people-first design paper
TRANSCRIPT
People-First Design: Design Thinking and Management
The most important thing about a point of view is to have one.
Design is Hot Enlightened companies are talking about design and its benefits like never before. Product, brand and service design are on the agenda because they speak volumes about the company that produced them, its values and priori@es. It is also good business as smart design makes money. Yet so few do this or do it remotely well. One cannot aDend a design or marke@ng conference without Apple being lauded as the pinnacle of design thinking. In December, 2013 I was a Keynote speaker at the Tsinghua Interna@onal Design Management Symposium in Shenzhen, China and joked with fellow presenters about who would be first to men@on Apple. The joke is actually a biDer one because there are few other companies to cite. There are many reasons for this drought. Design and its prac@ce have been made overly complex. We have assigned words, processes and tools to design that confuse more than enlighten. Now “design” is analogous to “strategy”. It is a word that has come to mean so much that it means almost nothing when we hear it. The second reason is puUng design at the heart of an organiza@on is tough stuff. Business is complex with many compe@ng priori@es and focuses. Too oXen design is viewed as a suppor@ng player. Where design is at in business today holds eerie parallels to where branding was ten years ago. Design advocates are aDemp@ng to convince the C-‐Suite that a Chief Design Officer should be at the ‘big-‐boys’ table. I sat on a panel in Shenzhen and one of my fellow panelists stated, “Design should not be a department or func@on within a company. Design should be everything the company does.” I cannot tell you how many @mes I heard exactly the same thing at branding and marke@ng conferences in reference to brand over the past twenty years. I intend to circle back on this observa@on at the close of the paper but first it is important to set the stage.
2
Shenzhen
Level SeUng The Design Management Ins@tute has done the industry a favor by penning a smart defini@on:
“Simply put, design management is the business side of design. Design management encompasses the ongoing processes, business decisions, and strategies that enable innova@on and create effec@vely-‐designed products, services, communica@ons, environments, and brands that enhance our quality of life and provide organiza@onal success.”
Design management is about good business because it solves real problems by improving people’s lives. What this means to me is, design can do good and make money. I also believe it is a noble pursuit because it is extremely difficult.
3 3
A significant part of what makes design so challenging is how we all subjec@vely judge it. Design is hugely personal. Yet, in business it can be evaluated based on commercial success. That is because great design must sa@sfy a need or a want or ideally both. It must compel people to engage with it. Even beDer is when people share it with others. Design management started with product design. Businesses learned that they could differen@ate by using consistent and dis@nc@ve design. This gave way to brand design and now companies are challenged with service design which is incredibly complex. Today we see such elegance in the design of every day products and their packaging.
needs & wants
Through products and packaging, companies learned that design could be a strategic asset in brand equity, differen@a@on, and product quality. This gave rise to brand design management. It helps align products within the product range and establishes a clear design language. It promotes a company’s brand by communica@ng a clear set of values. This is an area I have spent a great deal of my career.
4
Each of these brand’s logos is filled with meaning that the companies have taken great pains to achieve. Whether it be value, quality, or exclusivity, each of these values are deliberate strategic decisions. That brings us to the challenging prac@ce of service design. The aim is to improve the quality of the service, the interac@on between the service provider and its customers and the customer's experience. It is arguably the most complex form of design management. There are four reasons for this:
Services are intangible. They have no physical form and they cannot be seen before purchase or taken home. Services are unique. Unlike tangible products, no two service delivery experiences are alike. Services are inseparable. The act of supplying a service is inseparable from the customer’s act of consuming it. Services are perishable. They cannot be inventoried.
The good new is there is a shared process to apply whether it be product, brand or service design. For me it all starts with a very simple ques@on.
What Problem Are You Trying To Solve? Design management is the business of design so it must solve business problems. Its purpose is to capture opportunity, to innovate so we can enhance and improve people’s lives. This compels them to buy what we offer. I believe it is the most beau@ful form of business. When Andy Warhol said, “Being good in business is the most fascina@ng kind of art.”, I believe he was referring to an exchange of value. In its simplest form, a company designs solu@ons for its customers and those customers compensate the company by paying, by remaining loyal and by telling others about their experiences. Warhol was not referring to design for design’s sake. The curving picnic bench is beau@ful but it is art because it lacks commercial sensibility and applica@on. My colleague, Simon Bolton of Birmingham City University is fond of saying, “You do not sell design, you sell solu@ons.”
The process requires asking the right ques@ons. It begins with the problem we are trying to solve and when I work with clients that leads to three fundamental ques@ons.
What do you have that is unique? Who wants or needs it? How do they like to be engaged?
Let’s see how they apply to a few different cases. Designers Mike & Maaike asked a very simple ques@on…can wallpaper serve a highly func@onal purpose? I love what they concluded through smart, simple design that serves a business purpose and makes lives easier. They created Wayfinder wallpaper. It transcends language, employs color coding and just makes sense. It helps direct people in a visually pleasing way to exits and loca@ons. It reminds me of Arthur Koestler’s quote, “The more original a discovery, the more obvious it seems aXerwards.” This seems very obvious aXer viewing. Apple design chief Sir Jonathan Ive has his own view on this topic, "So much of what we try to do is get to a point where the solu@on seems inevitable: you know, you think "of course it's that way, why would it be any other way?" It looks so obvious, but that sense of inevitability in the solu@on is really hard to achieve."
5
6
The next is a great example of aDemp@ng to solve a problem is finding new uses for old space. This was the problem posed to architects in The Netherlands. Specifically how do you convert a beau@ful old church into a bookstore? How do you retain its uniqueness while making it func@onal and relevant given its new purpose?
Pu8ng People First Each of these examples shares the most cri@cal considera@on. Each solu@on puts people first. They solve real problems. Make people’s lives easier and more enjoyable. More importantly, what I call “People-‐First Design Management” makes each person believe it was designed solely for them. This is incredibly difficult to accomplish. You can be the smartest, most talented and crea@ve person but may s@ll not be equipped to do this. It takes a few special quali@es. We all know that children are extremely inquisi@ve. They love to experiment and inves@gate. They are seeing everything for the first @me and are amazed. This prompts them to ask ques@ons. In fact, a recent study shows that children ask 150 probing ques@ons a day. They are trying to figure things out. They ask why things work they way they do. They wonder if things can change for the beDer. And they are not afraid to say that they do not understand. Then something changes when children grow up. The same study found that adults only ask 6. Over @me we seem to lose our interest. We assume that the way things are is the way they must stay. We have become less curious. We have lost our childlike wonder with the world. This is sad. This is not good for our world. This makes our world a less interes@ng place because we are not asking the right ques@ons. To develop the most crea@ve solu@ons we must look at problems in a unique and fresh way.
Curiosity itself does not guarantee success in business and design. We must all be objec@ve and not biased in our views, we must possess an intui@veness about people and their behavior, we must observe keenly how people interact with each other and the world around them, we must be able to discern what is important and what is not and lastly we must be percep@ve enough to know that we don’t know everything. I say that because designers must be confident, yet humble. Robert Weider said, “Anyone can look for fashion in a bou@que or history in a museum. The crea@ve person looks for history in a hardware store and fashion in an airport.” This means that inspira@on can come from different places if we are open to being inspired. If we want to make changes in this world through design than we must be open to change. Remember first that you are all problem solvers. Everything you do begins with the ques@on, what problem are we trying to solve? It is when you are uncomfortable that you know you are onto something. This means you have pushed your own thinking and challenged conven@on. Take this example from M&C Saatchi Milano. Imagine spoUng a submarine that had surfaced in the middle of a city street. The adver@sing agency created this amazing installa@on for an insurance client to communicate that anything in our world can happen. It is best to be prepared. It was an uncomfortable campaign idea but executed so brilliantly that it brought about the desired effect of people re-‐examining their insurance needs. It certainly beat doing the predictable and tradi@onal. Embrace Complexity The world is a complex place and many companies and brands do very complex things. So many of my clients ask me to simplify their stories. This I now refuse to do. I tell them not to be ashamed of their complexity but to celebrate it. This does not mean they cannot cleverly and crea@vely demonstrate their complexity.
7
People-‐First Design Management makes each person believe whatever was designed was
designed solely for them. This is not mass customiza@on, it is
mass appeal.
"I think there is a profound and enduring beauty in simplicity; in clarity, in efficiency. True simplicity is derived
from so much more than just the absence of cluDer and ornamenta@on.
It's about bringing order to complexity.” Sir Jonathan Ive
8
At the Symposium my fellow Keynote presenter, Paul Gardien, Vice President, Head of Strategy & Design Innova@on at Philips regaled the audience with his company’s pledge to improve the lives of three billion people. This number is aggressive and impressive but a realis@c figure that Philips has proved it can reach. Sobering was Paul’s admission that just 4% of the ideas Philips explores ever makes it way to market. Depending upon industry this is actually an enviable number. In business ideas die quick or prolonged deaths for scores of reasons. In his presenta@on Paul highlighted the KiDenScanner. This is an ini@a@ve by Philips to remove the mystery and to calm and empower kids undergoing an MRI. Quality images are best acquired with recep@ve, relaxed pa@ents. Yet a child’s fear of the unknown can challenge that goal. The KiDenScanner reduces fear and playfully educates children about the scanning process. Philips examined both the service and product design. The insights were exceedingly human. They recognized that a hospital visit can be overwhelming and undergoing an examina@on without Mom or Dad nearby is scary. But given an opportunity to understand what’s happening, children find the experience easier. Their naturally inquisi@ve minds are reassured when they can “try it out”. Children are encouraged to explore the scanning concept by learning from a small scale version of a scanner. This generic looking model can be used to help describe both the MRI and CT process. First the child chooses a toy to scan. Then he or she puts it on the miniature pa@ent table and pushes it through the opening. This ac@on triggers a flat panel display which presents (in terms kids can understand) a short story explaining how a scanner works and why the exam is needed. The “insides” of the toy are seen on the screen, clarifying the scanner’s purpose. As children play with the KiDenScanner, aDen@on is focused on learning and having fun, so they are less likely to worry about the upcoming procedure. By reducing fear, pediatric pa@ents can more calmly undergo the exam. Calmer pa@ents tend to be more compliant, less ac@ve. This may translate into fewer retakes and improved throughput. The KiDenScanner makes a serious occasion less scary and more effec@ve. This ini@a@ve is part of Philips’ larger “Ambient Experience” offer which removes the mystery and fear of a wide range of healthcare services. I was pleased to learn they term it “People Focused Healthcare”. It has many of the same tenets that appear in this paper and that were found in my People-‐First Design presenta@on in Shenzhen.
Create Wonder Product, brand and service design is not art but that does not mean you cannot create wonder and draw people in. This stunning work for the Berlin Philharmonic instantly intrigues and pulls you in. At first glance, it looks like a room lit by stylish windows un@l we realize it is the inside of a violin. There is also an organ that resembles a complex city.
9
Prac@cing sound design management does not mean it cannot be beau@ful. The Design House Stockholm summed this best by saying, “Don't make something unless is it both necessary and useful but if it is both necessary and useful don't hesitate to make it beau@ful.” Summing Up Design and design management is on the agenda of more and more companies. It is at the place where branding was ten to fiXeen years ago. Branding almost became a buzzword rather than a legi@mate management prac@ce and differen@ator. It is s@ll figh@ng for legi@macy because it has either been over complicated or over simplified and in many cases over promised and under delivered. The same could happen to design. For design and design management to be valued it has to demonstrate a clear return on investment. It will do so by solving business problems, by puUng people first and by making each person believe that whatever was designed was designed solely for them.
Jeff Swystun President and
Chief Marke@ng Officer 416.471.4655