. ● Visual anthropology allows a trained researcher to photograph or review photos and visual reference materials in order to draw conclusions about people. ● Photo ethnology requires that the people being studied photograph or record themselves, revealing their preferences and behaviors.
  • 67. lia s. Associates 3 User Experience Research This type of research measures the ability of a product or service to meet the needs of the end-user. Sometimes called “testing” or “usability testing,” it lets researchers view behavior directly. Some methods include ● Observational research views and records people as they interact with a product or service. Often used as validation for design concepts. ● Web analytics track users behavior on a website using quantitative metrics built into the site. These statistics measure a set of variables and illustrate the user interaction with website content. ● Personas are a theoretical method of developing hypothetical users for a product or service that springs from the discipline of interactive design. An archetype or hypothetical perfect user is created, then their motivations, lifestyles, and expectations are examined.
  • 68. lia s. Associates 4 Classic Design Research Mostly, information gathered first-hand by the designer through visual review and subjective analysis. Methods include ● Visual audits: review of client and/or competitor products and services plus their related designed materials, in situ. Observations are typically photographed. ● Prototype testing: creating iterations of a design, making a mock-up or prototype, using it, and making refinements as necessary. ● Participation: the designer personally experiences the product or service for themselves and records impressions and insights.
  • 69. lia s. Associates 5 Blended Research Some form of subjective and objective, qualitative and quantitative, field and lab methods are used. Basically… A bit of everything.
  • 70. African Pride CASE STUDY IN DESIGN-CENTRIC RESEARCH lia s. Associates
  • 72. Creme of Nature lia s. Associates
  • 73. lia s. Associates RESEARCH ALIGNS AND FOCUSES DESIGN The scale and complexity of the design research typically depends on several factors. The more research available to a designer, the better their decision making can be. Key Factors for Deciding Research Method ● Client’s category of product or service ● Budget ● What is being researched ● Number of people being studied ● Time frame
  • 74. lia s. Associates Ways to Look at Research Research is considered to be either ● Quantitative, which measures objective numerical, or fact-based, data. ● Qualitative, which focuses on subjective data, like thoughts, feelings, motivation, and other qualities that describe people. In addition, research can be ● Primary, which is information that is gained directly and is commissioned by the client for this purpose i.e paid ● Secondary, which is information obtained indirectly by studying existing data from a variety of sources i.e team/designers initiative.
  • 75. lia s. Associates Visualizing Research Creating pie charts, diagrams, and comparison tables allows both designer and client to make sense of the information. What do they find useful? What is not? These things become more apparent when diagrammed.
  • 76. lia s. Associates Why Research Matters ● The actual problem ● Realistic objectives ● The context ● The consumer/audience ● Purchasing decisions ● Behavior/use ● The competition ● Verbal/visual language
  • 77. lia s. Associates Project Profile in Design-Centric Research Supermarket
  • 78. lia s. Associates DESIGN RESEARCH IS ABOUT BETTER DESIGN THINKING Of all the design disciplines… Graphic designers are often criticised for their lack of research vigor. In their defence because their work is part of a holistic suite of branding activities, and there are so many different conditions and contributions to the success of branding, their work is hard to validate or measure directly. Therefore, most graphic design is considered a success because of consensus, not empirical data. Designers need to observe carefully how people behave, interpret the reasons and meaning for this behavior, and either recreate or reinvent it for their clients in order to get the desired result. Simply put, research makes designers better at what they do.
  • 79. lia s. Associates Reasons for Research Failure It’s essential to plan and execute the research studies properly to ensure good results ● Lack of clarity ● Wrong subjects ● Bad instrument ● Dubious sources ● Limited information
  • 80. lia s. Associates Three Useful Research Tactics Just reviewing a client’s existing branding efforts is going to speak volumes to a designer. Interviews Logically, having an open discussion without bias is a great way to gather data. Surveys Using a sample group that represents a larger target audience. Typically assisted online by offering incentive to participants can be insightful. Observations Sometimes by what people say is not the same as what they do. Observing people interact with products is more accurate.
  • 81. lia s. Associates DEFINING THE AUDIENCE: DEMOGRAPHICS AND ETHNOGRAPHY Where to start?
  • 82. lia s. Associates Identity, Culture, and Experience People in general fall into three categories when it comes to measuring research. Identity, Culture, and Experience IDENTITY: gender, race, age, memberships, or profession These are factual and can be gathered using demographic research. CULTURE: Defined by groups i.e traditions, nationality, social norms, religions. Derived from ethnographic research EXPERIENCE: aspirations? Decisions? As based on individuals and group factors. Derived from psychographic research.
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  • 84. lia s. Associates Demographics These characteristics go towards assisting designers greatly to get an idea who they are targeting. • Gender • Age • Race • Ethnicity • Education level • Marital status • Family size • Income level • Number of earners in the household • Employment status • Own or rent home • Amount spent on this product/service category • Frequency of use/purchase of this product/service
  • 85. lia s. Associates Ethnographic Research Process For the most part, ethnographic research is done as direct, first-hand observation. Ethnography dissects a person’s culture and what they believe and value. What are the clues, gestures, and language they use to interact and communicate with others? What is the ethos of this culture? When this data is translated to design, it answers the question: What is the world view and how does it influence, and dictate the thoughts and behaviors of people within the client’s target audience?
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  • 87. lia s. Associates DEFINING THE AUDIENCE: PSYCHOGRAPHICS Psychographics explores factors that deal with a person’s motivations - the “whys?” of behavior. The kind of information researched: Buying Habits Goals and aspirations Special interests Lifestyle choices
  • 88. lia s. Associates Advantages of Using Psychographics: ● Discover emotional factors that motivate customers ● Classifies customers according to a combination of variables: activities, interests, and opinions ● Helps to determine which attributes of a product or service resonate with customers ● Shows customers’ predisposition toward purchasing the product or service Disadvantages of Using Psychographics: ● Can be expensive to do a proper survey ● Target audiences for some products or services may come from a cross section of psychographic profiles, so several groups may need to be studied ● Critics complain that these studies are complicated and lack proper theoretical underpinning
  • 89. lia s. Associates VALS: Values and Lifestyle Categories Using psychographics helps determine what type of person is most likely to respond to a client’s product or service. The Stanford Research Institute (SRI) has developed a psychographic categorization system called VALS (for “Values and Lifestyles”) that breaks people into eight different clearly defined types What VALS does is help with Market segmentation which is designed to guide companies in tailoring their products and services in order to appeal to the people most likely to purchase them.
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  • 91. lia s. Associates DEFINING THE MEDIUM If research is all about helping to understand how to get the right message to the right people in the right way, then a designer must use research to inform their recommendations about media as well. These methods are always changing... and so must you.
  • 92. lia s. Associates THINGS TO PONDER • What do they use now? • What are they most comfortable with? • What will make the client more appealing to them? • How do the client’s competitors talk to them?
  • 93. lia s. Associates Media Agnostic Serious designers embrace the idea of being able to design for any and all media platforms. How to be awesome like MJ? You need to understand each media, the pros and cons of designing for each one… While being clear on how these tools are interpreted by the target audience.
  • 94. lia s. Associates Common Denominators Serious designers… embrace the idea of being able to design for any and all media platforms and how to apply their work on the chosen medium. It requires an understanding of: • Content (images and words) • Flow of information (narrative) • Interaction (physical or virtual) • User’s behavior (pro and con) If in doubt… try them all so you can determine if the audience accepted or rejected the design? And what is the best media for the message?
  • 96. THANK YOU lia s. Associates