Service Design by C. Rowland

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    Service Design by C. Rowland - Presentation Transcript

    1. Service design Claire Rowland EuroIA 22nd September 2007 © seren partners limited
    2. What’s this about? © seren partners limited
    3. Products vs. services Product Service Image of library • Tangible goods • Intangible interaction • Purchase of physical • Multiple touchpoints asset or information to • May get use of physical own assets, but not to own • No ongoing interaction • Ongoing interaction over time with service provider © seren partners limited
    4. Why design services? The perception users have of an organisation is determined by their experiences across multiple touchpoints © seren partners limited
    5. Increase competitive edge • Improve customer experience • Increase sales or retention • Engage customers in an ongoing relationship • Create value and identity from an intangible experience • E.g. iPod and iTunes © seren partners limited
    6. Improve public services • Co-ordinate thinking and delivery in healthcare, transport, education, local government… • E.g. Cabwise © seren partners limited
    7. Reduce environmental impact • Reduce consumption by recasting products as services • Make it easy or attractive for people to behave in environmentally responsible or healthy ways • E.g. Vélib © seren partners limited
    8. This isn’t new Architecture Urban planning • The idea that designers could be involved in crafting all aspects of a system isn’t new • Human-centred thinking from Brand experience Product design different design disciplines existed already • E-commerce focused attention on experience design beyond the ‘walled garden’ • E.g. Amazon realised that fulfilment was a key aspect of the experience E-commerce Service design © seren partners limited
    9. It’s just experience design Information design Graphic design Design research Project management Usability Ergonomics Information architecture Change management Business consultancy Market research Interaction design Advertising Branding Product design …but know your limitations © seren partners limited
    10. A service design process © seren partners limited
    11. A service design process • Some service designers claim to have proprietary Discover techniques and processes • In fact there’s a lot of similarity between the techniques that have evolved Synthesise Design Specify Here are some examples… © seren partners limited
    12. Discover • Who are the people involved? Discover • What are they trying to achieve? • How, and where? Synthesise • What’s the context of use: cultural, social, physical? • What is their relationship with the organisation? • Through which channels will the service be delivered? Design • Through which touchpoints will the user interact with the service? Specify • If existing/competing services already exist, how well do they work? What can you learn from them? © seren partners limited
    13. Discover: Design research • Study the environment • Capture real user behaviour, e.g.: – Contextual interviews – Ethnographic research – Diary studies – Directed storytelling – Co-design • Don’t forget to interview business and other stakeholders • Check out the competition: what can you learn from them? © seren partners limited
    14. Synthesise Discover • Analyse the information you’ve captured • Extract key insights, opportunities and requirements Synthesise • Turn it into tools you can use the set the direction for your design Design Specify © seren partners limited
    15. Synthesise: Environment • What © seren partners limited
    16. Synthesise: Service ecology • Defines the scope of the service • Shows stakeholders involved in service delivery, how they relate to each other, touchpoints where users interact with the service © seren partners limited
    17. Synthesise: User models • Key user/ customer groups • Based on differences in need: not necessarily demographics! © seren partners limited
    18. Synthesise: User lifecycle How might users’ relationships with the service, and the service provider, develop over time? © seren partners limited
    19. Synthesise: Moments of truth Tom’s football practice has Every time a telco I have a perfectly good been cancelled, and he needs engineer comes to install router already. Why to call home for a lift… but something for me, they should I have to throw it he’s used up all his phone make a right mess. away? credit. • What are the ‘moments of truth’ that will define the user experience? • Which will have the most impact? Which are the most cost effective? • Helps you prioritise design effort where it will have the greatest impact and be cost effective © seren partners limited
    20. Design Discover Synthesise • Prototype Design • Evaluate • Refine Specify © seren partners limited
    21. Design: Personas • Specific user archetypes who represent key design challenges • Edge cases: not necessarily typical users • Give them names and faces to inspire design stories © seren partners limited
    22. Design: Scenarios • What are the key tasks users want to achieve? • How might they go about them? • Keep them high-level: think about the story, not how things work © seren partners limited
    23. Design: Moment concepts Salim is at his friend Guy’s house and needs to make an Salim leaves the house whilst international phone call. Guy presses the button on his hub to talking on the phone. An audio allow Salim’s phone to connect to his wifi network and make calls. ‘swoosh’ lets him know when Salim’s phone beeps to confirm it’s connected. he’s out of wifi coverage (and hence paying a higher rate). Key ideas for how to deliver a great experience at the ‘moments of truth’ © seren partners limited
    24. Design: Prototyping Physical prototypes of artefacts Mocked up advertising Tools to involve users in design © seren partners limited
    25. Design: Enactment • Acting out use of the service • As a method for designers, can be used to think through design challenges • As a user research technique, can help evaluate service concepts and involve users in generating new design ideas © seren partners limited
    26. Specify Discover Synthesise Design • Document the design Specify © seren partners limited
    27. Specify: Service map Overview of key interactions for each channel, at each point in the lifecycle © seren partners limited
    28. Specify: Key interactions © seren partners limited
    29. Specify: Interaction flows © seren partners limited
    30. Challenges © seren partners limited
    31. Selling service design can be difficult • Organisations are often siloed, with conflicts of responsibility • May need to sell to very senior people • Service designers may need to be pragmatic and tackle individual parts of a service • Ensuring your design works in the context of the wider service helps promote a more consistent experience © seren partners limited
    32. Can experiences be overdesigned? • It’s tempting to want tight control over every aspect of an experience • But this imposes a lot of constraints on users: equipment, compatibility, flexibility, heavily branded experiences • It’s also difficult to maintain a consistent experience: e.g. human customer service, ongoing support over time • Not least, users aren’t all the same, and their needs may change over time © seren partners limited
    33. Design the framework, not the experience Devices can be upgraded gradually to • Allow people to take the be compatible with the homezone components of the service they rather than having to be replaced in one want expensive moment • Make your components work gracefully alongside other products and services • Focus your efforts on the aspects of the experience where you can add the most value To paraphrase Adam Greenfield1: Instead of designing for seamlessness… design beautiful seams 1http://speedbird.wordpress.com/2007/06/22/on-the-ground-running-lessons-from-experience-design/ © seren partners limited
    34. What do you think? © seren partners limited
    35. For more information Claire Rowland claire.rowland@seren.uk.com +44 7866 557 186 © seren partners limited

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