idsa innovation
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I N N O V A T IO N S P R I N G 2 0 1 02
The insight translation research
process uses discovery, analysis and
synthesis to turn data into insight. While
useful, this insight alone doesnt help us
see the future. Insight translation spans
the gap between research and
designusing creative expression to
demonstrate how research findings
can impact future design efforts.
Problem Seeking and Problem Solving
While insight translators are designers, they do not provide
design solutions. Rather, they use creative skills and design
knowledge to illustrate the problem to be solved. By align-
ing on the right problem, teams can communicate more
effectively and innovate more freely. Teams can also use
the translation framework to evaluate how well concepts
deliver on the desired customer experience. This
approach improves time to market and results in better cus-
tomer experiences.
Seeing the Future Through Insight Translation
TURNING DATAINTO INSIGHT
By Chris Rockwell, IDSA and Spencer Murrell, IDSA
[email protected] I [email protected]
Chris Rockwell founded Lextant in 2000. He has spent his career putting user experience
at the center of innovation. I Spencer Murrell is the VP of insight translation at Lextant.
Prior to Lextant he spent three decades in product development consulting roles.
Design research has grown as a discipline over the yearsintegrating the fields of design, psy-
chology, anthropology, human factors, market research and consumer behavior along the way
in order to understand human experiences and desires. The goal of design research has always
been to inform and inspire design thinking and decision making. Unfortunately, engineers, marketers and some-
times even designers can have a difficult time knowing how to act on research findings. Design research should
help us understand how desires, features and benefits can be triggered through design. It should clearly define
both the design problem or opportunityandhow to focus creativity into effective design outcomes.
Left: Multisensory stimuli provide
measurable data.
Below: Stimuli can be translated into design
attributes.
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Describing the future experience and how it can be
achieved through design can take many forms. Translation
can be as simple as a well-crafted problem statement or as
involved as an ideal product model that describes, in detail,
the key attributes that deliver a desired experience. But, in
each case, it must adhere to four key principles to ensure
its quality and effectivenessinsight translation must be
meaningful, aspirational, actionable andinspirational.
Meaningful. To deliver a true translation of research
insights, there must be a clear connection to the data.
Multisensory participatory techniques, because of the rich
stimulus set, allow a more direct translation of consumer
meaning to product form. Not only do these multisensory
techniques enable consumers to express themselves effi-
ciently about design issues, they also give the translation
team visual examples of design attributes. The images on
page 29 show how a multisensory stimulus set can provide
measurable data that translates directly to design attributes.
Aspirational. Each translation effort should tell a story
of the future. This is, in essence, the customers ideal expe-
rience and the qualities of the designed systems that deliver
it. These can be crafted as narratives, storyboards and illus-
trations that include a future product. In each case the prod-
uct, interaction or technology is expressed in terms of its
benefits and how it enhances the future experience of the
user. The example above illustrates a future concept for a
communication tool that seamlessly integrates smart phone
and laptop functionalities into a single product. The product
illustration and storyboard treat the product as generic but
manage to translate the customers expectations for fea-
tures, benefits and design attributes.
Actionable. Insight translation should provide concrete
descriptions of the sensory attributes that trigger emotions
and the desired experience. Visual descriptions can be
effective, but often tactile qualities, smell, sound and
taste are used to provide the most complete metaphors
Storyboards describe an ideal experience.
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I N N O V A T IO N S P R I N G 2 0 1 03
to describe a future experience.
The illustration above shows a trans-
lation for a shampoo product. It illus-
trates the consumers expectations
for smell, texture, packaging and
interaction behaviors that deliver on
the ideal experience.
Inspirational. It is important that
translation communicate to design
teams in a way that provides creative
freedom and focuses them on the
needs and expectations of the con-
sumer. Translation must be descrip-
tive (describes the experience) rather
thanprescriptive (defines the design).
The images on the right show trans-
lations of a program to understand
consumer perceptions of cell phone
carriers. Specifically, we communi-
cated the personality of the brand
(top, right) and the potential design
cues for the products that would meet consumer expecta-
tions (bottom, right). As you can see, the translations of our
findings, while descriptive, are still broad enough to allow a
wide range of design exploration.
A future story integrates emotions, benefits, features and design
attributes into actionable criteria.
Metaphors used to describe brand personality.
Design attributes of cell phones that match brand personality.
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Translation Workshops
Insight translation should be an
explicit step in the research and
design process. The process works
best when collaborating with the
design team. It allows them to apply
their knowledge of their business and
capabilities and helps them to focusand prioritize future design efforts.
Translation workshops are becoming
our preferred way of ensuring that we
match our clients capabilities with our
knowledge of the customers expec-
tations. These activities require a sig-
nificant commitment of resources and
time but can be incredibly valuable
sometimes transforming from next
years design initiative into a strategic
planning session. The three key
ingredients for a translation work-
shop are the right stimulus or tool
set, the right mix of people and a
shared passion to deliver customers
their ideal experience.
The illustrations on this page show examples of rich
stimuli for a translation workshop. The top diagram repre-
sents an ideal product model. It describes the key product
attributes that deliver the consumers ideal experience. The
segments of the model (key attributes) are described in detail
at the rightthat are actionable, meaningful, aspirational
and inspirational. The model can be deconstructed by seg-
ment and used for breakout sessions where subteams
explore ways to deliver different parts of the ideal.
Team formation for workshops should represent vari-
ous stakeholder groups in the organization in addition to
outside partners crucial to implementation. This helps cre-
ate alignment within the team as to the problem to be
solved and the criteria for success and allows each con-
tributor to focus and deliver a consistent, cohesive cus-
tomer experience.
Insight translation is the obvious next step in the evolu-
tion of design research. It fills the gap between research and
design by creating memorable (sticky) presentations of
research insights that go on to become institutional knowl-
edge. Done correctly, it will provide organizational alignment
around the correct problem to be solved and a framework
for focusing creative resources to determine how to deliver
the ideal experience. I
Left:An ideal product model diagrams the key benefit areas.
Below: Benefit areas are built out with detailed descriptions of
features and design attributes.
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Procter & Gamble
What techniques work best?
Specific to innovation, having a general understanding or
framework of consumer differentiation and trend modeling is
helpful; you need a way to identify people with common sets
of needs. This allows you to really investigate what makes
people similar and different. Its this framework that allows you
to go out and talk to groups of people about an experience or
emotion and define it in a way that can be acted on. If you
know the size of those groups of people, its even better
because you can project the potential business opportunity.
This is quite specific, but I always feel its worth stating.
When talking to people about their wants and needs, dontnarrow the scope of your conversation too early. Peoples
lives are complex; seemingly disparate experiences and
tasks have an impact on each other. I find that starting
broadly with your conversation allows you to uncover the
interconnectedness of tasks and emotions. Its the areas
between the known points that show new opportunities.
Lastly, when the people you are talking to are having a
good time, you are getting good information. Pumping peo-
ple for likes and dislikes ends quickly. Devising research
methods that are game-oriented and appeal to peoples
sense of competitionor that are just plain funkeep peo-
ple engaged. Such approaches will make sure that the data
youre collecting are valuable.
What are the benefits of design research to
your organization?
Though many categorize it as design research, when done
well I would just call it qualityresearch. I have known peo-
ple who were staunchly opposed to design research. Once
they experience it, however, they talk very positively about
the depth of insights and quality of work that gets devel-
oped with a quality design research method. The two
biggest benefits of quality research I see are better team
dynamics based on a common vision and higher quality
work across all aspects of the product development
process. In other words, teams work better and deliver
higher quality results.
I feel like its necessary to say that to get these benefits
the research needs to be done with a good team. At P&G we
leverage all the disciplines and build a cross-functional group
to contribute to and participate in the methodology. Without
this team, research would frequently become one-sided and
only useful to small parts of the company, which would result
in the lack of continuity in the consumer proposition.
What challenges do you experience with design
research?I see two big challenges with research in my work. First, its not
always easy with limited resources to convince others in the
business to go forward with something that looks very design-
oriented. However, the more experiences we have with these
types of research, the more widely accepted they are becom-
ing. At this point its about being a strong advocate for the
methods, helping people understand their value and delivering
great results when we get the opportunity. In my almost seven
years with the company I have seen design building capability
and credibility around how to inspire innovation and measur-
ing the success of design work, which is really exciting.
The second is a challenge particular to research for
innovation; we sometimes believe that people can tell us all
we need to know. The synthesis (conversion of the collect-
ed information into action or deeper meaning) is equally as
important as the research itself. It takes time, and the con-
versation is frequently nonlinear. This is not work anyone
can do; it takes a devoted, patient team. I am happy to say,
the more experience we gain with these tools, along with
positive results, the less challenging this issue becomes.
We are on a journey with how we use research to inspire,
inform and qualify design work within the context of a holistic
proposition. The key is that we are using the right tools to get
the information we need to do our work and develop prod-
ucts and services that make peoples lives better.
Guy Wilkins
Principal Design Manager
Q&A
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GE Healthcare
What techniques work best?
The design organization at GE Healthcare works across a
broad portfolio of products that presents an ever-changing
landscape of questions and constraints, so there is no sin-
gle set of techniques that always works best. However, there
are three common scenarios we are asked to address: iden-
tify unmet needs, prioritize potential features and validate
how a product meets defined requirements. To address
these questions, our teams employ a range of techniques
from field-centered observational research to lab-centered
scenario testing. These techniques are often used in the
context of an iterative process, as opposed to a stand-aloneapproach where one technique is used in isolation.
Of course, we do have our favorite techniques. During
the exploratory phase of product development, we seek to
identify unmet needs as a primary source of insight for new
products or services. Contextual inquiry is one of our pre-
ferred tools in this phase. Through observation it provides rich
insights into what people actually are (or are not) doing, as
opposed to what they say they are doing while in a focus
group or in their responses to a survey. That being said, GE
Healthcare also leverages focus groups and surveys, but
almost never in isolation as stand-alone techniques. We find
that the zone of supposed paradox between what is
observed and what is said often forms a rich source of data
to drive innovation. In addition to exploring what is happening
in the user environment, we use a variety of semistructured
interviewing methods, such as laddering, to develop insights
into the drivers behind why those behaviors are occurring.
Once these foundational data have been collected, we
typically synthesize our findings through user personas, affin-
ity maps, flowcharts and storyboards. Conjoint analysis is fre-
quently used both to prioritize identified unmet needs and the
feature sets intended to address those needs. Finally, during
the validation process we use a variety of formal usability test-
ing methods in a controlled lab environment.
How do you use research? Primarily to generate
ideas or to evaluate ideas?
Both. The GE Healthcare design group passionately advo-
cates for a structured and iterative research process that
balances the generation and evaluation of ideas. Ideas for
products and services are generated on the basis of data
that build insights about unmet needs. Those ideas in turn
are incorporated into prototypes that are subjected to eval-
uative testing, and those prototypes are then improved on
Q&A
the basis of the collected feedback as to how well they sat-
isfy those needs. The more generate/evaluate iterations we
can fit within the early stages of the development cycle
before locking down a final product concept, the better.
Above is a high-level il lustration of our process for building
meaningful user experiences through design research. Note
that we strive to engage all of the stakeholders in the devel-
opment process, both as early as possible and throughout
the entire process. Leveraging the insights of a cross-func-
tional team enables a more robust generation and evalua-
tion of ideas.
What are the benefits of design research to
your organization?
Considering this question at the level of our overall GE
Healthcare organization, design research brings the human
element deeply into a development process that otherwise is
dominated by technology- and financially-centered criteria.
By so doing, design research enables the business to focus
development and marketing efforts in areas that are truly
meaningful to our customers, thereby driving commercial
success by differentiating our product solutions in the mar-
ketplace. Considering this question from the perspective of
just the GE Healthcare design organization, design research
provides credibility for our recommendations. It illustrates
that designing useful and usable products is based upon
neither simple common sense nor unsubstantiated personal
opinion, but rather a repeatable and robust methodology
that requires specialized expertise to execute.
Ravi S. Adapathya
General Manager, Global Product Experience
A structured process for creating meaningful and differentiated user
experiences. Image courtesy of GE Healthcare.
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Sony
How has research helped you innovate?
One immediate way research helps us innovate is by pro-
viding common frameworks we can share across the com-
pany and different business groups to describe user seg-
ments or customer groups. Sony has tools based on
months of research that allow marketing folks in the US to
describe a segment like stay-at-home moms who surf the
net and have business groups in Tokyo who immediately
understand some basic criteria of this segments habits
and desires. While there is a lot of variance in defining that
segment precisely, the frameworks provide an initial start-
ing point for the discussion that make up for cultural andmarket gaps.
What outputs do you find most inspirational for
your design team?
For our design team what we find most interesting are
research outputs that provide a look inside unique or
emerging subcultures. What inspires us are developing
trends: the rise of the X Games and the importance of the
green movement have directly inspired how Sony envisions
new products and technologies (such as our sports
Walkman line and more recently our eco LCD TVs). Things
that exist on the cultural periphery today and the new ways
people are directly or indirectly interacting with technology
provide us the most fuel for imagination and inspiration.
What are the benefits of design research to
your organization?
Design research, when we do execute or perform it, allows
us to tell different stories to answer one piece of the difficult
question of what will resonate with the customer. Design
research in many cases supports an existing hypothesis
about a new product concept. With this hypothesis the
design research helps to nudge the development path to the
left or right. The research can provide a set of considerations
that the designer needs to prioritize, then address. After a
concept has been created, design research can again find
the pain points in an experience or suggest further develop-
ment. But its never used as a red light for an idea.
Q&A
What challenges do you experience with design
research?
Naturally, like most firms, we face internal and external chal-
lenges when it comes to using design research. Internally,
theres always a translation factor when it comes to user
insights. What designers see in the data might not be exact-
ly what the marketing person or business planner see in the
same data. Each team member can have their own aha
moment. These different interpretations require a lot of inter-
nal debate and weighing of criteria in order to get a majori-
ty agreement in the room. Determining whats the important
takeaway that should be acted upon is always one of the
biggest challenges for our teams.
Externally, our challenges in design research mainly
come from our engagements and collaborations with out-
side firms. Often its as simple as problems with storytelling.
Some of the firms Ive worked with have a tendency to
reduce really rich qualitative data into simply a report. These
firms lose all the richness and energy of the subject as they
translate the information to a PowerPoint deck for final pre-
sentations. If we are watching these reduced presentations
with team members from the business side, they begin
looking at their watches and checking their email 10 min-
utes in. Often whats most inspiring for the design team is
taking peeks into previously unexplored worlds. That sense
of discovery has to come through in presentations to man-
agement, particularly when the outside research firm is
working on the designers behalf.
Ronald Clark
Manager, Strategy Group
Brand association exercise with locally recruited teens.
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Diebold
How has research helped you innovate?
When were able to perform research early in the develop-
ment process, it acts as an incredibly useful guide. It some-
times reminds us to take a step back to ensure our focus is
set on true user needs instead of on refining and redesign-
ing existing solutions. Having access to good and timely
research helps me make sure were operating at the correct
altitude to address the problem were solving.
What are the benefits of design research
to your organization?
Above all else, design research provides directionality. Morespecifically, it can remove conjecture and anecdote from
both the specification and development processes. It also
fulfills the desire for the development team to do the best
job they possibly can and with the best data available. It
fuels the entire teams creativity. From a purely financial per-
spective, the benefits are measurable, both through creat-
ing a more guided and efficient development target as well
as minimizing the likelihood of any redesign or rework.
What challenges do you experience with design
research?
Most of the challenges we face with design research are
related to the different priorities or understandings of inter-
nal stakeholders. We know we must be very meticulous in
ensuring weve engaged all of the correct internal stake-
holders. Often, if the research findings arent written and
presented diligently and with consideration, some people
who are less familiar with design research fixate on small
details, or they take a piece of the findings literally rather
than understanding the directionality it provides.
Timing and cost are also challenges. It can be difficult
to convince some audiences of the value of the research if
they havent been through a well-done design research
effort before. With regard to timing, when researching larg-
er scope efforts, such as those that are international, it can
be difficult to convince engineering groups, who are anxious
to get started, to wait to begin the project until we get the
results.
Paul Magee, IDSA
Director, Strategic Design & Brand Integrity
Q&A
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Making the Qualitative Quantitative
A PATTERNPERSPECTIVE
By Laura Seargeant Richardson and Erin M. Sanders
[email protected] I [email protected]
Laura Seargeant Richardson, a principal designer for frog design and former director of design research at M3 Design,
specializes in the emotional, participatory and future design of products and environments. I Erin Sanders, a senior
designer for frog design Shanghai, has worked on service design innovations, consumer electronics and software
development interactive systems as well as global design research for industrial, healthcare and digital design projects.
The conclusion of design flows naturally from the data;
we should not shrink from it; we should embrace it and build on it.Michael Behe
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I N N O V A T IO N S P R I N G 2 0 1 04
As designers should we seek to be inspired or informed by research? Before we answer that
question, we need to step back and consider a commonly held assumption that design is not
a democracy. Future innovation does not come from the people for whom we design. Instead,
it comes from design rock stars, industry veterans and visionaries through a deep-seated knowledge, a
propensity for creative thinking and designerly knowing, a la inspiration. This beliefthat inspiration is the
basis for design ideashas led some businesses and designers to use ethnography as a tool to merely
inspire. However, another way to consider ethnographic research in the design process is to use it as a cre-
ative foundation built on structure, rigor and information analysis. When used this way, what emerges is a
creative framework and a foundation for designwhat we commonly refer to as thepattern perspective.
On Inspiration
Inspiration is a natural and necessary part of the design
process. Inspiration is what fuels us and certainly informs us
along with the practice of our craft, our innate intuition and our
quest to constantly improve the world or products around us.
As designers we are more observant than most to that
world. Our gift is a honed ability to see something in almost
anythingthe careless flick of cigarette ash, the casual con-
versation overheard or a persons behavior in a public bath-
room. Meaningful moments like these have been captured
by Jane Fulton Suri, IDSA in her book Thoughtless Acts?
Inspiration, inherently, is an internal reflection process, built
from the designers constructs. What Suri may see and con-
sider with one image, another designer would see in a very
different manner, and they would each create entirely unique
responses to what they see as designers.
The limitation of inspiration is that our internal ideation
is not from co-creation, a shared understanding or an exter-
nal process. It is an individual pursuit. And while there is
beauty in the singular, there is meaning in the multiple
multiple perspectives (usually your team), multiple inputs
(usually a variety of research methods), multiple people
(stakeholders, subject matter experts and consumers)
and multiple dimensions (because the problems we solve
arent always simple and are part of larger systems and
processes).
Thus, we would argue that inspiration is not always
enough for the challenges we face today. Inspiration may
help us see the opportunity but doesnt always provide the
best solution. And ultimately the qualitative nature of
ethnography remains simply that, qualitative.
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The Patterns Around Us
As humans, we live in a world of patternssound, scent,
touch, taste and certainly visual. As a profession, we have
made patterns the gestalt of design.A Pattern Language by
Christopher Alexander or Principles of Pattern Design by
Richard Proctor grace most shelves, depending on your dis-
cipline. Patterns help us wrangle complexity, provide struc-
ture to data and soothe our need for symmetry. But morethan any other affordance, patterns provide meaningpar-
ticularly, meaning in the complexity of gathered data.
At frog design, patterns are a part of our DNA. The way
we interpret and synthesize datawhether its from strategic
investigation, secondary research, workshop ideation or co-
creation in participatory designalways comes back to pat-
terns. This pattern perspective has even been formalized in
both our proprietary and nonproprietary methods. We might
also look at patterns multidimensionally through the combina-
tion of stakeholders, a products life cycle and the lens through
which we focussuch as behavior, emotion and organization.
But what pattern analysis can we create from participatory
design and co-creation with only a handful of people or from
more traditional ethnography where we historically have gath-ered singular moments of inspiration? How many participants
are enough for data-driven research analysis?
Several years ago, an article on P&G described the
moment the company changed its approach to research.
Rather than focus groups and statistics, the companys
newest product innovation was diving deep and immersive
with as few as three to four people. One innovation lead
even quipped that hed learn more by going deep with one
person than he ever could by going broad with many. And
in the aggressive timelines we are all seeing today, some-
times you dont have the luxury of quantitative studies.
Thus, the answer is to set up our immersion so that we see
patterns across only a few participants.
Patterning Tools
From the future of electric vehicles to more responsive med-
ical identification, from group game play to products for the
Asian market, we have had to craft design research proto-
cols and synthesize the collected data into usable patterns
with as few as four participants and sometimes as many as
20. The commonality across the research has been the pur-
poseful planning and composition of the probing or cre-
ationary artifacts as well as the researchers focus lens.
The goal of the participatory design process is to
enable co-creation through the act of making the ideal or
future product. Because the research team typically pro-
vides the inputs (e.g., the kit of parts) to the act of making,
patterns are quickly determined. The kit of parts can take
DESIGN RESEARCH
ScottStater
A design synthesis, creating insight combinations through themes and
patterns.
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the form of Velcro modeling, image
collaging, card sorting, process map-
ping or environmental touchpoints.
Two projects exemplify this type of
research perfectly. The first was a con-
cept project designed as part of a
team (also including Greg Burkett and
Vincent Lam) at M3 Design. The idea
was simple. While participatory tools
have become more contextual and
sensorial, as well as larger in terms of what challenges we
tackle using this methodology (e.g., Velcro modeling an
entire car), the team felt that the approach to inclusion and
analysis hadnt really changed. Typically, participatory
design is done one-on-one, with the kit contents serving as
the common factor between individuals and the individuals
ideals and stories merging through the lens of the
researcher or designer. We wondered what were we miss-
ing by not enabling the crowd to co-create together, to
share a common kit rather than mirror images of separate
kits. Well, it turns out we were missing a lot.
The context we set to ground the exercise was in the
form of the ideal group game experience for teenagers. To
ensure their ability to move from individual mental models to
a group mindset when creating the ideal game, we method-
ically took four teenagers through a
series of co-creation activities. The first
was an individual image collage, the
second was a series of shared contin-
uums around game construct (such as
characters, rules and environment),
and the third was a single group MAKE
kit built from basic physical objects.
We found that by enabling participants
to co-create together, more improvised
innovation developed. The teenagers fed off each others
ideas, picking up and discarding them as they worked
through the challenge together.
The second example of participatory design is a recent
project at frog that looked at peoples wayfinding goals as
they walked through an environment. After the research
was conducted, each set of the participants goals was laid
out horizontally and then mapped to a color that corre-
sponded to a specific goal. A matrix of eight participants
was created this way, with the goals shared by the group
visibly seen through color. Because of the proprietary nature
of the research, all context has been removed. But that is
the beauty in patterns: you can still clearly see the wayfind-
ing process in the resulting color blocks, much like a
Mondrian work of art.
I N N O V A T IO N S P R I N G 2 0 1 04
Vinc
entLam
Above: The teenagers move from individual ideal to group understanding through game construct continuums.
Below:A pattern emerges: wayfinding goals are clearly discerned from common color blocks.
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imagine replicating this across participants. How many pat-
terns are missed because we must take in an overall picture
rather than focus on the minutia? This method lets the team
focus on both.
Aligning the Qualitative and Quantitative
Recently a frog design team based in Shanghai traveled to
Thailand, Vietnam and Singapore to understand the cultural
context and behavioral nuisances in designing an interna-
tional product for the Southeast Asian market. Here, we uti-
lized ethnographic methods of capture to delve into the day-
to-day lives of individuals. We planted ourselves in malls, inbustling business districts, in hospitals and on every type of
transportation and watched thousands of individuals use
hundreds of products. Simultaneously, our ethnographic
research took us into history museums, art galleries and
houses of worship to understand the deeply embedded intri-
cacies of the cultures for which we were designing.
While visiting these cities we also performed a small
subset of contextual inquiries in which we ventured into peo-
ples homes and lives. We performed home and product
tours, contextual interviews and participatory design exercis-
es that helped us understand how these individuals were
placing value on everything they owned as well as the
images we had captured through our ethnographic inquiries.
In order to disseminate the large quantity of data into some-
thing more suitable, we held translation sessions at the end
of every day of research. Here we were able to leverage the
ethnographic data against the individual contextual inquiries.
We found patterns emerging almost immediately.
Ultimately, we were able to make the qualitative and the
quantitative align. We did not survey the thousands of indi-
viduals we observed, but instead meticulously watched
their behaviors in real-world contexts. We then were able to
take a much smaller sample of individuals and explore
deeply into their thoughts, feelings and aspirations toward
the specific product we were designing for.
With one visualization you can captivate your toughest
clients and persuade your internal team. Patterns, quite
simply, are hard to refute. Why? Because we all crave
understanding in the face of voluminous data. Is the goal of
research to be inspired or informed? It all really depends on
your perspective. I
In probing alignment or resonance to a concept, the
goal is to determine resonance in a structured way such that
patterns will emerge. For example, in probing participants
emotional response to medical identification concepts, we
revealed controlled aspects of the product over time and
then created a heartbeat, or EKG graph to show a compos-
ite, not an average, view across eight participants.
Similarly, another project required deconstructing the
pleasure dimensions in the mouth and through research
determining which dimensions the product team should
focus on for a product redesign. A dimension, for example,
might be lip engagement (lips are the second-most sensi-
tive part of our bodies), surface area and texture as well as
visual properties. The result was a spider graph across 11
participants, which showed the dimensions that had the
greatest product improvement opportunities for the indus-
trial design team.
And finally, in the more typically unstructured behavioral
ethnography the goal is to observe unobtrusivelybut even
then, there can be structure in the observation such that the
patterns in behavior, gesture and process can be dis-
cerned. As teams we practice focusing our attention on
specific components of an ethnographic encounter. Part of
observing, really observing, is knowing what to look for and
seeing the essence of things in an instant. So, while a
videographer might unobtrusively capture the overall pic-
ture, each team member may be assigned a specific area
of focusone on behavior, one on gesture and so on. Now
A spider map reveals the areas of opportunity that would most
pleasurably impact the design of an intra-oral product.
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7/31/2019 Idsa Innovation
15/15
Hewlett-Packard
What techniques work best?
Contextual research is best because it captures customer
experiences as they use the product. Otherwise, when peo-
ple are not actually using the product in question, such as
in focus groups, they sometimes forget work-arounds and
other negative experiences. The laboratory-based usability
studies have also worked very well for us in helping to refine
concepts and ensure users are able to fully utilize the prod-
uct, as well as compare different design alternatives. Weve
also used surveys and remote-guided interviews when we
are trying to learn more about how our customers are using
our designs and what their needs are, and to gather trend-ing information (what percentage are using a certain feature,
etc.). Ideally in order to maximize the opportunity for new
information, it is best to do this research outside of a
roadmap program where there is not time-to-market, strict
budgets and predetermined product requirements.
Q&A
What outputs do you find most inspirational
for your design team?
Our team attends events, such as CES in Las Vegas and the
annual auto show in Houston, to look for trends in consumer
electronics and automotive design as well as leading-edge
technology. We do competitive breakdowns and user evalu-
ations as well as Internet research of new products, materials
and processes. Inspiration for innovation also comes from
other forms of media, such as the cinema with Minority
Report and Iron Man and more recently Avatar, as well as
new products and applications like the iPhone and Cool Iris.
These have been an inspiration for our software user interfacevision projects. We also have gone back to nature (bio-
mimicry) for inspiration in thinking about breaking paradigms.
What are the benefits of design research to
your organization?
Design research is clearly the best way to provide highly
competitive design solutions that differentiate your products
from the competition. It is also a verification, when integrat-
ed with appropriate human-factors testing and evaluation,
of the usefulness and benefit to customers. It is a good way
for us to explore how our customer experience compares to
that of our competitors and identify areas where we can
improve, as well as those where we excel.
George Daniels, IDSA
Design Navigator, Enterprise Design Center
The rack-mounted
console is easy to locate
and deploy due to the
unique silver color and blue
LED lighting that highlights
the interaction area. To avoid
distraction, the LED turns off
when the console cover is opened.