Monday, 18 January 2010

customer experience touch-point cards



Early on, I mentioned that we received a set of cards for creating customer experience touch-point from the AT-ONE project as a gift from the Nordic Service Design conference. Jeff posted some information about what the contents are, and I got really curious about the stories behind the developing and using of these cards, so I contacted Simon Clatworthy, the host of the conference as well as the manager of the AT-ONE project, with a list of questions.

Now let's see what Simon says about these really inspiring cards...

1. Where does the idea of producing touch point cards come from? Who made them? Is there any project context that gave birth to them?


The idea emerged when we started running workshops in the AT-ONE project two years ago. AT-ONE is a project that aims to assist the first stage of an innovation project - the Fuzzy Front End - using service design techniques. In AT-ONE, each of the letters relate to different aspects of service innovation - Actors, Touch-points, Offering, Need, Experience - and we have developed innovation workshops for each letter. As part of the Touch-Point workshops, we found ourselves needing touch-point examples to help with both mapping and analysis work (before a workshop) and for idea generation during the workshops themselves. We started out with lists, then photos and decided that what we needed was a set of cards that could both stimulate new thinking, but also help map out existing situations. When we realised that the conference was coming up, we decided to print up a set for the participants.

The cards were made by Ingvild Støvring and me together, both of us from AHO (the Oslo School of Architecture and Design). She took most of the photos and designed the cards, I created the content list and the tools for their use. We printed at a local printers after trying (and failing) to find a cheap foreign printer.

2. How would you describe the process of developing these cards developed? Were they prototyped or tested?

The development process has been kind of evolutionary over the past two years. We have run tons of Touch-Point workshops together with various companies, and various versions of support examples were developed to help communication and innovation. We have moved from texts to images to the combination shown on the cards. We have also developed several tools to help design teams facilitate new thinking about touch-points, and some of them are included with the cards. So, they have been prototyped several times and improved each time, most recently during our master course in Service Design last Autumn. It seems like the forced association method is the one that the students always like to use. I guess its because it encourages radical ideas and forces you to think in new directions.

3. Who are these card made for? I noticed there are five different ways you suggestedto play these cards, so I guess the card game is designed not only for design teams, would you describe a bit more about the possible situations that thesecards can be used?

The cards are made for cross-functional teams who are at the start phase of an innovation process. When teams come together, there is often an interesting but odd mix of people and varying degrees of design experience. One of the main things that happens in the start phase is team building - finding common ground and pulling together. At the same time, the strategic mandate the project has received is translated into a chosen direction for the project. Its a critical time for the project, since decisions made here have huge consequences for future direction. Hopefully the cards will help the team (or individual members) analyse the present situation (if there is one) and develop ideas for new services or service touch-points. We have tried to design them so that they can be usable by any team member or team facilitator. So far, they seem to work well, and I find myself using them regularly in different contexts.

The contexts for their use are as follows, but we have found that they can be used in other contexts as well.

Firstly, they are aimed to be used at the early stages of the innovation process, the fuzzy front end. This is a divergent stage in a project in which various directions are being explored, and many opportunities are still open. The cards aim to help analysis, reflection and idea generation during workshops in which multiple stakeholders are involved. Generally a design team includes stakeholders from across organisational silos and include a broad set of disciplines. The cards should hopefully assist communication accross these different boundaries, and help create a common understanding regarding various touch-point issues. They also make explicit, what earlier has been up inside peoples heads. This is a common comment about design and its role in process facilitation - the use of images creating a common understanding within a team - and its true. We have found that using the cards helps move the team forwards in a good way.

Use context 1: Mapping an existing situation.

The cards help map out an existing situation. For example, the team can go through each stage of a service (or customer) journey and pick out the touch-points that are relevant at each stage. From this, many aspects can be discussed, such as which touch-point is most important to the customer, which are (maybe) used in sequence, which are most frequently used etc. This helps get the discussion moving around how customers view the service through touch-points, and how they often jump between them. It can also help raise the discussion about who is reponsible for develping and maintaining each touch-point. It is always a surprise for a team to understand that there is often a total lack of touch-point coordination accross an organisation.

Use context 2: Identifying pain points

Once the service journey has been mapped out, then there are loads of things you can do. One of the things we find useful is to identify the touch points along the service journey that dont perform particularly well, and why. This can be a useful means for improving consistency of experience along the service journey.

Use context 3: Whose touch-point is it anyway

One of the things we have found out is that in large organisations, different departments can be responsible for different touch-points. This often comes as a shock to an organisation, but is something that is usually noticeable from the customer perspective. There can be different tones of voice, interaction styles, use of images, typography and especially different terminology. Identifying who is responsible for each touch-point and finding ways of coordinating between them can be very useful. So, what we do is simply to note who is responsible for each touch-point used to access the service.

Use context 4: Touch-point migration

An organisation might get lazy, or might just not have routines in place for updating their touch-points. Over time, a touch-point might become out of date or there could be a better touch-point alternative that can be migrated towards. This is particularly relevant when it comes to use of technology and discussions regarding self service. Going through the touch-point cards can give ideas for new touchpoints and can help map out a migration strategy from one touch-point to another.

Use context 5: Touch-point addition or subtraction

This one is aimed at challenging todays situation by removing important touch-points. Based upon the touch-point mapping, remove the main touch point at each stage of the service journey, and discuss how it can be replaced. Surprisingly, you will find that it can be replaced, and this can give you ideas regarding new facets to a service. It it cannot be replaced, then the team has gained a deeper understanding of the touch-points importance and role. The opposite of this is to pick a random card at each step of the service-journey and discuss how it could be used to improve the service. We have added some specific touch-points for this, such as "service integrated into a product" or "smart phone". This can be a useful task in many ways, particularly to help challenge todays situation, which might have deep historical roots and need updating. Thinking about how an iPhone app could improve the service is never a bad thing anyway.

Actually, a bit of a sidetrack here, but when we started the project we had one card for mobile phone. However, we realised quite quickly that technological development has moved so fast that there are mobile phones, internet enabled phones and smart phones running apps. We had to create several categories of phones, and will probably have to add even more over time, such as tablets perhaps.

Use context 6: Forced association to create new services

This one is a favourite in workshops, even though it doesn't always generate that many relevant ideas. In this task you are forced to create a service based upon random cards: pick two (or more) random cards from the pack and design a service for your client based only upon these two cards. Forced association is a well known technique to force you away from logical thinking, and doing this with the touch-point cards is a good way to force yourself to think differently. Quite often you will end up with useless combinations, but its easy to put the cards back and pick again. Its a fun and challenging way to look at touch-points, and often unearths useful reflections regarding a service.

As you can see, the cards help stimulate both understanding and various kinds of innovations. They can be used for anything from analytical approaches to idea generation to impulsive and radical new solutions, depending upon the project and project context. They can be used alone or in teams, and work well together with clients.

4. Have these touch point cards been used in projects yet? (for example student projectin AHO?) It would be great to have some examples of these cards being used indifferent context or projects.

The cards have been used in student projects and together with several service providers. The project has a collaboration with several organisations in Norway, but two main ones - a large insurance company (Gjensidige) and the National Lottery (Norsk Tipping). We have carried out two iterations of the methods used in AT-ONE per year, so have already run through 5 iterations of the process. The experience so far is very encouraging, and we are in the process of validating the process and individual tools at the moment. This is not an easy thing to do, since innovation is not always easy to measure. Where do ideas come from, where do they go, and do how do they become adapted underway? Is organisational change a more important innovation than the number of ideas generated? Does the focus upon touch-points that this particular tool encourages (there are tens of other tools too) lead to better consistency in a service over time? What we have found is that the tools help generate a lot of ideas. They also help give new perspectives and understanding, and particularly help companies understand how customers view their company through touch-points and over time. So far, we are pretty happy with these cards, and we will definitely print up some more quite soon. In addition, we will make them available as a download on www.service-innovation.org, together with the other tools we are working upon.

If we were to remake them, I don't think I would change many things. There are some formulations that could be improved, and we have only scratched the surface when it comes to how to use them. I think its a good idea to set them free, so that people can add cards and add tasks. In that way they could continually evolve, which would be nice.

( from Simon Clatworthy, 18 Jan 2010)

Thursday, 26 November 2009

Nordic Service Design Conference 09

My horribly busy writing schedule has kept me from doing many things that I should have done for weeks, and... this is one of them... I haven't got time around to report any thoughts on the conference, well, now much of them are already lost in the mist of my memory.

But, there are three good blogposts of this conference online now from others:

1. Jeff Howard's Design for Service: some useful links of presentation and pictures from the conference, and most recently a post about the Service Design Touch-point cards.

2. there is a round-up one the Service Innovation blog - the host of the conference.

3. This one is from a friend of mine (shared with Lauren Tan and JB!) Joyce Lee from the Northumbria University. We met at the conference and made dinner together - the good old days, now seem so far away!


Some materials from me if you are curious what happened:

[some really nice picture of service designers co-creating their own dinner at the conference!]
[here are all the conference papers, I found some really good ones, already used in my thesis as quotes!]

and finally my PPT presentation available here:

Monday, 23 November 2009

sweet sweet gifts


To be honest, I was quite impressed by the organisation of Nordic SD Conference - received this little pack shortly after arriving at the hotel. Couple cute gifts from the organisor, including a pair of over-shoes to 'protect your favourit e shoes regardless of weather conditions' (shame that my Timberland seem too big for them...) and a set of design cards around touch-points from the AT-ONE project.

It seems that card making is the new 'black' in Design now. we all know the famous IDEO cards, as far as in Service Design, I know of two other sets of cards. One is the SILK method cards made by Engine with Kent city council. The other one was Lauren (Redjotter)'s Master project: Making Service Sense, a set of postcards of SD case samples. Both brilliant projects - I would love to see more likely projects, and also see these methods find their way into organisations and make tangible differences. It would be great if the use of design card becomes as normal as using SWOT Analysis. well... if you know of any other similar card sets, I would love to hear from you!

I mean it's a good thing. It's a sign that designers are preparing to share the authority of being the 'gifted ones' with more people and moving into a facilitating role in order to encourage innovation at larger scale, well and democracy as well. I consider it as a sign of this profession becoming more and more matured, and am happy to see that Service Design is honest to what it claims to be: co-design, and empower others.

Really look forward to tomorrow, yet, have to prepare for my own speech first... left the speech notes in the UK, so gotta work from scratch again... Well, let's enjoy the next three days!

Sunday, 22 November 2009

two questions to Service Designers...

After trying gto put an conclusion down on paper for the past weeks, I still have two questions in my mind. Think it might be a good idea to share with you guys to see what you think... Let gather the brain power around the world, and see what we get!

1. How far should service designer go in service implementation?

For my research, I interviewed a couple of service designers. It seems that not all designers actually are actually designing the touch points or carry out training workshops. Many service designers work only in the research stage of a service development project and then hand it over to other people - either the client or the so-called ‘traditional’ designers - to deliver the implementation stages.

I had an interesting conversation with one of my participants who was a practicing service design about this. It seemed that the designer was fairly happy to stay as a mainly researcher role rather than getting into the details of designing the actual touch-points or running trainings for the client. Of course I am not saying it represents what all service designers are thinking, but it did make me think how far would and should service designer, as a professional, go in service implementation?

Hypothetically, there is a role of actual producing in service development, either producing the actual touch-points (physical products or it is a piece of software) or producing the process of implementation details (the criteria of the service or a roadmap of how change would be carried out in the organisation). But in the case studies out there, I did not see a whole lot of stories about how the implementation is carried out. So why? Well, it can be that service designers do not consider the producing as Service Design job, even though they sometimes does it, they would rather let ‘traditional’ designers to do it. Or… they cannot do it, because they do not have the skill to produce. Let’s be honest, roadmap of organisational change is not really in designer’s skill set, isn’t it? Of course there is a third option that the client does not want designer to be involved in the implementation – if so, how do we overcome it?

So, my question is… if you happen to practice as a service designer, how far do you normally go in service implementation? Or, how far you think service designers should go?



2. How is Service Design related to knowledge creation and diffusion?

One thing I often hear service design say about their project is to ‘change people’s perception of service’. Service, like branding, is socially constructed in people’s mind.

Developing a new service obviously involves creating new recognitions of that service among different stakeholders, and new knowledge about how to delivery, market, operate it. And that knowledge has no value unless it is diffused to all parts involved in day-to-day service delivery. After all, designers are not the ones who handle the users or supply materials/information in the backstage. Then the ultimate goal of designing service is actually about creating and diffusing the knowledge about a new service. Visual methods, blueprints, workshops, whatever service designers use, they are just means to let the knowledge flow.

So… it seems that Service Design is actually closely related to managing knowledge creation and diffusion. But so far, Knowledge Management does not seem to be a popular topic in Service Design... I found Debowski’s Knowledge Management theory interesting. It suggests that building capacity in knowledge development can be influenced by social capacity (e.g. organisational culture), technological skills (like IT systems), leadership (vision, and strategic stuff) and project/problem-based learning (that involves designer and all stakeholders I suppose).

Have any of you guys used any similar structure to analyse or plan your Service Design projects? Say, like evaluate or predict the social capacity of the service provider while putting together the blueprint?

Or… maybe you guys have some practical tactics to go about understand knowledge creation and diffusion in Service Design process. Care to share the trick please?

Thursday, 22 October 2009

a heaven of design concepts - beautiful and insightful

Maybe I am not the first one to discover it or to be impressed by it, anyway, I am so happy that I saw it today!!! and can't wait to share with you~

http://www.dubberly.com/concept-maps

I rememeber years ago I came across a report produced by Debberly Design Office (ddo) on design process and was impressed by the nice way they articulated the evolving complexity embedded in different proposals of design process.

Guess now I am off to have a close look at all these diagrams - have to say as an information architect I love diagrams ;-)

By the way, this one is my favourite - was looking for something that present a rather distributed pattern for design process, and it's there~ right there~

image from Dubberly Design Office website, access via http://www.dubberly.com/concept-maps/creative-process.html

Thesis 3.0 ?!

I was writing the Research Design chapter last night and had a sudden panic - realized that I will need a third round of sampling ( well... theoretical sampling this time) to further some inquires around the recognition of KM in SD practice... Still working on the best way to ask these questions... trying to find a way to grab some data quickly by the end of this year :-S

Any suggestions on how to do it? I am thinking of skyp interviews or email interviews... maybe kidnap some people on SDThink night on 19th Nov will be another solution ;-) By the way, anyone who is going that night (and perhaps want to be kidnapped as well...)?

Good news is that the categorise are coming together - slowly... my god... time, time, time...

Last week, I made a revisit to the thesis structure and here we go, a thesis 3.0:

Saturday, 10 October 2009

Interdisciplinary Discovery Through Design

This workshop was hold on 28 September by the Design for 21st Century in the Imperial War Museum. The workshop aimed to collect the diverse knowledge in the room to contribute ideas for developing new design policies by (1) presenting five design research project in the Design for 21st Century initiative to share their empirical learning (2) stimulate discussions about topics of the contribution of design researchers on reflections of these five projects and in general.

Amongst the five project presentations in the morning - all interesting projects - I was especially impressed by two.

The BikeOff project was based on the idea of design against crime. The project looked at design for bike riders' security issues, and developed ideas that can go on to further commissions in manufacturing. At first glance, it was a typical multi-disciplinary design project with inputs from crime scientist, designer, engineers, social scientist and many other extended stakeholders. What I find interesting is the way the project was managed with what they called 'An Open Innovation Research Approach'. The project demonstrated how using overlapping research processes carried out by different stakeholder groups achieved the transformation from multi-disciplinary to inter-disciplinary, where the hybrid ideas start to emerge in prototyping stages, and also the design outputs became more diverse. Especially the approach was good at efficiently develop product (perhaps services as well) to explore unrealized marketing needs, rather than develop predicted outputs as planned in the first place. Guess this is what was missing in many NPD and NSD literature. We were taught to be so busy controlling and defining the process of design that it becomes so easy to forget to enjoy the discovery, the iterative exploration that leads to new territories.

The other one was the Design for Services project presented by Lucy Kimbell – I believe most of you guysa are familiar with this project. In her presentation, Lucy talked about the designer’s unique approach to generate knowledge through practice, which was not really discussed much in other of her publications. Although I temporary moved my research focus a bit away from the whole knowledge creation literautre, it was still nice to hear other's reflections on a similar subject.

We were then asked to discuss in groups and to fill in paper that describes the contribution of ‘design researcher’ – and somehow this is a confusing term. As some people in the room came from an academic background, thus researcher means ‘people who studies design’, but others (like our group) saw the role expended into the researchers who actually worked in design processes and contribute to the design outcome. If we look at the five projects presented in the room, all reflected a part of knowledge on the ‘study of design’, but most of these learning come from actually conducting the design practice. So did it mean ‘design research = design’ then?!

Out of all the answers we put on the paper, I personally found ‘giving people a voice’ is the one that capture design reearcher's perspective the best. As it could suggest the use of visualisation but keep the empathy and the central focus on people (either as user, stakeholder, or research subjects…) When one of the participants in the final discussion part pointed out that ‘imagination or creativity’ is missing from the key skills of designers. Is that we are just too close and we don’t see it anymore? No, I don’t think design profession is all about creativity or imagination. Everyone is creative and imaginary if they have the confidence and the voice to communicate, to share, and to impress. The value many of the pioneering designers in the field – a lot of them in Service Design but also many from other design areas – is to give people the voice and the confidence to be creative and imaginary so that they can see, create and implement solution for their own problems.

One of the highlight of the event to me, personally, was actually meet many of old friends who share a similar interest in Design and Research. Lauren Tan, a PhD in Service Design as well as good friend also blogged her thoughts on her blog. A pleasant surprise was to meet Ahmad Beltagui from Nottingham University Business School at the event, who then introduced me to a really helpful paper on 'What is not a Grounded Theory', which motivated me to kick off the Research Design chapter this week. Sometime, I do wonder why we keep going all over place to attend these events and perhaps we thought we know the presentations so well already. But what I often found out is that when a group of people with a similar interest were put in a room under a certain task, good stuff do come out from somewhere we didn’t expect.

... more picutres on Flickr ...

Friday, 11 September 2009

Take a bow

I still remember the night, it was a Friday just like today.

I was standing in the crowds in the Lower Gallery when Lily went up to me and said: 'would you like to work for MDes as a teaching fellow?' I said 'yes' - which is one of the best decisions I have ever made. That was my own year of graduating Master of Design, and the night was the Master exhibition openning. I was simply enjoying the celebration and looking forward to the back-pack trip around Europe the next week. At that time, I perhaps didn't yet realize that what happened after I got back to Dundee was better than the most amazing journey I have ever dreamed of.

It was exactly three years ago.

Tonight I am witnessing a new group of 13 students enjoying their celebration and planning for their next step. So am I. This is my final week of being the ‘teaching fellow’ of MDes at the University of Dundee. Again I am at the point of facing a new journey in front of me. I am so happy that I still have courage to step into all the unknowns of my life, to make changes and to look forward to adventures.

Master of Design has been and will always be part of me. I had truly enjoyed every minutes spent with my brilliant colleagues and my inspiring students. I hope that they had enjoyed my company as well.

It is the time, the time to take my bow and start a new journey, maybe a completely different one but I know I will enjoy it just as I have enjoyed this one.