new brand model and customer experience drivendesign · recycle /upcycle. how material end life...
TRANSCRIPT
New Brand Model and CustomerExperience Driven Design
Noora Nylander
Packsummit 2018
First thoughts • Brand is not owned by the company, but by customers who draw meaning from it
• By using user driven design as a starting point in the design process, students in their projects start to design experiences, services, marketing communication and systems instead of (packaging) products. Thus, with design we can create sustainable behaviour.
• Packaging communicates the brand message and good packaging design sells. However, packaging design for user experience can provide even larger sustainable benefits to the brands – it creates meaning to customers and purpose to company
• By appealing to people’s innermost desires in the same way commercial marketing does is a more effective means of behaviour change than the negative information & education campaigns that are prevalent today.
• Millenial generation – Brands should seek discussion with users, not just their loyalty
1. Customer Driven approach in Branding
products – meaning
tangible – immaterial
selling – enrolling
2. Brand building process
customer segments – customer tribes
processes – values
features – experiences
3. Future Strategy building
Static brands – liquid brands
Storytelling – Storyframing
Purchase funnel – Brand ladder
3 Segments18 Steps
Customer:Who I am?Where do I belong?
Company:Why do we exist?How we behave?
Picture: Brand collection pictures for Florencia store in Lahti. Identity by Daria Ivanovausing New Brand Model - method. Photographer: Ninni Vidgren, 2018.
Two paths for pursuing user driven environmental sustainability Human-centric and Techno-centric
RAW MATERIALSAre they safe and ethical?
MANUFACTURINGHow it affects environment
DISTRIBUTIONAvailability in different environmentsand for different users
RETAIL/MARKETINGThe role asa salesman
* Users touch point with system cycle –> creates desire to have
PACKAGING SYSTEM LIFE CYCLE
SUSTAINABLE USER EXPERIENCE – CYCLE OF USE
DISTRIBUTION by user-> packaging is carriedhome - how
USABILITY – CONVENIENCE – allsteps of the using process
INFORMATION TO USER –UNDERSTANDING (Norman D.)-> How intuitively user understands the products?
-> Can we educate sustainability with packaging?
ADDEND VALUE TO USER – POSITIVE USER EXPERIENCEDelight of finding out yourselfLink to something personal. Desire & personal aspirations
END LIFE:RECYCLE /UPCYCLEHow material end life properties are communicatedto user
WASTE PROBLEM / RE-USE?User does not want to become waste manager!
*
END LIFE:RECYCLE /UPCYCLE
Ref. interpretation of techno-sphere and consumption cycle of packaging, Nylander, 2016
Process students are asked to work with
RESEARCH INSIGHT IDEATION PROTOTYPES
DISCOVER DEFINE DEVELOPE DELIVER
• Ecological problems and changing user behavior
• Future lifestyle scenarios:• E.g. Disappearing materials• E.g. Edible materials• E.g. Packaging becoming
service
• By user centered methods (interviews, observation, social media, design probes)
• Benchmarking• Finding intuitive patterns and motivation
for user• Visualize your system / user journey• Pick your ecological strategy (Okala-strategy
wheel)
• Test your prototypes• Test your idea• Create storyboard, system
map, customer journey map, service path (depending on your problem)
DESIGN BRIEFAsk the right question
Ref. interpretation of double diamond design process for sustainable design projects, Nylander, 2017
Figure Veggies: Mervi Koistinen, Laura Hoppula, Sharon Leung & Mizuki Minami, 2017
References:• Davis, T. & Bigornia, A. 2015. Why brand enthusiasm will create demand for more sustainable products. From Proceedings of
Sustainable Innovation Conference 2015
• Daae, J. & Boks, C. 2014. A classification of user research methods for design for sustainable user behaviour
• Doordan, D. P. 2013. Developing Theories for Sustainable Design.
• Chick, A. – Micklethwaite, P. 2011. Design for Sustainable Change. How design and designers can drive the sustainability agenda. AVA Publishing SA.
• Lockton, D. – Harrison, D.J. – Cain, R. – Stanton, N.A. – Jennings, P. 2013. Exploring Problem-framing through Behavioural Heuristics
• Neumeir, M. Brand Flip, 2016
• Norman, D. A. (2004). Emotional Design. New York: Basic Books.
• Norman D.A. (1988). The design of everyday things. London: MIT Press.
• Packplay 2 projects, 2017. unpublished design project of Environmental packaging design. Lahti University of Applied Sciences. Institute of design:• Figureveggies by Koistinen, Hoppula, Leung & Minami.
“Thank you”
Noora NylanderM. Sc. (Tech) / BA (Packaging design)Coordinator of program Packaging Design & Branding & Senior Lecturer, Lahti UAS
[email protected] University of Applied SciencesFinland