This document summarizes a workshop held by Dentologie to map out improvements to the client experience. It includes an agenda for the workshop covering introductions, brainstorming sessions on how clients currently experience Dentologie and ideas for improving the experience, and next steps. Key parts of the client experience discussed were how clients feel upon entering the space, how they interact with people and objects, and how the experience can be extended between appointments through digital tools and communications. The workshop generated many ideas for enhancing comfort, engagement, education and the seamless integration of the digital and physical experiences.
The document discusses different aspects of the company's approach to product and service design:
1. The company focuses on designing product-service systems rather than just products, aiming for triple win solutions that benefit users, providers, and the environment.
2. They question the need for new products and try to design for sustainability, but recognize that products can never be completely sustainable.
3. Their design process involves understanding user needs, gathering findings from research, and balancing assumptions with new perspectives found in the findings.
4. They believe in partnering with small- and medium-sized enterprises to help bring innovative design solutions through a collaborative process.
From design to testing, feature prioritization and delivery, developers are often asked to make critical UX design decisions. But we got your back with this day-long workshop about how to level up your work without having to get into some skinny jeans.
This is the workshop that took place 3-4 October 2015 to inspire students of Erasmus. Games as the most powerful learning tool- creating Business plan with Business Model Canvas
This deck was presented on 28th January 2017 at Chiang Mai Startup Events. It covers questions such as "What is JTBD framework"? and "How does JTBD help businesses understand the WHY rather than the WHAT?" It is based on Tony Ulwick's presentation.
The evolution of the workspace concept and environment was connected with the evolution of the human society and economy models through the history.
Today our society is based on knowledge and the workspace concept needs to evolve accordingly.
The good, the bad and the ugly - Product Development - AUG NairobiClaudio Cossio
The Development of digital products, such as web apps, mobile apps, and web services go hand in hand with anybody working in the software world. However, some things can not be solved only with code. This talk is a review of the good, the bad, and the ugly experiences we are going to come across when developing a product.
The document discusses different aspects of the company's approach to product and service design:
1. The company focuses on designing product-service systems rather than just products, aiming for triple win solutions that benefit users, providers, and the environment.
2. They question the need for new products and try to design for sustainability, but recognize that products can never be completely sustainable.
3. Their design process involves understanding user needs, gathering findings from research, and balancing assumptions with new perspectives found in the findings.
4. They believe in partnering with small- and medium-sized enterprises to help bring innovative design solutions through a collaborative process.
From design to testing, feature prioritization and delivery, developers are often asked to make critical UX design decisions. But we got your back with this day-long workshop about how to level up your work without having to get into some skinny jeans.
This is the workshop that took place 3-4 October 2015 to inspire students of Erasmus. Games as the most powerful learning tool- creating Business plan with Business Model Canvas
This deck was presented on 28th January 2017 at Chiang Mai Startup Events. It covers questions such as "What is JTBD framework"? and "How does JTBD help businesses understand the WHY rather than the WHAT?" It is based on Tony Ulwick's presentation.
The evolution of the workspace concept and environment was connected with the evolution of the human society and economy models through the history.
Today our society is based on knowledge and the workspace concept needs to evolve accordingly.
The good, the bad and the ugly - Product Development - AUG NairobiClaudio Cossio
The Development of digital products, such as web apps, mobile apps, and web services go hand in hand with anybody working in the software world. However, some things can not be solved only with code. This talk is a review of the good, the bad, and the ugly experiences we are going to come across when developing a product.
All too often associations build events with a large overall strategy and theme, failing to capture the many small factors, details, and nuances that make up the overall experience. Determine why overarching themes fall short and why key details are missed. Uncover the path to successful association events by experiencing the details, no matter how small, through the eyes of the member. Come prepared to be enlightened and challenged; you will never look at your events the same way again!
This document summarizes a presentation on inclusive design given by Jess Mitchell at OCAD University in Toronto. The presentation aims to change the audience's perspective on inclusive design. Mitchell defines inclusive design as design that considers the full range of human diversity and involves recognizing diversity, using an inclusive process, and having a broader beneficial impact. Mitchell discusses three tenants of inclusive design: recognizing diversity and uniqueness, using an inclusive process and tools, and having a broader beneficial impact. The presentation provides examples of how an inclusive design process can be applied and encourages practicing inclusive design to solve problems in a more creative and affordable way.
"From Insights to Action" by Andrew Vincent, a Revelation Great Research Thin...Revelation Next
The document summarizes a webinar on maximizing the impact of research insights. It discusses establishing credibility with clients, understanding their needs and communication styles, and focusing insights by understanding the client's culture and priorities. Effective communication requires both "push" skills like assertiveness and feedback, as well as "pull" skills like active listening, rapport building, and questioning assumptions.
Praticing Anthropology in Business and DesignAmy L. Santee
This is a presentation I gave to Dr. Jeremy Spoon's undergraduate Applied Anthropology class at Portland State University on May 19th, 2015. I discuss my educational background, academia-to-work transition, work experience, and how I apply my anthropology training to my work as a User Experience (UX) Researcher.
Marcus Gosling, Highway1.io , @marceire
In mass-production, you only have one chance to get the product right. The in-flexibility and expense of the physical product supply-chain prohibits an experimental, iterative approach. Inspired by lean startup, hardware entrepreneurs are developing new tools and methodologies for exploring and validating their product ideas prior to mass manufacture. 3D printing and off-the-shelf development kits are being used to support rapid product iteration and low-volume early adopter sales. Existing commercial products are being hacked by entrepreneurs to prototype and explore completely new experiences. Prototypes are becoming instrumented to collect data on engagement and usage patterns in the field. Illustrated with case studies from the Highway1.io hardware startup accelerator this talk will share a range of emergent patterns and best practices in lean hardware development.
The document provides guidance for students completing a major project for their GCSE ICT course. It outlines the four stages of the project: finding out and generating ideas, deciding on project ideas, creating the project, and presenting the finished project. It includes examples of potential project topics, questions to consider, and tools to use at each stage.
Decision, Decisions - Tom Petty, GoCardless - Byte Breakfast383
Tom Petty, Head of UX at GoCardless at 383's Byte Breakfast talking about employing the right design principles and how they influence everyday decisions.
- what is UX?
- why is it important?
- a brief history and future of UX
- general ux principles
- enterprise ux
- ux project approach
- ui design principles
- ux tools
A group of 7 people who attended the Service Design Network Global Conference 2014 in Stockholm on October 6,7,8 2014, have shared their experiences, take-aways and ideas in a Whatsapp group, during and after the conference.
This deck shares their findings with a wider audience, hoping to initiate a healthy debate in the service design community, on where we ant to go with our conferences. We hope to see you all next year, to share an even better experience together!
Unfinished Business Workshop: Working with user research dataSteve Portigal
In this workshop, Steve will show you how producers of "stuff" (products, services, and beyond) - can work with user research data to identify new businesses opportunities. One of the most persistent factors limiting the impact of user research in business is that projects often stop with a cataloging findings and implications rather than generating opportunities that directly enable the findings. As designers (in the broadest sense of the word) increasingly become involved in using contextual research to inform their design work, they may find themselves holding onto a trove of raw data but with little awareness of how to turn it into design.
The emphasis in this workshop (including an exercise in the days and weeks beforehand) will be on strengthening the creative link between "data" and "action." By the end, participants will have developed a range of high-level concepts that respond to a business problem and integrate a fresh, contextual understanding of that problem.
TOGETHER WE LAUNCH ANEW VISION OF THE FUTURE. (1)Rocio Fernandez
This document introduces Extroveert and Play&Tell, an interactive event where friends try new technologies and products together. Play&Tell aims to get genuine insights about products to help with development. People attend for quality time with friends discovering innovations. The research collects in-depth metrics and insights to improve products before major investment. Play&Tell's goal is to understand customer needs and produce products people truly love, which can change the world. Various research methodologies are employed to connect with audiences authentically.
This document provides information about developing personas for a driverless bicycle project. It begins with an introduction to personas and their purpose in product design. It then discusses different types of personas like design personas, marketing personas, draft personas, and validated personas. The key benefits of personas in focusing product design and ensuring it meets user needs are explained. The document concludes with instructions for a persona design workshop to develop personas for a driverless bicycle project.
IdeaClouds transforms online meetings (with low
participation) into short high-productive digital workshops. DIGITAL WORKSHOP: Real-time team collaboration combined
with a result-oriented lean workshop process.
User Experience Doesn’t Happen on a Screen - It Happens in the Mind. Introduc...UXPA International
User experience happens in the mind, not on a screen. The document discusses an approach to understanding user experience called the "Six Minds" which are the vision/attention, wayfinding, memory, language, emotion, and decision making aspects of how users think. It describes methods like eye tracking, interviews, and observation to understand each of these areas and gain insights into the user's experience. The real-world application section then shows how these insights can be used throughout an emergent design process to develop validated prototypes that meet user needs.
An introduction to the Jobs to Be Done customer research/insights framework, with a focus on how product managers can put Jobs to Be Done into practice with key tools such as customer interviews, surveys, prototyping, and A/B testing.
On September 17, 2018, Peter McNally presented the following talk to the Cardinals Startup club at Catholic University of America.
The user experience is a key aspect for startups as much of business today is conducted online. Senior User Experience consultant Peter McNally discussed why a good experience is not only good for your business, but important from a Catholic viewpoint. Moreover, Peter provided some practical techniques and tips for entrepreneurs to consider when thinking about how to design products and interact with customers in the digital world.
The document describes a workshop on agile usability testing through user checks. User checks involve testing a design with real users within their context and retesting after improvements within one week. This allows testing early and often to improve the design iteratively based on user feedback. The workshop covers how to structure user check sessions, including introducing tasks, observing users and evaluating findings after each session to prioritize improvements for retesting. Volunteers then do a practice user check session with observers collecting feedback on sticky notes to discuss findings and potential design updates.
This document discusses improving customer service through better alignment between business sides like production, marketing, and customer service. It notes that having a great product is not enough - the product must meet customer expectations and marketing must clearly communicate the product. Two options for customer service are discussed: in-house or outsourced. Both have pros, so most businesses benefit from a mixture. The best solution is to keep the core business in-house while outsourcing other tasks to a partner with expertise. Case studies are provided, and it is concluded the only way to create a great customer experience is to translate customer needs across all teams in a company.
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All too often associations build events with a large overall strategy and theme, failing to capture the many small factors, details, and nuances that make up the overall experience. Determine why overarching themes fall short and why key details are missed. Uncover the path to successful association events by experiencing the details, no matter how small, through the eyes of the member. Come prepared to be enlightened and challenged; you will never look at your events the same way again!
This document summarizes a presentation on inclusive design given by Jess Mitchell at OCAD University in Toronto. The presentation aims to change the audience's perspective on inclusive design. Mitchell defines inclusive design as design that considers the full range of human diversity and involves recognizing diversity, using an inclusive process, and having a broader beneficial impact. Mitchell discusses three tenants of inclusive design: recognizing diversity and uniqueness, using an inclusive process and tools, and having a broader beneficial impact. The presentation provides examples of how an inclusive design process can be applied and encourages practicing inclusive design to solve problems in a more creative and affordable way.
"From Insights to Action" by Andrew Vincent, a Revelation Great Research Thin...Revelation Next
The document summarizes a webinar on maximizing the impact of research insights. It discusses establishing credibility with clients, understanding their needs and communication styles, and focusing insights by understanding the client's culture and priorities. Effective communication requires both "push" skills like assertiveness and feedback, as well as "pull" skills like active listening, rapport building, and questioning assumptions.
Praticing Anthropology in Business and DesignAmy L. Santee
This is a presentation I gave to Dr. Jeremy Spoon's undergraduate Applied Anthropology class at Portland State University on May 19th, 2015. I discuss my educational background, academia-to-work transition, work experience, and how I apply my anthropology training to my work as a User Experience (UX) Researcher.
Marcus Gosling, Highway1.io , @marceire
In mass-production, you only have one chance to get the product right. The in-flexibility and expense of the physical product supply-chain prohibits an experimental, iterative approach. Inspired by lean startup, hardware entrepreneurs are developing new tools and methodologies for exploring and validating their product ideas prior to mass manufacture. 3D printing and off-the-shelf development kits are being used to support rapid product iteration and low-volume early adopter sales. Existing commercial products are being hacked by entrepreneurs to prototype and explore completely new experiences. Prototypes are becoming instrumented to collect data on engagement and usage patterns in the field. Illustrated with case studies from the Highway1.io hardware startup accelerator this talk will share a range of emergent patterns and best practices in lean hardware development.
The document provides guidance for students completing a major project for their GCSE ICT course. It outlines the four stages of the project: finding out and generating ideas, deciding on project ideas, creating the project, and presenting the finished project. It includes examples of potential project topics, questions to consider, and tools to use at each stage.
Decision, Decisions - Tom Petty, GoCardless - Byte Breakfast383
Tom Petty, Head of UX at GoCardless at 383's Byte Breakfast talking about employing the right design principles and how they influence everyday decisions.
- what is UX?
- why is it important?
- a brief history and future of UX
- general ux principles
- enterprise ux
- ux project approach
- ui design principles
- ux tools
A group of 7 people who attended the Service Design Network Global Conference 2014 in Stockholm on October 6,7,8 2014, have shared their experiences, take-aways and ideas in a Whatsapp group, during and after the conference.
This deck shares their findings with a wider audience, hoping to initiate a healthy debate in the service design community, on where we ant to go with our conferences. We hope to see you all next year, to share an even better experience together!
Unfinished Business Workshop: Working with user research dataSteve Portigal
In this workshop, Steve will show you how producers of "stuff" (products, services, and beyond) - can work with user research data to identify new businesses opportunities. One of the most persistent factors limiting the impact of user research in business is that projects often stop with a cataloging findings and implications rather than generating opportunities that directly enable the findings. As designers (in the broadest sense of the word) increasingly become involved in using contextual research to inform their design work, they may find themselves holding onto a trove of raw data but with little awareness of how to turn it into design.
The emphasis in this workshop (including an exercise in the days and weeks beforehand) will be on strengthening the creative link between "data" and "action." By the end, participants will have developed a range of high-level concepts that respond to a business problem and integrate a fresh, contextual understanding of that problem.
TOGETHER WE LAUNCH ANEW VISION OF THE FUTURE. (1)Rocio Fernandez
This document introduces Extroveert and Play&Tell, an interactive event where friends try new technologies and products together. Play&Tell aims to get genuine insights about products to help with development. People attend for quality time with friends discovering innovations. The research collects in-depth metrics and insights to improve products before major investment. Play&Tell's goal is to understand customer needs and produce products people truly love, which can change the world. Various research methodologies are employed to connect with audiences authentically.
This document provides information about developing personas for a driverless bicycle project. It begins with an introduction to personas and their purpose in product design. It then discusses different types of personas like design personas, marketing personas, draft personas, and validated personas. The key benefits of personas in focusing product design and ensuring it meets user needs are explained. The document concludes with instructions for a persona design workshop to develop personas for a driverless bicycle project.
IdeaClouds transforms online meetings (with low
participation) into short high-productive digital workshops. DIGITAL WORKSHOP: Real-time team collaboration combined
with a result-oriented lean workshop process.
User Experience Doesn’t Happen on a Screen - It Happens in the Mind. Introduc...UXPA International
User experience happens in the mind, not on a screen. The document discusses an approach to understanding user experience called the "Six Minds" which are the vision/attention, wayfinding, memory, language, emotion, and decision making aspects of how users think. It describes methods like eye tracking, interviews, and observation to understand each of these areas and gain insights into the user's experience. The real-world application section then shows how these insights can be used throughout an emergent design process to develop validated prototypes that meet user needs.
An introduction to the Jobs to Be Done customer research/insights framework, with a focus on how product managers can put Jobs to Be Done into practice with key tools such as customer interviews, surveys, prototyping, and A/B testing.
On September 17, 2018, Peter McNally presented the following talk to the Cardinals Startup club at Catholic University of America.
The user experience is a key aspect for startups as much of business today is conducted online. Senior User Experience consultant Peter McNally discussed why a good experience is not only good for your business, but important from a Catholic viewpoint. Moreover, Peter provided some practical techniques and tips for entrepreneurs to consider when thinking about how to design products and interact with customers in the digital world.
The document describes a workshop on agile usability testing through user checks. User checks involve testing a design with real users within their context and retesting after improvements within one week. This allows testing early and often to improve the design iteratively based on user feedback. The workshop covers how to structure user check sessions, including introducing tasks, observing users and evaluating findings after each session to prioritize improvements for retesting. Volunteers then do a practice user check session with observers collecting feedback on sticky notes to discuss findings and potential design updates.
This document discusses improving customer service through better alignment between business sides like production, marketing, and customer service. It notes that having a great product is not enough - the product must meet customer expectations and marketing must clearly communicate the product. Two options for customer service are discussed: in-house or outsourced. Both have pros, so most businesses benefit from a mixture. The best solution is to keep the core business in-house while outsourcing other tasks to a partner with expertise. Case studies are provided, and it is concluded the only way to create a great customer experience is to translate customer needs across all teams in a company.
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Tanjore Painting: Rich Heritage and Intricate Craftsmanship | Cottage9Cottage9 Enterprises
Explore the exquisite art of Tanjore Painting, known for its vibrant colors, gold foil work, and traditional themes. Discover its cultural significance today!
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2. Welcome
friends!
Goals for the Day
- Get to know each other better
- Share and organize ideas
for the ideal, holistic client
experience
- Have a cool time
3. We have 90
minutes to
get through
some meaty
work.
Our Agenda
- Intros + Warm-Up (10 minutes)
- Heart Hand Mind (30 minutes)
- 5Es (30 minutes)
- Next Steps + Closing (20 minutes)
9. Heart
What objects or interactions
happening in the retail space make
people feel comfortable, curious and
engaged?
- ppl walk in will be greeted warmly;
- met where they are vs employees where they are (not
typical dental where you go to front desk vs opposite)...
- take in the space and experience, this is already feeling
different;
- Patients are educated before even seeing provider
- Consistency between web + app, from design + content
perspective-- will feel familiar; continuity between
digital and physical
- No reception desk; being greeted
- Energy of staff is felt (should feel natural part of process)
- Naturally exude feeling of the brand
- Patients can observe boxing of brush box
- Familiarity feeling (between web and space);
consistency and cohesion
- Everything is in sync + well-thought out
- Interactions + engagement of staff with clients need to
be positiving; uplifting
- Smiles all around; always makes a difference
- Plant life + warm colors (there’s life in this space)
- Interactive elements with tech (ex. qr codes)
- Presentation of brushbox is curated; there is
engagement while i wait
10. Hand
What can people see, hold in their
hands or interact with? What are the
practical considerations of the space?
- Warm colors; on-brand; plant life
- On wall: grid of all brushbox colors
- Models of before/after teeth (show impact of good care)
- Ipads that shows digital model of smile
- staff presenting brushbox and curating it for patient
- Dentologie ambassadors building boxes in front of ppl wiating
- QR > visualize the experience on patients’ devices (less touch
points)
- Fun Gifs (like the ones on dentologie IG)
- Educational photos + videos with CTA’s; nothing sales-y
- Some models of teeth in cases
- Trying and sampling products
- Multifunctional desk for storage + checkout
- Colors on brand
- Checkout process needs to be considered; consider privacy
- Small space feel like a huge space
- QR codes to engage folks in waiting room educationally; how
do i take care of my teeth; product reco’s...etc
- Space should feel welcoming to all; can sit and not do anything
also; not everyone wants to interact in waiting room
- Seating shouldn't be busy
- Refreshments post covid
- Place shouldnt feel overwhelming like T Mobile; no sensory
overload!
- Designed thoughtfully!
11. Mind
What makes the experience smart
and/or innovative? What can people
learn and how?
- End to end experience is innovative
- App and efficiency of checking in needs to be
seamless
- Opp rooms very generic; more than just tvs and
Netflex; needs to be more personal
- Curated products
- Checkout process should feel smart
- Should feel super innovative for dental
- Should feel we’re elevating the standard (ex app)
- Personalized product reco’s
- At home techniques + after care; lots of untapped
potential for that personalized care (ie brushbox)
- Seamless experience utilizing tech to make
checkout super efficient
- Push notifications; totally paperless; treatment
plans should be accessible
- Qr codes
- Push notification for post op instructions; (what to
expect after extraction for ex)
- HQ videos to see what to use and why > Links to
website > after care
- Much more seamless experience between tech
and dentistry
14. Excitement
How do people currently learn about
Dentologie? What makes them
excited for their upcoming visit?
- Word of mouth; strong referrals from existing
patients (strongest)
- Strong patient retention
- In their neighborhood; they see sign
- Through social media: IG, TikTik; influencers who
post about dentologie (ex tv on ceiling etc)
- What they hear: everyone is real nice +
trustworthy
- Through social: open + welcoming culture; fun
atmosphere; inclusive
- Word of mouth; virtual or IRL
- Visible locations (key locations around chi); wide
visible windows; lights always on
- People can experience space before getting inside
- Beautiful site + personable design + easy
scheduling
- Get to us thru website, social, youtube
- Website transitioning over to the IRL exp
- The app does what it’s supposed to do; smart;
- Friends get them excited
- They saw something “unique”
-
15. Entry
What happens when a patient enters
the space? What do they see, hear
and smell?
- Physical location: subtle speak easy-esque; some
mystery in exterior signage
- Design is thoughtful and is also functional
- Hear good conversation occuring; light music;
there’s always laughter!
- Smell: diffuser in bucktown location! Love!
- What’s out dentologie signature smell??
- Diffuser = money! Huge impact
- Beautiful decor on brand colors from website to
IRL
- Smile faces + plant life (symbolic of interaction
and life)
- Refreshments (post covid)
16. Engagement
How do patients interact with other
people and objects in the space?
What kind of interactions go down?
- Walk into super modern place; clearly more beautiful
than a traditional dental
- 8/10 from space design wise
- Large front desk; they look to find someone; no eye
contact cause receptionist is helping someone or on
phone! (esp busier locations)
- No a lot of itneraction inwaiting rooms except waiting
- Large barrier between person + patient bc large front
desk (staff behind the desk) “ we wanna get rid of the
barriers”
- No a lot of itneraction inwaiting rooms except waiting
- Large barrier between person + patient bc large front
desk (staff behind the desk) “ we wanna get rid of the
barriers”
- Not a ton of engagement now; besides smiles and
friendliness there’s way more to build on that
- Interaction currently is inconsistent but still good
- Staff interaction is phenomenal on good moments
- Checkout is smoother than most; yet still clunky
- Too many touch points to complete checkout process
- Brushbox became a bit more mechanical robotic
experience instead of it being more interactive exp
when leave
17. Exit
What happens when a patient
prepares to leave Dentologie? What
do they leave with?
- Checkout process currently focuses on next appt
- Try not to sell anything at checkout
- Generic; if SS presentation is not thoughtful how
they leave with tray
- Post op patients leave w/ surgical bags; post op
f/u; treatment plans sent to them; new appts
- Brushbox is now just a goody bag called
“brushbox”
- Treatment plan is plain white paper; lays out
procedure; costs + time; not well design; needs to
be more beautiful and “designed”
-
18. Extend
How do you keep the patient
relationship healthy and active
between appointments? How do you
bring people back?
- Re appoint patients; next cleaning schedule
- Very limited interaction
- System send auto bday reminders!
- If they haven’t set up cleaning they get text
reminders
- No newsletters
- Best providers follow up; not auto process but
happens through email; not standardized
- Would love to have a blog like extension of exp;
better home care; thoughts on lifestyle changes
as they pertain to dental care
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