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Blended spaces, cross-channel ecosystems,
and the myth that is service
Bertil Lindenfalk & Andrea Resmini
ServDes 2016, Copenhagen
W. J. Mitchell, Me++, 2004
“once there was a time and a place for
everything; today, things are increasingly
smeared across multiple sites and
moments in complex and often
indeterminate ways”
today, affordable, mobile, consumer-grade
computing is mainstream: smartphones,
tablets, sensors, ambient appliances, and
wearables allow human-information
interaction everywhere, all the time
digitization and constant read/write
access to information have blurred the
distinction between products and services
people freely connect often competing
products and services in emergent
choreographies
D. Norman, Systems Thinking: A Product Is More Than the Product, 2009
“the point of a product is to offer great
experiences to its owner, which means
that it offers a service”
the myth that the service designer can
design a perfectly bounded artifact and
simply drop it in place within a dynamic
environment still holds fast and
unquestioned at least in the practice
N.Fein, Cocktail bar and restaurant at Hunts Point Market, the Bronx, NYC Black & White (http://www.nycbw.com/page/5/)
to properly counter the risks of
simplification and reductionism, we argue
for a shift from a holistic perspective to a
systemic approach
R. Armson, Growing Wings on the Way, 2011
a systemic approach considers multiple
perspectives at once, acknowledging that
the design process does not center around
the choice of a single optimal point of view
it also implies a shift from the idea of
service to that of experience taking place in
cross-channel ecosystems in blended space
a cross-channel ecosystem results from
actor-driven choice, use, and coupling of
channels, either belonging to the same or
to different systems, within the context of
the goals and desired future state actors
intend to achieve, explicitly or implicitly
cross-channel ecosystems are semantic
constructs that straddle digital and
physical spaces, locations, devices, and
contexts
WHATSAPP
SKATES
BOX OFFICE
IMDB
MOVIE
NETFLIX
BUS
YELP
RESTAURANT
SMSWEBSITE
FRIEND’S
HOME
BUS
DINNER
PS4
BOARD
GAMES
PHONE
PIZZA
PLACE
cross-channel experiences identify a
blended space of opportunity for the
designer to intervene in, more than a finite
artifact that can be fully managed
design is a pragmatic intervention to
maximize social or business opportunities
and minimize individual or organizational
pain through a recast of one or more
specific channels or touchpoints
interventions within an ecosystem broker
between the different instances presented
by the ecosystem itself, the actors, and the
designers’ own vision
the blended space resulting from the
actors’ joining individual channels for a
specific goal creates an emergent structure
and introduces a loss of control that goes
way beyond user-centered perspectives
“a blended space is as a space where a
physical space is deliberately integrated in
a close-knit way with a digital space”
D. Benyon, Spaces of Interaction, Places for Experience, 2014
a blended space is a new type of space
with its own emergent structure and its
own novel user experience predicated on a
different sense of presence
a cross-channel ecosystem is a blended
space articulated through the choices of a
multitude of individual actors
as actors freely join independent channels,
a blended space spanning services,
contexts, and locations is articulated as a
digital / physical ecosystem
cross-channel ecosystems are service
supersets, unbound, actor-constructed,
unfinished, and transient
they transcend the traditional limits
encountered by service design practice
focusing primarily on organization-bound
and organization-controlled systems
they are a digimodernist construct, fully
acknowledging its computer-derived
textuality of haphazardness, evanescence,
and anonymous, social authorship
design focuses on the interdependencies
of significant existing, available, or unused
elements in the actor-driven ecosystems,
regardless of whatever company-owned
service they belong to
services are usually described either in
terms of what they do or by reflecting on
the different elements they consist of
Grönroos, 2007; Vargo & Lusch, 2008; Blomkvist, 2014.
we argue that this is a reductionist
approach whose usefulness is greatly
diminished when it comes to capture
cross-channel experiences
their complexity and emergent nature,
their unfinished, evanescent onwardness
requires a systemic framing built around
the idea of actor-driven experience
designing services as a collection of related
and relatively static touchpoints is
eminently postmodern and unavoidably
reductionist in nature
it’s a way of framing services which is
generally neglecting the real-world usage
patterns employed by actors to reach a
desired state, inward-focused, artificially
organization-bound, and falling short of
accounting for the resulting complexity
this is the myth that is service, one of
change and distance: under the illusion of
completeness, services are designed within
the same constraints and under the same
assumptions that products are
we propose that a way to move forward is
through a systems thinking approach and
the conceptualization of cross-channel
experience ecosystems as formalized in IA
by altering the way the problem space is
framed, service design practice can gain a
significantly larger strategic impact and
provide value to both individual actors and
organizations engaged in the ecosystem
thank you
bertil.lindenfalk@ju.se
@resmini

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Blended Spaces, Cross-Channel Ecosystems, and the Myth That Is Service - Bertil Lindenfalk, Andrea Resmini

  • 1. Blended spaces, cross-channel ecosystems, and the myth that is service Bertil Lindenfalk & Andrea Resmini ServDes 2016, Copenhagen
  • 2. W. J. Mitchell, Me++, 2004 “once there was a time and a place for everything; today, things are increasingly smeared across multiple sites and moments in complex and often indeterminate ways”
  • 3. today, affordable, mobile, consumer-grade computing is mainstream: smartphones, tablets, sensors, ambient appliances, and wearables allow human-information interaction everywhere, all the time
  • 4. digitization and constant read/write access to information have blurred the distinction between products and services
  • 5. people freely connect often competing products and services in emergent choreographies
  • 6. D. Norman, Systems Thinking: A Product Is More Than the Product, 2009 “the point of a product is to offer great experiences to its owner, which means that it offers a service”
  • 7. the myth that the service designer can design a perfectly bounded artifact and simply drop it in place within a dynamic environment still holds fast and unquestioned at least in the practice
  • 8. N.Fein, Cocktail bar and restaurant at Hunts Point Market, the Bronx, NYC Black & White (http://www.nycbw.com/page/5/)
  • 9. to properly counter the risks of simplification and reductionism, we argue for a shift from a holistic perspective to a systemic approach
  • 10. R. Armson, Growing Wings on the Way, 2011
  • 11.
  • 12. a systemic approach considers multiple perspectives at once, acknowledging that the design process does not center around the choice of a single optimal point of view
  • 13. it also implies a shift from the idea of service to that of experience taking place in cross-channel ecosystems in blended space
  • 14. a cross-channel ecosystem results from actor-driven choice, use, and coupling of channels, either belonging to the same or to different systems, within the context of the goals and desired future state actors intend to achieve, explicitly or implicitly
  • 15. cross-channel ecosystems are semantic constructs that straddle digital and physical spaces, locations, devices, and contexts
  • 16.
  • 17.
  • 18.
  • 19.
  • 20.
  • 21.
  • 22.
  • 24. cross-channel experiences identify a blended space of opportunity for the designer to intervene in, more than a finite artifact that can be fully managed
  • 25. design is a pragmatic intervention to maximize social or business opportunities and minimize individual or organizational pain through a recast of one or more specific channels or touchpoints
  • 26. interventions within an ecosystem broker between the different instances presented by the ecosystem itself, the actors, and the designers’ own vision
  • 27. the blended space resulting from the actors’ joining individual channels for a specific goal creates an emergent structure and introduces a loss of control that goes way beyond user-centered perspectives
  • 28. “a blended space is as a space where a physical space is deliberately integrated in a close-knit way with a digital space” D. Benyon, Spaces of Interaction, Places for Experience, 2014
  • 29. a blended space is a new type of space with its own emergent structure and its own novel user experience predicated on a different sense of presence
  • 30. a cross-channel ecosystem is a blended space articulated through the choices of a multitude of individual actors
  • 31. as actors freely join independent channels, a blended space spanning services, contexts, and locations is articulated as a digital / physical ecosystem
  • 32. cross-channel ecosystems are service supersets, unbound, actor-constructed, unfinished, and transient
  • 33. they transcend the traditional limits encountered by service design practice focusing primarily on organization-bound and organization-controlled systems
  • 34. they are a digimodernist construct, fully acknowledging its computer-derived textuality of haphazardness, evanescence, and anonymous, social authorship
  • 35. design focuses on the interdependencies of significant existing, available, or unused elements in the actor-driven ecosystems, regardless of whatever company-owned service they belong to
  • 36. services are usually described either in terms of what they do or by reflecting on the different elements they consist of Grönroos, 2007; Vargo & Lusch, 2008; Blomkvist, 2014.
  • 37. we argue that this is a reductionist approach whose usefulness is greatly diminished when it comes to capture cross-channel experiences
  • 38. their complexity and emergent nature, their unfinished, evanescent onwardness requires a systemic framing built around the idea of actor-driven experience
  • 39. designing services as a collection of related and relatively static touchpoints is eminently postmodern and unavoidably reductionist in nature
  • 40. it’s a way of framing services which is generally neglecting the real-world usage patterns employed by actors to reach a desired state, inward-focused, artificially organization-bound, and falling short of accounting for the resulting complexity
  • 41. this is the myth that is service, one of change and distance: under the illusion of completeness, services are designed within the same constraints and under the same assumptions that products are
  • 42. we propose that a way to move forward is through a systems thinking approach and the conceptualization of cross-channel experience ecosystems as formalized in IA
  • 43. by altering the way the problem space is framed, service design practice can gain a significantly larger strategic impact and provide value to both individual actors and organizations engaged in the ecosystem