Experience Design

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Showing posts with label product design. Show all posts
Showing posts with label product design. Show all posts

Friday, 2 September 2011

Jumping to Solutions

Posted on 00:52 by Unknown

What do you think is the biggest challenge in an Ideation exercise?

Why do you think, most of the solutions fail?

Why does even research does not bring out all the issues?

How can you hold a brainstorming session to build a solution more fruitful and effective?

As we deal with these barriers and many more, we realize that there is a key to at least put ourselves on the right track. The key is obviously driven by the capability of the people working on the problem. But, as long as a conscious effort is made to remember the key, we would not lose our focus.

And, no we are not going to suggest that building a clear objective is the key. Although, we do not deny the importance of building a clear objective, but we are going to delve one level deeper. And we are going to explain it with the help of some examples.

So, what is this key? The key is to understand the underlying systems, components, players and influencers before jumping on to solutions. In other words, it is necessary to first understand what the problem is. 

Right Approach
Wrong Approach

Now, let’s go through some examples:

Example 1:
One of the big problems in South Africa that people were trying to tackle was human-elephant conflict. Elephants used to encroach on farmland and destroy livelihoods. In response, some farmers resorted to poisoning or shooting elephants.
Environment conservationists jumped to solutions for solving this problem. All kinds of modern technology solutions were proposed, and many trialled: Electric fences, RFID tagging, sensors and live-GSM-tracking among them. Most of the solutions failed since they were not replicable, scalable, and/or affordable.

Solution: Elephants run away when they encounter bees. According to this BBC article, early research in Kenya indicates hives can be a very effective barrier, so much so that 97% of attempted elephant raids were aborted. Where satellites, RFID tags and mobile phones failed, humble honey bees proved to be the answer. 

Also note how honey bees also proved to be an alternate source of income! 

Example 2:
Wimbledon had an interesting battle on and off the courts: against the pigeons. Each summer, as tennis players battle it out on the lawn courts, the authorities used to battle and stop pigeons from interfering with the play. Authorities armored themselves with all sorts of modern technology that was available: lasers and radio controlled aircraft to gas guns and ultrasound emitters. Now, we can understand what the courts would have looked like with all equipments, like a battleground?

Solution: Now, if we look from a pigeon’s perspective, all these high tech equipment might be dangerous, but nothing is a match to a bird of prey! Hence, Wimbledon’s answer doesn’t involve anything more high-tech than a bird of prey! A few laps by Rufus, the hawk, around the tennis courts are enough to scare the hardiest of pigeons away! (Source: http://www.bbc.co.uk/news/business-13939805)

In India, we solve a similar problem of monkeys using langurs to scare them off!  

Example 3:
One very big cosmetics company in Japan received a complaint that a consumer had bought a soap box that was empty. Management of the company immediately traced the problem to the assembly line that conveyed all the packaged boxes of soap to the delivery department. For some reason, one soap box went through the assembly line empty. 

Management asked its engineers to solve the problem. The engineers worked hard on the first solution that came to mind, using X-ray technology. They devised an X-ray machine with high-resolution monitors. Two workers were deployed full-time to monitor all the soap boxes that passed through the line to make sure they were not empty. They managed to solve the problem but it was an expensive solution.

Solution: The solution was taken to the assembly line and the installation was started. Out of curiosity, one of the workers asked about the installation. On hearing the whole story, he told his engineering manager that the solution was much easier – install a fan- it will blow away all the empty boxes and the assembly line will deliver only full, heavier packages!

Conclusion: As our world is becoming more complex, our problems are becoming even worse! We have numerous methodologies to solve these complex problems, but we observe, increasingly that these solutions are not s effective or efficient as we would have liked them to be! The reason, which we also call the “key”, to get our final solution right to a greater extent is not to jump onto solutions. Some of the examples here might help us in realizing our shortcomings, hence, improving our methodologies and thinking!
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Posted in brainstorming, design, design thinking, ideation, problem, product design, service design, solution, solutioning exercise, User Experience, User Experience Design | No comments

Thursday, 7 July 2011

Dissecting Discipline of Designing Experiences

Posted on 09:30 by Unknown
Often I come across different viewpoints on Experience Design discipline about what it is and what exactly experience designers do. The executioner’s (in software business) school of thought is that experience design is the practice of designing technology products and services (each of which is a human experience) based on the consideration of an individual's or a group's needs, tasks, desires, beliefs, knowledge, skills, experiences, and perceptions. Thus, it results into achieving certain user goals and leads to a successful system acceptance by users.

The other school of thought is more at an abstract level that defines experience design as a discipline of designing mental journeys that leaves the customer with memories of having performed something special, meaningful, engaging, with sense of achievement or just fun and entertainment.

Like any other discipline, I think experience design can also be understood as an organized production system that is about creating output in the form of desired experiences using available inputs such as knowledge and ideas, and finally using resources in the form of design processes and skills.


Let’s take an example of thematic restaurants. Today, food is more of an experience rather than a necessity, as only a minor part of the average income (approximately 10 per cent) is spent on food.

Dining is a combined body and mind (sensory) experience and has aspects of culture and society. The body tastes, smells, sees, hears, feels and digests the food. The mind reads the food consciously and unconsciously in the form of activated emotions and memories.

Theme restaurants are cautiously designed to deliver customer experiences by influencing customer’s state of mind with the right ambiance, environment, lighting, music/live performance, and personal service on top of the food served to stimulate emotions like happiness and so on. A great deal of skills and processes are required to accomplish delivery of such desired experiences in the restaurant business.

Another example could be watching theater, which is another form of immersive experience thoughtfully crafted for audience. The stage performances are scripted around a theme to entertain and educate audience (selective sometimes) by stimulating emotions such as anger, happiness, surprise, confusion, and more.

The two examples mentioned above can help us dissect different aspects of organized experience delivery system.



Core Activity
The core activity is what a customer wants to accomplish as a task or an activity. For example, watching a play in a theater or eating in a restaurant.

The Concept (or the ‘Feel’)
The core concept is the theme that the customer admires and what the product stands for. For example, a concept “Happiness is in small moments of life and must be shared” is the theme of Unilever ice cream brand and is well translated into the design of ice cream packaging and ice cream vending machine designs where in a customer is delivered ice cream when he/she smiles into the face recognition system. See demo

Peripheral Experience
Peripherals are supporting experiences (part of the overall customer experience) to which a customer initially pays extra emphasis. For example, the way seating is arranged, welcoming gesture at the entry, cleanliness, and so on.

Core Experience
Core experiences are activities in which a customer gets involved physically and mentally. For example, taste of the food, dialog delivery of an actor, sound and music and so on. Developing core experience is a skilled job and the output is actively consumed by customers. However, core experience cannot be appreciated without a good theme.

Support Services
Support services are materials such as cutlery, menu, and order delivery that are used to accomplish the core activity.

Such a dissection would help in understanding design and delivery of experiences. In my next blog I will make an attempt to explore how a similar approach can be applied in design for software applications.
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Posted in Customer Experience, design thinking, digital experience, engaging experience, product design, User Experience Design | No comments

Tuesday, 17 May 2011

Design for Everyone : Interaction Design for Differently-Abled

Posted on 21:20 by Unknown
“Usefulness is not impaired by imperfection”
Imagine a world with improved interaction, design of everyday things for differently able, bringing them to be a part of a country’s economic growth. This area has immense scope for designers from all disciples especially Interaction Design to benefit a social group that has not yet been able to access the full benefits of technology.


Wikipedia defines Interaction design: the structure and content of communication between two or more interactive "beings" to understand each other. Designing interaction for the applications, websites usable for differently able people aims in bringing millions of people in developing the country. Taking only the Indian context: According to WHO figure, 10 % of the Indian population is physically challenged; the Spastic Society quotes 70 million people with disabilities. The idea is to create a common platform embracing the technology and Interaction, gesture study of the differently able .Create meaningful relationships between people and the products and services that they use, from computers to mobile devices to appliances and beyond.
 
Broadly this can be categorized in broad groups i.e physical disability, sensory disability etc(http://en.wikipedia.org/wiki/Disability). Accessibility is a challenge for people with disabilities. Differences in cognitive ability, sensory impairments, motor dexterity, and behavioral and social skills must be taken into account when designing interfaces using technology, assistive technology. The subject is complex in its own special way. The thought is to:
  • Create an interaction pattern before designing a product.
    • For the products that are ergonomically well designed for a commoner would prove useless for the disabled unless some redesign done.
    • Almost all the web based applications that exist currently needs to be redesigned for the differently able.
    • The interaction of these people with everyday products is important for designers to better understand their needs
  • Study gestures minutely to know the touchpoints and movements.
  • Iterate on already used and approved products and interfaces.
  • Usability testing becomes quintessential for such products, since most of our assumptions fail in these scenarios.
  • Each person is different in its own unique way, with extensive study, a pattern can be found that leads to the design of everyday things.
( in pic: mapping different position of fingers, touchpoints, approach of thumbs and fingers )

There are many communication and interaction devices for general people, but, the current communication interfaces and services are challenges for spastic individuals. The most sought after interactions by such people include simple services like changing a TV channel, playing a game, reading a book or keeping oneself busy. These are just a few of the scenarios that needs design > redesign .

Differently abled have the capability to adapt to changes better than able population. The people around these have a exceptional ideas to redesign everyday products to suit the needs in-a-way like jugaad . It is possible to design or reiterate the design to suite the need of people with disability.


Take an example of spastic people. They have restrictive movements of muscles, hence they can’t make abrupt movements or gestures. Detailed study of only one action ,has lead to evolving Assistive Technology products like jelly bean, switches etc, Text to speech, touch typing software brings some relief for using desktop applications. These are simple ideas but very useful. Ideas as simple as these can change somebody’s life and can make them one of us.

Thanks Ankush for reviewing the draft.
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Posted in assitive technology, disable, interaction design, interaction pattern, physically challenged, product design, spastic society of karnataka | No comments
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