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Understanding
Understanding
Implementing Design-Focused
Service Initiatives at Your Library
Annie Downey & Joe Marquez,
Reed College
D4D Conference
Austin, TX - April 6, 2016
Scott Young & Kris Johnson,
MSU Bozeman
Who We Are
● Kris Johnson, Montana State University,
krisjohnson@montana.edu - @askkrisjohnson
● Scott Young, Montana State University,
swyoung@montana.edu - @hei_scott
● Annie Downey, Reed College, adowney@reed.edu
● Joe Marquez, Reed College, jmarquez@reed.edu -
@joughm
Outline & Expectations
● Overview of process
● Activities to get everyone talking
● Case Studies from MSU and Reed College
● More activities
● Wrap-up
Understanding understanding
Understanding - the power of comprehending; especially :
the capacity to apprehend general relations of particulars :
the power to make experience intelligible by applying
concepts and categories
understanding - related to the user’s perception,
interpretation, need(s), and expectation
Understanding understanding
Put another way….
Understanding = us
understanding = them
Understanding understanding
The need to understand who our users are in order to
design with and for them.
It is about understanding what they know, perceive, expect
and need.
Why Should We Care About Design?
“It must constantly be borne in mind that the object being worked on is
going to be ridden in, sat upon, looked at, talked into, activated, operated,
or in some way used by people individually or en masse. If the point of
contact between the product and people becomes a point of friction,
then the designer has failed. If, on the other hand, people are made
safer, more comfortable, more desirous of purchase, more efficient — or
just plain happier — by contact with the product, then the designer has
succeeded.”
Henry Dreyfuss, Industrial Designer
Dreyfuss, H. (1950). The Industrial Designer and the Businessman. Harvard Business Review, 28(6), 77–85.
Why Does It Matter?
Services do not operate in a vacuum, but rather in tandem
with other established services.
Services are part of larger things called systems or
ecologies.
The Library From the User’s Perspective
Libraries are Tightly Coupled Systems
“A system is a set of things interconnected in such a way that they
produce their own pattern of behavior over time.” (p.2)
“Once we see the relationship between structure and behavior, we can
begin to understand how systems work, what makes them produce
poor results, and how to shift them into better behavior patterns.” (p.
1)
Donella Meadows, Thinking in Systems
Meadows, D. H. (2008). Thinking in systems : a primer. White River Junction, Vt: Chelsea Green Pub.
Activities
Think Pair Share Service Safari!
Think (one minute):
● an example of a favorite service experience
● an example of an awful service experience
Pair (five minutes):
● what made it good
● what made it awful
Share:
● the characteristics of good service experiences
● the characteristics of bad service experiences
KJ Technique + Affinity Mapping
KJ Technique (5 minutes)
● A silent, consensus-building method for generating shared understanding
● Thoughts are written on Post-its, then shared together
○ What is design thinking?
○ In which contexts can design thinking be applied?
○ What are the barriers to design thinking?
Affinity Mapping (10 minutes)
● Technique for identifying emerging themes from disparate sources (like
Post-its!)
Families of Design
Design: A plan for arranging elements in such a way as best to
accomplish a particular purpose. – Charles Eames
Photograph by Rama, Wikimedia Commons, Cc-by-sa-2.0-fr
Families of Design
● Design Thinking: Is a discipline that uses the designer’s sensibility and
methods to match people’s needs with what is technologically feasible
and what a viable business strategy can convert into customer value and
market opportunity. (Brown, 2008)
● Interaction Design: Interaction design, a significant part of interface
design, is responsible for designing the performance of these processes
in relation to the user over time. (Heidkamp, 2008)
● Participatory Design: Participatory design describes a collaborative
approach to the design of products, services, spaces, or systems that
includes the range of stakeholders in the creative process. (Dust &
Jonsdatter, 2008)
Families of Design
● Service Design: Service design is a holistic, co-creative, and user-centered
approach to understanding customer behavior for the creation or refining
of services. (Marquez & Downey, 2015)
● User Experience Design: UX design is the process of designing (digital or
physical) products that are useful, easy to use, and delightful to interact
with. (Lanoue, 2015)
● Universal Design: Universal design is not a specialized field of design
practice but an approach to design, an attitude, a mindset conducive to
the idea that designed objects, systems, environments, and services
should be equally accessible and simultaneously experienced by the
largest number of people possible. (Mitrasinovic, 2008)
Common Themes
● Human-centered
● Problem-solving
● Library as a system
● Everything as a service
● + Emergent themes
[Service] Design Mindset
● Co-Creation
[Service] Design Mindset
● Co-Creation
● Making the Intangible Tangible
[Service] Design Mindset
● Co-Creation
● Making the Intangible Tangible
● Confirming with Evidence
[Service] Design Mindset
● Co-Creation
● Making the Intangible Tangible
● Confirming with Evidence
● Focus on User Needs and Expectations
[Service] Design Mindset
● Co-Creation
● Making the Intangible Tangible
● Confirming with Evidence
● Focus on User Needs and Expectations
● Holistic
[Service] Design Mindset
● Co-Creation
● Making the Intangible Tangible
● Confirming with Evidence
● Focus on User Needs and Expectations
● Holistic
● Empathetic
[Service] Design Mindset
● Co-Creation
● Making the Intangible Tangible
● Confirming with Evidence
● Focus on User Needs and Expectations
● Holistic
● Empathetic
● Open minded, or No Devil’s Advocate
[Service] Design Mindset
● Co-Creation
● Making the Intangible Tangible
● Confirming with Evidence
● Focus on User Needs and Expectations
● Holistic
● Empathetic
● Open minded, or No Devil’s Advocate
● A Willingness to Evolve
Break!
Break:
10:45 - 11:00 a.m.
Case Studies
Service Design @ Reed College
Goal
● Understand how students use the physical library and library
services/resources.
Scope
● Defined by College Librarian
● Changed and refined over time to focus more on space usage
Timeline
● Two+ years
● Plan in fall / implement in spring / data analysis and report writing in
summer
Two groups
● Library Usability Group (LUX) = staff
● Student advisory group = users
SD @ Reed College Library: Phase 1
Assess space usage (SUMA + Gate counts)
● Once each semester
● What questions do you have?
● What will you do with the data?
Create student advisory group
4 meetings with student advisory group
● Pre-survey
● Service discussion
● Scenarios
● Journaling
● Customer journeys
● Reference desk prototype
● Website review
Analyze data and write final report
SD @ Reed College Library: Phase 2
Turning the tables….adding student advisers to Library Usability
Group
● Students create, plan, and run focus groups
● 2-3 meetings as whole team to develop plan and questions
● Students volunteered for roles
○ Marketing /recruiting participants
○ Facilitators
○ Note takers / helpers
○ Analysis (if time)
What did we learn from the students?
● students are creatures of habit
● wayfinding
● culture of the library
● hierarchy
● library spaces are consecrated spaces
● naming conventions
● additional services: refilling stations, printing, better website
● chairs, uneven
● small repairs needed throughout library
What did we learn about the process?
● Plan early
● Test often
● Get buy-in early
● Communicate about the process – explain what you are doing and
what you are NOT doing
● Don’t be afraid to ask questions
● Leave all preconceived notions about your students (users) at the
door – approach the process with an open mind
Design Research @ Montana State University
A process of
composing & connecting
Design Research @ Montana State University
A culture of
reflective practice
intellectual integration
intentional choice
Design Research @ Montana State University
An impact based on
Understanding
Communication
Navigation
Application
Design Research @ MSU: Understanding
● Users
● Colleagues
● Administrators
● Design
● Motivation for change
● Infrastructure for change
● Professional community
○ D4D 2015 generated focus and provided purpose
Design Research @ MSU: Communication
● Share ideas and explore new techniques
● Build shared understanding and mutual trust
● “However much time you’re spending on communication, it’s not
enough.”
● Survey the landscape and inquire, “How can we make change to
improve the Library?”
Design Research @ MSU: Navigation
● Form a committee!
● WCG -> UXG/PSG -> LEG + DRWG + AppDev
● Articulate mission, vision, scope
● Identify initial projects
● Explore method and application
● Communicate early and often
Design Research @ MSU: Application
● Build design infrastructure and capacity for change
● Success stories
○ LGBTQ+ Initiative
○ Love Letter / Breakup Letter
○ Design Consultations
LGBTQ+
● Safe Zone Training for Library staff
● New Webpage and Browse Collection for LGBTQ+ resources
● Diversity-focused collection development policies
Love Letter / Breakup Letter
Love Letter / Breakup Letter
“The library staff are consistently
courteous and professional.”
Love Letter / Breakup Letter
“The library staff are consistently
courteous and professional.”
“Thank you for all the new outlets on 3rd
floor.”
Love Letter / Breakup Letter
“Why are all the hand dryers have so much
mold on them?”
Love Letter / Breakup Letter
“Why are all the hand dryers have so much
mold on them?”
“Not stoked that the majority of the
computers are out of order... between that
and the slowest WiFi in town... we may
need to breakup. It’s not me, it’s you.”
Design Consultations
Design Consultations
● Insight. We begin our consultation with a discussion of your vision
and goals for your service or product, with a focus on the insights
you wish to gain from design inquiry and user research.
Design Consultations
● Insight. We begin our consultation with a discussion of your vision
and goals for your service or product, with a focus on the insights
you wish to gain from design inquiry and user research.
● Method. With your goals in mind, we then identify relevant
research methods that will generate user insights to illuminate the
experience of your service or product.
Design Consultations
● Insight. We begin our consultation with a discussion of your vision
and goals for your service or product, with a focus on the insights
you wish to gain from design inquiry and user research.
● Method. With your goals in mind, we then identify relevant
research methods that will generate user insights to illuminate the
experience of your service or product.
● Application. We provide guidance in applying research results for
achieving your goals and improving the design and experience of
your service or product.​
Activities, Pt 2
The Customer Journey Map
A Customer Journey Map (CJM) is a visual representation of the user journey
and experience in using a service or space.
Marquez, Joe J., Annie Downey, and Ryan Clement. “Walking a Mile in the User’s Shoes: Customer Journey Mapping as a
Method to Understanding the User Experience.” Internet Reference Services Quarterly 20, no. 3–4 (October 2, 2015): 135–50.
doi:10.1080/10875301.2015.1107000.
Patron Journey, Visualized
CJM, post-analysis
The CJM Explained
Mind Map
Guiding Questions
- How can the concepts of design be realized in your library?
- How can we apply a flexible design mindset?
- What does the design process entail?
Mind Map
Design Mindset
● Co-Creation
● Making the Intangible Tangible
● Confirming with Evidence
● Focus on User Needs and Expectations
● Holistic
● Open minded, or No Devil’s Advocate
● A Willingness to Evolve
● Empathetic
Thank you!
Any Questions?

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Understanding Understanding: Implementing Design-Focused Service Initiatives at Your Library

  • 1. Understanding Understanding Implementing Design-Focused Service Initiatives at Your Library Annie Downey & Joe Marquez, Reed College D4D Conference Austin, TX - April 6, 2016 Scott Young & Kris Johnson, MSU Bozeman
  • 2. Who We Are ● Kris Johnson, Montana State University, krisjohnson@montana.edu - @askkrisjohnson ● Scott Young, Montana State University, swyoung@montana.edu - @hei_scott ● Annie Downey, Reed College, adowney@reed.edu ● Joe Marquez, Reed College, jmarquez@reed.edu - @joughm
  • 3. Outline & Expectations ● Overview of process ● Activities to get everyone talking ● Case Studies from MSU and Reed College ● More activities ● Wrap-up
  • 4. Understanding understanding Understanding - the power of comprehending; especially : the capacity to apprehend general relations of particulars : the power to make experience intelligible by applying concepts and categories understanding - related to the user’s perception, interpretation, need(s), and expectation
  • 5. Understanding understanding Put another way…. Understanding = us understanding = them
  • 6.
  • 7. Understanding understanding The need to understand who our users are in order to design with and for them. It is about understanding what they know, perceive, expect and need.
  • 8. Why Should We Care About Design? “It must constantly be borne in mind that the object being worked on is going to be ridden in, sat upon, looked at, talked into, activated, operated, or in some way used by people individually or en masse. If the point of contact between the product and people becomes a point of friction, then the designer has failed. If, on the other hand, people are made safer, more comfortable, more desirous of purchase, more efficient — or just plain happier — by contact with the product, then the designer has succeeded.” Henry Dreyfuss, Industrial Designer Dreyfuss, H. (1950). The Industrial Designer and the Businessman. Harvard Business Review, 28(6), 77–85.
  • 9. Why Does It Matter? Services do not operate in a vacuum, but rather in tandem with other established services. Services are part of larger things called systems or ecologies.
  • 10. The Library From the User’s Perspective
  • 11. Libraries are Tightly Coupled Systems “A system is a set of things interconnected in such a way that they produce their own pattern of behavior over time.” (p.2) “Once we see the relationship between structure and behavior, we can begin to understand how systems work, what makes them produce poor results, and how to shift them into better behavior patterns.” (p. 1) Donella Meadows, Thinking in Systems Meadows, D. H. (2008). Thinking in systems : a primer. White River Junction, Vt: Chelsea Green Pub.
  • 13. Think Pair Share Service Safari! Think (one minute): ● an example of a favorite service experience ● an example of an awful service experience Pair (five minutes): ● what made it good ● what made it awful Share: ● the characteristics of good service experiences ● the characteristics of bad service experiences
  • 14. KJ Technique + Affinity Mapping KJ Technique (5 minutes) ● A silent, consensus-building method for generating shared understanding ● Thoughts are written on Post-its, then shared together ○ What is design thinking? ○ In which contexts can design thinking be applied? ○ What are the barriers to design thinking? Affinity Mapping (10 minutes) ● Technique for identifying emerging themes from disparate sources (like Post-its!)
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  • 17. Families of Design Design: A plan for arranging elements in such a way as best to accomplish a particular purpose. – Charles Eames Photograph by Rama, Wikimedia Commons, Cc-by-sa-2.0-fr
  • 18. Families of Design ● Design Thinking: Is a discipline that uses the designer’s sensibility and methods to match people’s needs with what is technologically feasible and what a viable business strategy can convert into customer value and market opportunity. (Brown, 2008) ● Interaction Design: Interaction design, a significant part of interface design, is responsible for designing the performance of these processes in relation to the user over time. (Heidkamp, 2008) ● Participatory Design: Participatory design describes a collaborative approach to the design of products, services, spaces, or systems that includes the range of stakeholders in the creative process. (Dust & Jonsdatter, 2008)
  • 19. Families of Design ● Service Design: Service design is a holistic, co-creative, and user-centered approach to understanding customer behavior for the creation or refining of services. (Marquez & Downey, 2015) ● User Experience Design: UX design is the process of designing (digital or physical) products that are useful, easy to use, and delightful to interact with. (Lanoue, 2015) ● Universal Design: Universal design is not a specialized field of design practice but an approach to design, an attitude, a mindset conducive to the idea that designed objects, systems, environments, and services should be equally accessible and simultaneously experienced by the largest number of people possible. (Mitrasinovic, 2008)
  • 20. Common Themes ● Human-centered ● Problem-solving ● Library as a system ● Everything as a service ● + Emergent themes
  • 22. [Service] Design Mindset ● Co-Creation ● Making the Intangible Tangible
  • 23. [Service] Design Mindset ● Co-Creation ● Making the Intangible Tangible ● Confirming with Evidence
  • 24. [Service] Design Mindset ● Co-Creation ● Making the Intangible Tangible ● Confirming with Evidence ● Focus on User Needs and Expectations
  • 25. [Service] Design Mindset ● Co-Creation ● Making the Intangible Tangible ● Confirming with Evidence ● Focus on User Needs and Expectations ● Holistic
  • 26. [Service] Design Mindset ● Co-Creation ● Making the Intangible Tangible ● Confirming with Evidence ● Focus on User Needs and Expectations ● Holistic ● Empathetic
  • 27. [Service] Design Mindset ● Co-Creation ● Making the Intangible Tangible ● Confirming with Evidence ● Focus on User Needs and Expectations ● Holistic ● Empathetic ● Open minded, or No Devil’s Advocate
  • 28. [Service] Design Mindset ● Co-Creation ● Making the Intangible Tangible ● Confirming with Evidence ● Focus on User Needs and Expectations ● Holistic ● Empathetic ● Open minded, or No Devil’s Advocate ● A Willingness to Evolve
  • 31. Service Design @ Reed College Goal ● Understand how students use the physical library and library services/resources. Scope ● Defined by College Librarian ● Changed and refined over time to focus more on space usage Timeline ● Two+ years ● Plan in fall / implement in spring / data analysis and report writing in summer Two groups ● Library Usability Group (LUX) = staff ● Student advisory group = users
  • 32. SD @ Reed College Library: Phase 1 Assess space usage (SUMA + Gate counts) ● Once each semester ● What questions do you have? ● What will you do with the data? Create student advisory group 4 meetings with student advisory group ● Pre-survey ● Service discussion ● Scenarios ● Journaling ● Customer journeys ● Reference desk prototype ● Website review Analyze data and write final report
  • 33. SD @ Reed College Library: Phase 2 Turning the tables….adding student advisers to Library Usability Group ● Students create, plan, and run focus groups ● 2-3 meetings as whole team to develop plan and questions ● Students volunteered for roles ○ Marketing /recruiting participants ○ Facilitators ○ Note takers / helpers ○ Analysis (if time)
  • 34. What did we learn from the students? ● students are creatures of habit ● wayfinding ● culture of the library ● hierarchy ● library spaces are consecrated spaces ● naming conventions ● additional services: refilling stations, printing, better website ● chairs, uneven ● small repairs needed throughout library
  • 35. What did we learn about the process? ● Plan early ● Test often ● Get buy-in early ● Communicate about the process – explain what you are doing and what you are NOT doing ● Don’t be afraid to ask questions ● Leave all preconceived notions about your students (users) at the door – approach the process with an open mind
  • 36. Design Research @ Montana State University A process of composing & connecting
  • 37. Design Research @ Montana State University A culture of reflective practice intellectual integration intentional choice
  • 38. Design Research @ Montana State University An impact based on Understanding Communication Navigation Application
  • 39. Design Research @ MSU: Understanding ● Users ● Colleagues ● Administrators ● Design ● Motivation for change ● Infrastructure for change ● Professional community ○ D4D 2015 generated focus and provided purpose
  • 40. Design Research @ MSU: Communication ● Share ideas and explore new techniques ● Build shared understanding and mutual trust ● “However much time you’re spending on communication, it’s not enough.” ● Survey the landscape and inquire, “How can we make change to improve the Library?”
  • 41. Design Research @ MSU: Navigation ● Form a committee! ● WCG -> UXG/PSG -> LEG + DRWG + AppDev ● Articulate mission, vision, scope ● Identify initial projects ● Explore method and application ● Communicate early and often
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  • 43. Design Research @ MSU: Application ● Build design infrastructure and capacity for change ● Success stories ○ LGBTQ+ Initiative ○ Love Letter / Breakup Letter ○ Design Consultations
  • 44. LGBTQ+ ● Safe Zone Training for Library staff ● New Webpage and Browse Collection for LGBTQ+ resources ● Diversity-focused collection development policies
  • 45. Love Letter / Breakup Letter
  • 46. Love Letter / Breakup Letter “The library staff are consistently courteous and professional.”
  • 47. Love Letter / Breakup Letter “The library staff are consistently courteous and professional.” “Thank you for all the new outlets on 3rd floor.”
  • 48. Love Letter / Breakup Letter “Why are all the hand dryers have so much mold on them?”
  • 49. Love Letter / Breakup Letter “Why are all the hand dryers have so much mold on them?” “Not stoked that the majority of the computers are out of order... between that and the slowest WiFi in town... we may need to breakup. It’s not me, it’s you.”
  • 51. Design Consultations ● Insight. We begin our consultation with a discussion of your vision and goals for your service or product, with a focus on the insights you wish to gain from design inquiry and user research.
  • 52. Design Consultations ● Insight. We begin our consultation with a discussion of your vision and goals for your service or product, with a focus on the insights you wish to gain from design inquiry and user research. ● Method. With your goals in mind, we then identify relevant research methods that will generate user insights to illuminate the experience of your service or product.
  • 53. Design Consultations ● Insight. We begin our consultation with a discussion of your vision and goals for your service or product, with a focus on the insights you wish to gain from design inquiry and user research. ● Method. With your goals in mind, we then identify relevant research methods that will generate user insights to illuminate the experience of your service or product. ● Application. We provide guidance in applying research results for achieving your goals and improving the design and experience of your service or product.​
  • 55. The Customer Journey Map A Customer Journey Map (CJM) is a visual representation of the user journey and experience in using a service or space. Marquez, Joe J., Annie Downey, and Ryan Clement. “Walking a Mile in the User’s Shoes: Customer Journey Mapping as a Method to Understanding the User Experience.” Internet Reference Services Quarterly 20, no. 3–4 (October 2, 2015): 135–50. doi:10.1080/10875301.2015.1107000.
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  • 73. Mind Map Guiding Questions - How can the concepts of design be realized in your library? - How can we apply a flexible design mindset? - What does the design process entail?
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  • 76. Design Mindset ● Co-Creation ● Making the Intangible Tangible ● Confirming with Evidence ● Focus on User Needs and Expectations ● Holistic ● Open minded, or No Devil’s Advocate ● A Willingness to Evolve ● Empathetic