Está en la página 1de 7

7

2
10x10

Let’s Get Physical


Unlocking the
(with Services)
Infinite Library

— Adam Little
Ritik Dholakia
User Experience
Director Designer
of Strategy, Method

Create
Exposed!
a Strategic Advantage
How
Will tablets
can brands
save publishing?
enhance their Should
offering
content
and be
connect
protectedwith
by pay
theirwalls?
customers
Are micropayments
in more personal theand
key
immediate
to the future?
ways?
As revered
The latest
newspapers,
technologymagazines,
is allowing
brands
and networks
to offerface
customers
extinction,
tangible
content
goods
publishers
that
provide
need to intangible
face a moreservices,
fundamental
and brands
challenge:
can create
to think
a
strategic
differentlyadvantage
about the by
value
thinking
of content.
with service in mind.

Method

method.com
Let’s Get Physical (with Services) — Adam Little, User Experience Designer

Service Touchpoints Matrix:


an array that maps all service
touchpoints against possible

Design user intentions in order to


identify possible customer

Tools journeys.

Service Blueprint: Customer Journey Map:


a technical diagram describing a visual representation of a
time in a service by objectively service from the point of view
representing the system in a of a customer.
sequence of linear events.

The Hybrid Product-Service Borrowing from Service Design

From pill bottles that send SMS reminders to picture frames that In 2007, Apple Computer, Inc. officially dropped “Computer”
receive email attachments, the ability to embed information in from their name. Today, they are the world’s largest music retail-
everything around us is profoundly affecting the products we er, accounting for 25% of all music sales in the US. Driving this
use in our daily lives. New product categories like networked success is the iPod, which has become an iconic example of a
appliances and wearable sensors are combining more than just hybrid product-service. Owning an iPod also means owning a
industrial design with software design — they are combining suite of Apple services: the iTunes Store, Genius recommenda-
the information age and the service economy. In an era when tions, and multiple support channels. This approach has proven
consumers expect products to be more than tangible objects, successful — to date, nearly 300 million iPods have been sold.
brands need to think with a service mindset to enhance their
offering and connect with their customers in more personal and
immediate ways. Nike’s technologically enhanced running shoes and accesso-
ries help you become a better runner. Fiat’s Eco:Drive applica-
tion uses data from your car to create a map and deliver tips
Brands are already taking advantage of the latest technology to that help you drive more efficiently. Such examples are only a
offer their customers tangible goods that offer intangible ser- glimpse into the opportunities that can emerge when service
vices. Barnes & Noble has created such a hybrid product-ser- thinking is applied to the latest product designs.
vice with the Nook, which mimics the traditional service model
of in-store shopping and assistance from sales associates. The
Nook has now converged shopping and reading into a single It is no secret that services, even for manufacturing organiza-
device, while also offering recommendations and assistance tions, can be the key differentiator between competition and
in other ways. Barnes & Noble, like Amazon before them, have the primary generator of income. Customer loyalty depends
materialized their service offering into a consumer product that on good service; not only do customers expect it, but it is part
has in turn increased their revenue 21%. of their values. Recent economic and environmental turmoil is
shifting people from passive consumers of products to active
co-creators of experiences.
So how can brands known for physical products, not services,
engage their customers like the service industry does? How will
designers of physical and digital experiences create products Products designed for the service age will capture diverse
that make this possible? To create these service-age gadgets, revenue streams and deepen engagement and loyalty by de-
we must look at the methods used in Service Design, a disci- livering more value. When seeking service innovation, some of
pline that is quickly coming into the spotlight. the world’s most recognizable brands have benefited directly
from service design, including Virgin Atlantic, Bank of America,
and the BBC. What service designers have recognized is that
a brand’s direct competition should not be the main reference
point for any strategy. Instead, the brand must reflect the people
involved in the service – both those consuming and delivering.
There are four key methods to crafting smart services that ex-
ecutives, entrepreneurs, and designers alike should be aware of.

Method, Inc. 10x10


Let’s Get Physical (with Services) — Adam Little, User Experience Designer

“Customer experience is bigger than


customer service in that it is the full,
end-to-end experience. It starts when
you first hear about Amazon from a
friend, and ends when you get the package
in the mail and open it.”

1 2
— Jeff Bezos,
CEO, Amazon.com

Look at Both Sides Will This Work?


Currently, strong user-centered design focuses on the outside- Prototypes discover where a design works and where it fails.
in. This method attempts to form an empathetic understanding The desired fidelity of any prototype is “just enough” so that
of the users of a product in order to uncover new needs and when it fails, the failure is early and, with any luck, cheap. With
opportunities. However, services differ from products in that “experience prototyping,” service designers strive for active
consumption happens at the very same moment as production, participation of users and stakeholders and a backseat role for
making the producer of equal importance to the consumer. For themselves.
that reason, services must also be designed from the inside-out
and engage stakeholders involved - from the executive to the
sales associate - in creating the service experience. One solu- Take for example a concept for a service that is a partnership
tion is using co-design sessions. between a public library and local hotels. Hotel guests can ac-
cess local knowledge through the library and have books, CDs,
and DVDs waiting at their hotel room upon arrival. This supports
Co-design sessions are intended to encourage people on all the library’s mission and is a premium service that hotels can
sides of the service (the customer, producer & stakeholder) to offer. But would hotel guests actually use this? What material
share experiences and expertise, engage with other parts of would they be interested in? Would hotel staff be able to man-
the organization, and envision creative ideas. Co-design ses- age the responsibilities?
sions are a forum for this, often through the use of games and
creative activities. Role-playing can be used to act out people’s
perceptions of a service. Sending participants into the field with To prototype this concept, service designers would simulate the
a camera can help draw observations and structure insights for experience in an existing hotel. Hotel guests would be given
discussion. welcome packets with a curated library catalogue, order forms,
tourist information, and a feedback form. The receptionists
would have a selection of library material, and inside each item
The goal is to understand not only what people desire, but how are other props made by the service designers: a check-out
the producers can effectively deliver the service. card and custom bookmarks with related tourist sights. The
prototype runs for a few days with hotel staff playing along.
Hotel guests must believe the service is real. The designers will
observe the experiences, collect feedback, and involve them-
selves only when necessary.

In designing the next generation of digital devices, the experi-


ence is more than the sum of interactions, and prototyping the
experience will be crucial.

Method, Inc. 10x10


Let’s Get Physical (with Services) — Adam Little, User Experience Designer

Purchase 1
Improving
the Customer
Experience
Flight Status Check 2 How service design can
soften the tension of flying
and improve Virgin’s customer
service using a combination
of human and technological
Check-In 3 service interactions.

Take-off 4

Touchpoints outside of brand where


service interaction can improve

In-flight Service 5

Arrival 6
Flight attendant and brand
interface touchpoints

Method, Inc. 10x10


Let’s Get Physical (with Services) — Adam Little, User Experience Designer

3 4
Map the Journey
Services are comprised of many individual, and often intangible,
touchpoints that happen over time and space. Because of this
defining characteristic, service designers need to map out the
formal elements of the producer’s work on the “back stage” with
the customer experiences of the “front stage,” and the role of
the “actors” on each side.

Consider the customer journey with Virgin America. Despite


being known for their attention to service online and in-person,
there are also several non-brand interactions that influence the
travel experience: security checkpoints, delays on the runway,
pesky seat neighbors. Service designers must consider these
moments because they affect the overall experience but cannot
be controlled. The design choices made should be continuous
and prescriptive, but have enough flexibility so that one flaw
does not have repercussions on the rest of the experience. After
all, no trip to the airport is perfect, and Virgin would not want to
Tell the Story
Traditionally, video scenarios and storyboards are tools design-
ers use to communicate how a concept works. Service design-
ers, however, are adept at using these tools to tell authentic
and compelling stories about the people using the service.
Their stories focus on the value of the concept and the nuanced
experiences people have with it.

The hotel-library service example involves several touchpoints


that need to be designed and communicated but there is more
to the service than just that. To communicate the true value,
a video about the service would feature librarians, hotel staff,
and hotel guests sharing their experience in their own words.
Although scripted, it is based on real-life scenarios uncovered
during research. Video is a compelling storytelling tool for
explaining the features that comprise a service along with per-
spectives of the people involved on all different sides.

be responsible for experiences over which they have no control.


Today’s devices are no longer things that people interact with
but instead platforms that allow people to interact with each
Service blueprints, touchpoint matrixes, and customer journey other and these are the stories that designers need to tell.
maps are useful tools for breaking down services into se-
quences. These maps explore individual roles of producers and
customers while also identifying opportunities for innovation or Conclusion
improvement. They also prioritize ideas, plan next steps, and In recent years, interest in service design has escalated as com-
maintain a consistent vision. panies begin to recognize that innovating their service offering is
the best opportunity to create competitive advantage. Product
oriented brands must use these principles to deliver not just
great customer-service experiences, but consumer products
that enable entirely new services. In the post-digital world where
processors are embedded in everything around us, these op-
portunities should not be underestimated, especially when the
outcome is customer loyalty, brand engagement, and increased
revenue.

Services can be
the key differentiator between
competition and the primary
generator of income.
Method, Inc. 10x10
7
Let’s Get Physical (with Services)
By Adam Little, User Experience Designer

About the Author


As part of Method’s User Experience
team, Adam collaborates with multidisci-
plinary project teams to envision and
create digital experiences that focus on
meeting the needs of people using them.
Adam’s specialities include user research
methods, concept development, user
scenarios & storytelling, and functional
interface design.
At Method he has contributed to products
and services including content strategies
for MySpace, next generation concept
development for Microsoft Kin and
More to
interface design for an innovative Internet
startup.

About 10x10
Parenting 101

2010 marks Method’s 10 year anniver-


sary, and we are only looking forward.
Written by our own industry leaders, we
are launching the 10x10 series, which will
come
focus on game changing topics that will
fundamentally impact today’s brands and
their search for new revenue streams.

1 Cable’s Lost Generation


next

2 Unlocking the Infinite Library

3 Entertain Me Now

4 Place, Space and the Mobile Interface

5 Gaming for Behavior Change

6 Changing Retail Currency


Seventh Issue

7 Let’s Get Physical (with Services)


This Is the

8 Parenting 101

9 Power to the People

10 Welcome to the Metaverse

Method, Inc. 10x10


10x10

About Method

Method is a brand experience agency with offices


based in San Francisco, New York and London. Our
clients are best described as owners of progressive,
era defining brands, and include Google, Comcast,
Nordstrom, Sony, Samsung, Nokia, Microsoft, Time
Warner, Intel, and BBC. Collaboratively, we help them
create products, services and businesses that are
smart, beautiful and extendable.

For more information visit www.method.com.

Method
Locations

San Francisco
New York
London

Contact

Lindsay Liu
Marketing Manager
lindsay@method.com
646.825.5242

method.com

También podría gustarte