Author Archive for Dave

 

Service Design Symposium - Speaker: Oliver King

Oliver King is the co-founder and director of Engine, a service design consultancy based in London, UK. Engine has been around since 2000, and engages in projects for both the private and public sector.

According to Oliver, Engine’s approach to service design develops from the following points:

Service is the act of helping somebody to do something, while design is the process of making something better for somebody. Translation is the challenge of connecting strategy and implementation. Engine operates in this “translation space”, figuring out how to get to implementation from strategy.

While service design is new to designers, its not new to service providers. After all, service have been around for a long, long time (just think of hotels and restaurants), and it’s foolish to think that, with service design, designers have stumbled onto something never before seen. However, what designers do bring to the table are skills and perspectives which can help innovate services.

Three perspectives of note:

Usership: we need to dematerialize the world and take out the stuff which isn’t necessary. Does everyone need a car, or can we share them?

Assistance: we need to help people cope. The amount of information we have to handle doubles every 11 months. Can we help people make sense of this influx?

Innovation: we need to help people view things at a system level. So-called Wicked Problems demand a systemic approach.

Of course, words such as “better” and “help” are relative, qualitative terms which are difficult measurements of success. By way of clarification, Oliver offered the following as a meaning of “better”:

  • consumers
  • convenient
  • usable
  • desirable
  • consistent

When describing the providers of better services, they typically encompass the following characteristics:

  • efficient
  • efffective
  • sustainable

(The scrabble players among us will realize that combining the first letter of each word spells out “succeed”.)

In terms of an approach to service design, Oliver described three key skills:

Look and feel: A focus on craft and aesthetics is just as necessary in service design as in other traditional design disciplines, such as product design. Service touch points are artifacts and traditional design goals such as sparking desire in users still apply.

Users: Services demand an understanding of people. New services which strive to change user behavior must have an intimate understanding of their customers to have any chance of success. And existing services can gain much from re-examining their assumptions and perspective of their customers.

Operations: Service design also requires knowledge of how to make services. The building blocks of a service include not only the user experience and the infrastructure needed for successful service delivery, but also the business model, which is not traditionally the domain of design. While Mikkel Rasmussen would no doubt argue that designers should stick to what they know and let the business people handle the business requirements of a service, it still makes sense for designers to have some exposure and understanding of business needs and requirements so they can better perform their job.

Oliver’s five fundamental of services:

Systems: adopt a systems view. Solutions may not be a touch point (that is, a physical object or manifestation), but how a service recruits, or incentivizes, or changes what they do.

Value: Understand how customer judge companies and make sure their values align with company values.

Journeys: Customers engage with services as journeys, which means they experience multiple touch points over a period of time.

People: Who are your customers?

Propositions: The service proposition needs to stand alone in the market and be easily understood. (This is one place where familiarity with the business bits can come in handy.)

Oliver’s twelve tips about service design:

  1. Be use-centric - always view the situation from your customer’s perspective
  2. Have principles - innovate within a robust creative framework
  3. Co-design - bring stakeholders into the process
  4. Mapping journeys
  5. Visualize (biggest USP of designers) - bring ideas to life to engage and solicit input from those around you (show service journey)
  6. Back stage - innovate throughout the whole system
  7. Design measurables - ensure staff measures and incentives support a delightful customer experience - how is employee performance measured?
  8. Everyone serves - everyone in the organization is a service provider - because everyone’s actions impact on the customer’s experience
  9. Prototype - over and over and over and over and over again - can be desktop or “real life”
  10. Evidence - designing in evidence of service - create tengible evidence of the service in action - minicabs sending text messages to connect with custmers (car is on the way, driver phone numebr)
  11. Join the dots - make the experience as seamless as possible for the user - help the company understand the complete customer journey
  12. Work with designers

And, finally, five lessons for designers:

  1. Lose the “I” in design: co-create and facilitate - we require teams to design, and the role of designer is facilitation
  2. Do your own empathic research - you have to engage with the process, have to be part of the research and develop tacit knowledge of the situation
  3. Systems before symptoms - understand root causes
  4. Visualize - it’s your USP (Unique Selling Proposition)
  5. Prototype, prototype, prototype

One of Oliver’s answers during the question session at the end of his talk stands out in my mind because it serves to remind us that services are ever-evolving: as we become more familiar with services, the delivery signals become less important and significant, but they are reassurances that the service is being delivered.

Up next: Toke Barter of Radarstation

 

Make your own Rainbow

Fulfilling one of the initial promises of DVDs—multiple camera angles, remember those?—you can now manipulate 12 different camera angles of a Radiohead concert to create your own music video. Each camera angle has a color associated with it, and the final timeline of your music video forms a rather colorful pattern which can be compared against videos created by others.

Radiohead1

Rainbows

 

The Living

A few weeks ago I had the opportunity to see The Living at the CCA in San Francisco. Founded in 2004 by David Benjamin and Soo-in Yang, both graduates of Columbia, The Living is an architecture firm which also happens to run what they have termed Flash Research Projects. The rules are simple: each project must cost less than $1000, run less than 3 months, and the result must be a functioning prototype.

During their lecture, David and Soo-in covered three projects they’ve developed—Living Glass, River Glow, and Living Light—including the premise of each project and the design and development process, which I must say they have done a great job of documenting on their website.

Living Glass

The premise of Living Glass is “what if architecture responded to you?” Over the course of this project, they developed one prototype a week, either developing a new prototype or revising the prototype from the previous week. Using Flexinol wires (a shape memory alloy) cast in silicone, they created what are effectively gills in a surface, producing a kinetic wall.

The gills function on a couple of levels. They can regulate airflow in a room by opening and closing. When coupled with a thermostat, they can regulate temperature in a room. When coupled with a CO2 sensor, they can effectively respond to the presence of people in a room by allowing fresh air into the room when CO2 levels rise above a certain level. The physical motion of the gills produces a visual indicator of an otherwise invisible phenomenon.

River Glow

With River Glow, the premise was “what if architecture produced its own energy?” This project consists of artificial lilypads which float on the surface of the water, take in sunlight during the day using thin-film photovoltaics, and at night use pH sensors to test the water and LEDs to relay those results to the shore in real-time. While the on-board sensors are not as accurate as EPA testing, the results (feedback) are immediate, whereas tests require at least a 1 day wait. Prototypes of River Glow have been implemented in a number of cities, including Copenhagen. (The above image is a prototype floating in a bathtub.)

Living Light

 

Living Light is a project that interfaces data about air quality with public interest in air quality. This public sculpture is a representation of Seoul, folded into an arch and divided into panels which indicate air quality. The panels glow when air quality is better in a particular region of Seoul than it was the previous day, and it blinks when people query air quality using a mobile device. The Living won a commission from the Metropolitan Government of Seoul, South Korea for this project.

Check out The Living’s website for more information about their projects and their process. I also found a WorldChanging article from last year which talks about these projects and has a video of their presentation.

 

Free software makes money in the Netherlands

An architect has used open-source software to design the new commemorative five Euro coin for the Netherlands. While the technology perspective is notable, the decisions behind the design component (this was an architecture competition after all) are also quite interesting, in particular: using architecture books to form the outline of the Netherlands. More about the process here.

The Queen

The Netherlands

Coin back scheme

 

Google flu trends

Google has teamed up with the US Centers for Disease Control and Prevention (CDC) to predict flu activity based on search results. While there is a baseline percentage of users searching for information about the flu, Google has noticed a marked increase in search activity prior to observations by the CDC of flu activity.

While I would argue that Google’s results in no way replace the careful scientific methods used by the CDC, what’s useful about Google’s results is that they are immediately available. The CDC takes about 1-2 weeks to collect and publish its reports. With this in mind, Google’s results can be used as something of a leading indicator. It will be interesting to see whether the Google foundation can use this approach with other diseases.

Google Flu

 

Pain distraction through virtual reality

I just started rereading Neuromancer by William Gibson, and so it’s with some interest that I read a recent article on Ars Technica about a Virtual Reality setup used to distract US soldiers undergoing rehabilitation in burn treatment centers.

In Snow World, soldiers move through a winter landscape, firing snowballs at snowmen, penguins, igloos and other winter targets. The goal is to induce cold, snowy imagery which is the exact opposite of fire. Wearing VR goggles and controlling the interface using a joystick or similar input device, the game literally distracts soldiers from the painful treatment they receive as part of their healing process.

Amazingly, patients report a reduction in pain ratings during severe burn wound care by 30%-50%. This has significant implications for their drug and pain medication regimen, as a reduction in pain means less opiates are needed, which results in more lucid patients and better interaction between patients and caregivers.

Oh, and as for the in-game music: Paul Simon, who has a children’s health charity, was so impressed by the game that he allowed them to use his music free of charge.

 

The Unfinished Swan

Ran across very cool tech demo of a video game which is under production: The Unfinished Swan.

Ian Dallas is developing the game, which he describes on his site as “a first-person painting game set in an entirely white world. Players can splatter paint to help them find their way through an unusual garden.”

As often is the case, pictures are worth a thousand words….

The Unfinished Swan

Even better is this video of gameplay.


The Unfinished Swan - Tech Demo 9/2008 from Ian Dallas on Vimeo.

I especially like the shift from black on white to white on black. The whole feel is very much in line with the treatment used in the Sin City movie, although the graphics are arguably closer to Frank Miller’s style in the graphic novels.

What’s particularly nice is the need to sparingly use the paintballs: overuse will hide any edges and discernible shapes, essentially putting you back in the position where you started.

 

100 Things

From supporting your local paper mill to reducing your point size on printed material to developing packaging that can be used multiple times, there are plenty of things that we can do to make an impact. 101 Things Designers Can Do To Save The Earth proposes a few more than 100 tips, and while pitched to Designers, clearly a lot of these tips are applicable to anyone.

 

Max Kerning

For the typophiles out there, meet Max Kerning:

Max Kerning

Very reminiscent of the Nokia ads featuring Stavros and his location-based art.

Doing a “whois” on the domain seems to indicate that Extensis is behind this, and indeed clicking on the suitcase that shows up within the flash animation has Max expounding on the latest font-management application from Extensis.

 

Skip Conversions

Reminiscent of the PARK(ing) project (for reasons you’ll see in a moment), Skip Conversions is a project by Oliver Bishop-Young which highlights a number of really creative ways to reuse a skip:

Skip Conversions 1

Skip Conversions 2

The skip which uses the recycled “to let” signs as a roof is particularly genius.

 
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