design research posts

Julie’s presentation on “Finding the Right People” April 15th, 2011

I recently had the privilege of guest-lecturing for an undergraduate class at the Center for Design Research at the University of Kansas taught by Julia Eschman and Tamara Christensen. The topic was the importance of recruiting the right people as participants to drive powerful insights for design research. I addressed the strategic reasons why, as well as tactics for doing so.

Recruiting is a key component of the design research process. It is to the detriment of project outcomes when it doesn’t get the attention it deserves. I know, I know… it’s a lot more fun to talk about sexy new methodologies and while away our days ideating, but before any of this can happen teams need to think hard about the source of the inspiring data and stories: people.

The presentation is below:

This was the first time I’ve presented this material, so take a look and please share some of your key experiences, snafus, complaints, challenges and learnings and etc. as you find the right people for your projects.

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From Pain Points to Opportunity Areas June 15th, 2010

The subtle difference between a knob and a lever.

An unexpected interaction with a familiar object.

At a restaurant in San Mateo, the knob from a stove replaces the toilet flush lever. Each of us who use the toilet that evening come back to the table struck by what an unexpectedly pleasant experience it is to turn the knob.

As a researcher or designer, you are not going get to this surprisingly delightful interaction if you constrain your thinking around the idea of pain points – i.e. what is not working for people. Of course no one is going to buy your company’s toilet if it leaks or doesn’t flush – products need to perform their primary functions reasonably well – and as part of an exploration of user experience it’s necessary to find out whether this is indeed the case. But if you are laser-focused on the question “What’s not working for you?” you’ll miss all sorts of opportunities.

In our research engagements we like to include discussion with people about the things in their lives that are working really well for them – inside and outside the focus areas of the project. By figuring out what’s at the heart of these interactions, we might learn, for example, something about the way a service works that we can apply to the development of a product. Or a person might say “I just love the way the big chunky knobs on my Viking stove feel.” And it might be the transposition of this small finding in an ideation session that helps our client go on and create innovative toilets.

We encourage our clients to move from focusing on pain points to thinking about Opportunity Areas. We use what we learn out in the field to point them in promising directions, with a focus on asking “How can we __________ ?”

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Culture: You’re Soaking In It (from UPA2010) June 3rd, 2010

At UPA2010 in Munich last month, I presented Culture: You’re Soaking In It.

Culture is everywhere we look, and (perhaps more importantly) everywhere we don’t look. It informs our work, our purchases, our usage, our expectations, our comfort, and our communications (indeed, if you aren’t familiar with a specific geographic and historical set of experiences, the presumably clever title for this talk will instead be perhaps bland). In this presentation, Steve will explore the ways we can experience, observe, and understand diverse cultures to foster successful collaborations, usable products, and desirable experiences.

Here are the slides and audio:

Listen to audio:

Audio clip: Adobe Flash Player (version 9 or above) is required to play this audio clip. Download the latest version here. You also need to have JavaScript enabled in your browser.

To download the audio Right-Click and Save As… (Windows) or Ctrl-Click (Mac)

Also see: Rachel Hinman’s wonderful opening keynote Technology as a Cultural Practice

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Persistence of Vision May 12th, 2010

I was walking to dinner with a client in Chicago and saw this choice piece of graffiti. I immediately imagined using the image for an end slide in a presentation – “Problem Solved.” Very nice.

It wasn’t until after I had posted the shot on Facebook and seen it uploaded that I realized what it actually said. Which means that I saw the graffiti, composed the shot, took several alternate shots, and processed it in Photoshop, all the while seeing what my mind had interpolated rather than what was actually written there.

We’ve had numerous experiences of clients joining us in the field and saying – after we’ve interviewed someone who was either using or enthusiastic about their products – “She’s not our customer,” because the person didn’t fit their organization’s idea of who their customers are. We’ve also heard, “We already fixed that problem,” even after seeing clearly that the solution was unknown to the end user and the problem was still a problem.

It can be very hard to see something as it is if you come to it with a strongly ingrained idea of what you think it is.

But there is a reality – customers, environments, markets – whether you are seeing it or not. If you’re developing and selling products and services, you’re far better off working from an understanding of what’s actually there, rather than what you think is there.

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Conversations between objects March 16th, 2010

Objects share our environments, interacting not only with us but with the other things around them. Some pictures of these inanimate conversations from a project we did on home charging and energy use with REACH Global Design Research Network.



Teapot and Apple power brick





Nokia and wicker chair





Scarves, belts, charger cables

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Wherefore art thou, User? March 12th, 2010

Lately we’ve been hearing and responding to a lot of chatter in the only-boring-stodgy-Microsoft-types-do-research vein, with language that essentially boils all user research down to testing tools that hinder the creative design process (see Don Norman hates research, Michal Migurski comes out against it).

But user research, at least as we conceive and practice it, is a different animal altogether. Testing relies on existing objects or realities and measures response against them. User research for design and innovation observes, examines, imagines and inspires. Here are just a few things that good user research can do.

  • Broaden the scope. Instead of asking people what they think of these newfangled eBooks, we took a deeper look, to understand how reading is changing and what people value. This led to actionable, inspirational design insights such as, “Books are more than just pages with words and pictures; they are imbued with personal history, future aspirations, and signifiers of identity. And, “There are opportunities to enhance digital reading by replicating, referencing, and replacing social (and other) aspects of traditional book reading.” (Read about Portigal Consulting’s Reading Ahead project here)
  • Discover meaning. Design Continuum explored the car rental experience with a group of Harvard Business Students recently to discover opportunities for improvement and innovation along numerous touch-points throughout the journey, inspiring students to envision altogether new experiences beyond the typical drudgery of current practice. (Description of event on Design Continuum’s blog here)
  • Shift perspective. Wells Fargo engaged with a small number of customers to understand that consumers’ experiences and world views are fundamentally different from the internal company view. This shed a whole lot of light on how to improve communications and experiences across internal organizational silos. (Excerpt from a Forrester white paper on this project here)

Alex Faaborg of Firefox channeled Don Norman’s take on design approaches during a recent ZURBSoapbox event,

There are two distinct approaches to design. One focuses on user-research to find out what people need/want. This approach is exemplified by Microsoft and is used mostly to mitigate risk. The downside of this ‘user testing’ model is that users can lead you astray. For example, if you ask everyone what their favorite color is the average will be gray. The second tries to bring a specific vision to life and an impression of the user they want to have. This approach is exemplified by Apple and can result in huge success or failure.

Now, while Faaborg mostly touts the second more glorious path, he does acknowledge “If designers don’t know what they’re doing it could be a disaster.”

How will designers “know” what they’re doing? Or, in this heroic design model, is there room only for psychic, infallible, savant designers who do just somehow “know?” Where does this leave the consumer, or “user,” or, as they are also known, people?

We believe that including people in the process of designing products for people is a good idea, and serves to drive great design and business concept development rather than preventing it.

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Core77 Wiretap: Portigal Consulting talk about the Analog Human and The Digital Machine March 4th, 2010

Check out Core77 Wiretap: Portigal Consulting talk about the Analog Human and The Digital Machine. Here’s a teaser

Wonder what the conversation is like at someone else’s shop? Ever wanted to go backstage at a design firm? We asked Steve Portigal, Julie Norvaisas, and Dan Soltzberg of Portigal Consulting to sit down and share what they’re talking about. Here’s their open mike/chin-wag/theory slam.

Dan: I envisioned sitting down here to have this conversation and trying to figure out what we’re really talking about. So I pulled this statement out of some notes Steve wrote the other day: “The Analog Human; The Digital Machine.” I thought that was really provocative, so I wanted to start by asking you to say a little more about this idea?

Steve: I feel like there’s this tension that goes on in business and especially in marketing, this conceit that we can take humans—you know, messy, irrational, organic—and somehow cut them open and figure out the binary, rational, predictable, money-making algorithms that determine what they do. You see all this harnessing of science, you know, whether it’s neuro-this or lie detector-that or psychotherapy-this that gets used in the service of, not helping people, but helping marketers crack the nut of what people want, where is the desire center in the brain. You know, that we can learn things about people in a way that is “true”—that is predictable and true, and will determine consumption patterns. I find the idea that we should be able to do that just fascinating, because that’s not the world of people that we live in as people, so why as marketers or designers or producers do we think that we should turn people into things that they really aren’t?

Julie: There’s another aspect of that that I find really fascinating too: that you’re just talking about it in this dichotomy like there’s “us,” and then there’s “people.” Well, we’re people, right? We’re people trying to understand people and trying to create these scientific methods of doing it is just—I think you’re absolutely right—a conceit, and we often kind of remove ourselves from the situation. And I think empathy is a much more powerful tool than science in that case.

Meanwhile, here’s a few links we’ve come across in the past few days that pick up on some of the themes we explore in our dialog.

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Book lovers February 8th, 2010

In Reading Ahead, our recent self-funded study on books and digital readers, we saw how much people prize the physicality of books – the tactile and kinesthetic aspects of the reading experience. One of our design recommendations was to “include the sensual” in designing digital readers.

One tongue-in-cheek example of including the sensual is this Kindle case by Busted Typewriter.

Here is a recent iteration of the same idea; this time in a case for the MacBook.

Artist Brian Dettmer creates “book autopsies” by carving away the pages of books to reveal the images inside.

Talking about the growing popularity of digital readers, one of the people we interviewed for the Reading Ahead study said, “Someday there will be this cool retro thing called a book.”

If she’s right, what else will people do with them?

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Learn the art of asking questions in Steve Portigal’s UIE Virtual Seminar January 8th, 2010

On January 28, I’ll be presenting a UIE Virtual Seminar entitled Deep Dive Interviewing Secrets.

Steve Portigal will show your team the art of asking the question. You might visit the user in their office or home, have them come to you for a usability test, or even have a chance encounter at a trade show or while waiting for an airplane. Do you know what to ask? Do you know what to listen for, to extract the critical detail of what they can tell you about your design?

Steve will help you prepare your team for any opportunity, be it formal user research or less structured, ad-hoc research. He’ll also give you tips on how to work with your stakeholders and executives, who may also be meeting potential customers and users, so they know what to ask and how to listen—integrating their efforts into the research team. (Wouldn’t it be great if they understood why you’re doing what you’re doing?)

I’ve also put together this quick preview to get you more of a sense of what I’m going to cover.

Sign up here for this informative event!

Update: Use promotion code CHITTAHCHATTAH to get lifetime free access to the recording after the fact (normally a separate cost)

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Don Norman says design research is great for improvement but useless for innovation December 7th, 2009

Don Norman, in a sneak preview to an upcoming column in interactions, posts a dramatic and thoughtful critique of the supposed applications for design research

I’ve come to a disconcerting conclusion: design research is great when it comes to improving existing product categories but essentially useless when it comes to new, innovative breakthroughs. I reached this conclusion through examination of a range of product innovations, most especially looking at those major conceptual breakthroughs that have had huge impact upon society as well as the more common, mundane small, continual improvements. Call one conceptual breakthrough, the other incremental. Although we would prefer to believe that conceptual breakthroughs occur because of a detailed consideration of human needs, especially fundamental but unspoken hidden needs so beloved by the design research community, the fact is that it simply doesn’t happen.

I’m excited to see this because it connects to a number of things I’ve been talking about with clients and in some recent presentations. Anyway, the article makes some good points but I believe there’s much more to be said.

  • Absence of evidence is not evidence of absence – Design/design thinking/design research are in their infancy in product development. The airplane, automobile, telephone, etc. are not examples of the failures of design research to innovate, because they represent time periods when design research was not actively being used. As Don points out, the failure rate for potentially innovative stuff is insanely high. So we have very few examples over a few few years to even look at to understand the influence of design research.
  • Innovation is not a solo act – There’s probably a good Andrew Hargadon link I could add here, but I think you get it. We point our client to opportunity areas. Many of those opportunities do not get fully explored, and almost none to the point of solving the ridiculously challenging technical and business challenges to make them viable. The Conversation was potentially a breakthrough film not only because of Coppola (a successful innovator) but because of Hackman and Murch. And many other talented people. When our design research leads to a divergent set of concepts, other factors come into play. The remote-activated-deodorant-ray (yes, this came out of an actual client project) goes through the design team, the business unit manager, eventually into the technology development part of the business, and the market feasibility. Most times that doesn’t happen. And maybe this just makes Don’s point for him, but then I’d suggest the problem is not with design research but in how it’s deployed, applied, and integrated. Because it absolutely could happen. The underlying conditions need to be there.
  • Can insight and technology be partners? – There are presumably a number of paths to innovation. If we uncover opportunities through design research, a technologist can say “Well, let me go try and make that” (or, “I’ve already figured out how to do that”). Or if a technologist approaches us with a set of capabilities, we can try to answer the question “What would people do with it?” Again, maybe I’m making Don’s point for him, but if so, I don’t see it as a negative.
  • Isn’t this still a mostly mysterious process? – Twitter is a successful product with a low barrier to usage but a high barrier to adoption. It’s success is somewhat counter-intuitive. The traditional market-research processes that failed the Aeron chair and the Post-It note are already consultant-classics. Maybe I’m admitting something terrible but I don’t think Tim Brown or Larry Keeley or Roger Martin can identify the next breakthrough product any more than Hollywood can figure out the best way to guarantee a blockbuster or the recording industry can sign the next number-one band (indeed, look at the amount of marketing hype and me-too that goes into the product development approaches of the last two).
  • Innovative (if that’s what they are) outcomes take years to launch – I’ve written about this before. Maybe what I’m calling innovations are really what Don calls improvements. But I don’t expect ever to contribute to the next Telephone/Airplane/Computer, but I don’t expect to be President of the US, or win an Academy Award, or have one of my songs hit number 1. That doesn’t mean the work isn’t worth doing and the results can’t be tremendously successful, impactful, and result in real change.

I think Don has written a thought-provoking piece and my intent is to reframe rather than refute. This is an important discussion that needs to continue and I am eager to see what others have to say. If you’ve written about this, please post a link here!

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Start Spreadin’ The News: Steve in New York, NY November 14th, 2009

yellow
Urban Camouflage, New York, June 2004

I’m off to New York next week for a handful of speaking engagements. If you’re going to be at any of them, please let me know!

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Reading Ahead: Design Challenge Winners November 2nd, 2009
Part 22 of 23 in the series Reading Ahead

Reading ahead logo with space above

Our work is about understanding and acting, so our engagements typically include workshops where we facilitate client teams in using our research findings to generate concepts and start prioritizing ideas for further development.

For our self-funded Reading Ahead project, we had no client, so we took this action step by partnering with Industrial Design Supersite Core77 to put our research findings out to the global design community as the basis for a 1-Hour Design Challenge.

We worked with the Core77 team to review all the contest submissions received over the last month, and today are pleased to announce the contest winners.



(via Core77)

The latest 1 Hour Design Challenge, The Future of Digital Reading was based on Portigal Consulting’s Reading Ahead initiative—recent research around books, reading, behavior, and technology. There was great interest in this competition—it’s a hot topic these days of course, with introductions of new e-readers and a constant stream of “end-of-print” articles—and we had tremendous participation from design schools, individuals, and professional design firms.

The research provided for this design challenge was infused with stories about real people, so entries that referenced people and their habits were the most successful. Indeed, entries that embraced story-telling as a way to get their concepts across were much more compelling than those which simply presented a comprehensive list of features. (Yes, we get that the future is OLED displays!) It was daunting to see the number of submissions that were essentially a Kindle with feature statements that did away with the acknowledged limitations, so entries that ran the other way had a good chance of standing out. Still, there was great design thinking here, and a ton of design innovation here, and we were thrilled to see people (and teams) digging deep into the research and trying to refract it through the lens of artifact and experience.

This 1 Hour Design Challenge was a tough one to jury, but here (in suspenseful order…the Winner’s at the end) are the judges’ selections and comments. Congratulations to the Winner and Notables, and thanks to everyone who participated! Portigal Consulting and Core77 will each be donating $300, in the name of the prize winner, to 826 Valencia (a nonprofit that helps kids with expository and creative writing, and San Francisco’s only independent pirate supply store). 826 Valencia will put together a celebratory gift bag (i.e., pirate booty!) to honor the winner.

And now for the results:

Notable: The PaperBack
Design: Stephanie Aaron, Kristin Grafe & Eric St. Onge (SVA MFA in Interaction Design, Class of 2011)
1hdc-1

The PaperBack provided several nice design solutions in one package. We were charmed with the notion of displaying the cover of the book on the back side of the device for others to see (of course, we’d expect a “hide cover” option in the preferences!), and the flip-the-book-over action to turn the page is something we liked from a couple of the entries. The user’s ability to customize the form factor to modify the book—from paperback to novel—was a great start, but we felt that it perhaps didn’t go far enough. Maybe combining this with the next Notable entry, “The Page,” would make for the killer concept.


Notable: The Page: Adaptive Delivery Device
Design: Manny Darden, Jae Yeop Kim & Scott Liao (Graduate Candidates, Media Design Program, Art Center College of Design)
1hdc-2

It was irresistible to conflate “The PaperBack” device above with this concept, taking the form factor all the way to a newspaper-scale object. And self-supporting no less! The Page embraces some of the graphic conventions we’ve grown to love (in this case The New York Times) but then brings some live navigation and hand gestures into the mix. The photographs make for a compelling presentation, and again, made us dream about a device that folds all the way from a paperback out to a newspaper. Utopian? You bet.


Notable: Gutenberg
Design: Cameron Nielsen
1hdc-3
Cameron’s Gutenberg Local/Global Bookmaker considered a novel solution (pun intended): at-home book-making. Companies like Blurb have sprung up to address this as a service, but could print-on-demand happen in the home? We have the technology to print paper, but we don’t have the ability to make actual books. Provocative, with a sweet rendering, this entry made us think about revisiting a low-tech artifact rather than running immediately to an e-reader device.


Notable: Flipit
Design: Jdouble
1hdc-4

While the thrust of Jdouble’s flipit is (gulp) a Kindle with a different (and better UI), the brilliant innovation was the Tamagotchi-like feature: As the user reads more, the device gives positive feedback (in this case, a facial expression). The design research identified how social the act of reading can truly be, so it was a nice touch that the designer considered how the device itself could participate in the social behavior (a theory that is well supported by the work by Nass and Reeves at Stanford).


Notable: Booklight
Design: Kicker Studios
1hdc-5

Kicker’s Booklight rethinks where the digital data is. The classic solution for an e-book is that the data resides inside the device and comes to us up through a screen. The Booklight form factor, in contrast, is an embodiment of their rethinking: the content is projected down onto any blank book, decoupling the content from the presentation of the content. The Booklight lets the user select the size, heft, and feel of the surface they want to read on, giving back the tactility of the bound book many have grown to love. We were also amused to note that Kicker, known for phrases like “Tap is the New Click,” didn’t fall into the touchscreen swipe-to-turn-the-page interaction ubiquitous in the other submissions. Such restraint!


Notable: Mocks
Design: Stacey Greenebaum
1hdc-6

Stacey Greenebaum’s Mocks doesn’t try to solve everything; it takes one piece of the ecosystem and offers a provocative solution. People need to display their identity through their books, but as books move from atoms to bits, why not have a product that simply displays book titles in the home? The question of whether those titles represent actual or aspirational reading strips the identity issue down to its core: in that social moment at least, it’s not about the content.


WINNER: SuperFlyer 5000
Design: Hot Studio

Hot-Studio-superflyer-1

And, we have a winner! Hot Studio and Friends, with their concept for shared living room reading, takes the grand prize. There was a serious case of kitchen-sinkism on this (massive entry), but perhaps this was understandable given the large team they convened for the effort. While life in the living room is increasingly fragmented across devices, and media content keeps upping the hyper in order to grab some fraction of our attention span, Hot has a big idea a la Slow Food: bringing reading back into the media room so people can spend time together…with books. This concept reconsiders the entire reading gesture, going from hand-held/one foot away, to hands-free/10 feet away. Research participants told us that they saw books as a respite from their over-connected, screen-based lifestyles; here’s an application of those digital technologies that has the potential to engage people with reading in a new way.

The team also deserves special mention for the quality of their effort. They illustrate their solutions in a variety of ways, showing the power of quick-and-dirty paper and Photoshop prototyping.

1hdc-7

In bringing people together to create and inspire each other, they’ve generated a best-in-class artifact that reveals great process, uses scenarios based on research participants, and a demonstration of how humor can help sell an idea. Hot Studio modeled how it really should be done. Kudos!

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The unholy child of anthropology and marketing? Or a great idea…or both? October 30th, 2009

Michael Cannell posted yesterday at Fast Company on design firm Blu-Dot’s fascinating new campaign, in which they are going to give away chairs by leaving them on the streets of New York, and then use GPS embedded in the chairs to track them down. According to Michael Hart of Mono, the ad firm that developed the idea with Blu-Dot:

If all goes according to plan, the video crew will use the GPS to find the chairs a few months from now. They’ll knock on doors and interview the owners–homeless people, Apartment Therapy readers, whoever they turn out to be–about why they took the chairs and how they use them. “Where does great design end up in New York? What sort of a person invites these chairs into their homes?”

Wow – there are so many layers to this. The brilliant experimental marketing layer, the Big Brother-ish invasion of privacy layer, the genius “guaranteed-to-get-talked-and-written-about” PR layer, the “no-marketing-message-included” layer reminiscent of “no-brand” brand Muji, the Chris Anderson “free” layer, and finally, the anthropological, archeological, design research find-out-where-the-chairs-go layer, which in and of itself would be a great conceptual art project or social experiment.

This project–what do you even call it? Is it a project, a campaign, an experiment?–really takes the openness and creative potential of contemporary marketing and runs with it.

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Microsoft gets bookish September 25th, 2009

In our recent Reading Ahead research, we heard a lot from people about the physicality of books: how significant their tactile qualities and the kinesthetic experiences they afford are to the reading experience. So it’s interesting to see Microsoft going in a book-like direction with their Courier tablet device, here at Gizmodo.

While not explicitly geared towards reading, the Courier experience shown in the video below leverages some of the kinesthetics of book use, such as page turning (at least a digital approximation) and annotation.

What seems particularly promising here is development towards a synthesis of digital and analog gestural languages.


Related:
One Hour Design Challenge – Enter our Reading Ahead-based design competition in partnership with Core77 (the submission period ends Oct. 14)

The Trapper-Kindle – a response to the One Hour Design Challenge

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5 Keys to Successful Design Research September 9th, 2009

hack2work
Our friends at Core77 have launched Hack2Work: Essential Tips for the Design Professional.

The feature includes a generous serving of amazing content including pieces by Tim Brown, Alissa Walker, Michael Bierut, and Liz Danzico. My contribution is 5 Keys to Successful Design Research

1. Embrace your participants’ world view
Great research will help you understand how the people you are designing for organize and describe the world. Their words reveal their frame of mind. That means you must discover your own jargon, and let it go. Just because you are designing a netbook doesn’t mean that your research participants will view it as anything other than a “tiny laptop.”
[more]

Check it out!

Previously: Hack2School: Practice noticing stuff and telling stories

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