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	<title>marcos nahr, falando sobre design &#187; tools</title>
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	<link>http://www.marcosnahr.com.br</link>
	<description>falando sobre design, tecnologia e o mundo web</description>
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		<title>UI Design Patterns</title>
		<link>http://www.marcosnahr.com.br/ui-design-patterns/</link>
		<comments>http://www.marcosnahr.com.br/ui-design-patterns/#comments</comments>
		<pubDate>Fri, 08 Jan 2010 00:42:45 +0000</pubDate>
		<dc:creator>Marcos Nähr</dc:creator>
				<category><![CDATA[capa]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[design patterns]]></category>
		<category><![CDATA[padrões web]]></category>
		<category><![CDATA[UI]]></category>

		<guid isPermaLink="false">http://www.marcosnahr.com.br/?p=1063</guid>
		<description><![CDATA[Um padrão de design, ou design pattern,  refere-se a uma solução que pode ser reutilizada e aplicada aos problemas gerais do mundo real. Existem muitas maneiras de lidar com um requisito específico de um projeto de interface e – como designer – a coisa mais importante que você pode fazer é selecionar a opção que [...]]]></description>
			<content:encoded><![CDATA[<h2>Um padrão de design, ou design pattern,  refere-se a uma solução que pode ser reutilizada e aplicada aos problemas gerais do mundo real.</h2>
<p>Existem muitas maneiras de lidar com um requisito específico de um projeto de interface e – como designer – a coisa mais importante que você pode fazer é selecionar a opção que melhor reflita as necessidades de seus usuários. Os exemplos abaixo são parte de uma compilação com os melhores dos melhores, publicações online e bibliotecas dedicadas a compartilhar informações e explorar conceitos relativos aos padrões de design de interface do usuário.</p>
<hr /><a title="UI-patterns" href="http://ui-patterns.com/"><img class="alignleft size-thumbnail wp-image-1064" style="margin: 5px;" title="UI patterns" src="http://www.marcosnahr.com.br/wp-content/uploads/2010/01/uip-150x150.gif" alt="" width="125" height="125" /></a> <a title="UI-patterns" href="http://ui-patterns.com/" target="_blank">UI-patterns.com</a></p>
<p>UI-patterns.com é uma coleção de padrões de design onde os designers de interface podem buscar inspiração. O site permite que os usuários manter conjuntos de suas próprias (publicamente acessíveis aos visitantes do site) para que você possa ver outras coleções de padrão de design de interface do usuário.</p>
<hr /><a href="http://konigi.com/showcase/latest"><img class="alignleft size-thumbnail wp-image-1072" style="margin: 5px;" title="konigi" src="http://www.marcosnahr.com.br/wp-content/uploads/2010/01/konigi-150x150.jpg" alt="" width="125" height="125" /></a><a title="Konigi" href="http://konigi.com/showcase/latest" target="_blank">Konigi</a></p>
<p>Konigi destaca exemplos do design de interação e do uso de design visual no mundo-real. Existem muitas formas de utilizar,navegar e encontrar o conteúdo desejado no site, incluindo uma página de Tags populares com as palavras-chave mais usadas divididas em três categorias: palavra-chave, produto e empresa.</p>
<hr /><a href="http://www.welie.com/patterns/index.php"><img class="alignleft size-thumbnail wp-image-1077" style="margin: 5px;" title="Interaction Design Pattern Library" src="http://www.marcosnahr.com.br/wp-content/uploads/2010/01/mines-orange-small-150x150.png" alt="" width="125" height="125" /></a><a title="Welie.com" href="http://www.welie.com/patterns/index.php" target="_blank">Interaction Design Pattern Library</a></p>
<p>Welie.com possui uma biblioteca de padrões de design de interação mantida por Martijn van Welie, Ph.D. em Human Computer Interaction. A biblioteca possui uma tonelada de padrões de design que envolvem várias tarefas de um site. Cada padrão segue um formato específico: o problema, a solução, quando usar o padrão, por que você deve usar o padrão de design e os exemplos do padrão em uso.</p>
<hr /><a href="http://designsnips.com/"><img class="alignleft size-thumbnail wp-image-1079" style="margin: 5px;" title="design|snips" src="http://www.marcosnahr.com.br/wp-content/uploads/2010/01/design_patterns-150x150.gif" alt="" width="125" height="125" /></a><a title="design|snips" href="http://designsnips.com/" target="_blank">design|snips</a></p>
<p>Esta Galeria de design concentra-se em componentes comuns de páginas web bem como nas tendências de design. Design|snips possui mais de 30 categorias, o que permite que se encontre facilmente o padrão de design ou tendência que mais interessam. Além disso, os usuários têm permissão para classificar cada design em destaque na Galeria.</p>
<hr /><a href="http://uipatternfactory.com/"><img class="alignleft size-thumbnail wp-image-1082" style="margin: 5px;" title="The UI Pattern Factory" src="http://www.marcosnahr.com.br/wp-content/uploads/2010/01/gd-150x150.gif" alt="" width="125" height="125" /></a><a title="UI Pattern Factory" href="http://uipatternfactory.com/" target="_blank">The UI Pattern Factory</a></p>
<p>The UI Pattern Factory é uma biblioteca e galeria de design de interface do usuário. O interessante do UI Pattern Factory é que as vezes eles compartilham vídeos para melhor descrever os problemas e soluções de design. Alem disso os usuarios podem contribuir com exemplos que são arquivados em uma conta no Flickr: <a title=" Flickr group: UIPatternFactory.com" href="http://www.flickr.com/groups/uipatternfactory/" target="_blank">UIPatternFactory.com</a></p>
<hr /><a href="http://www.smileycat.com/design_elements/"><img class="alignleft size-thumbnail wp-image-1085" style="margin: 5px;" title="elements of design" src="http://www.marcosnahr.com.br/wp-content/uploads/2010/01/elements-of-design-150x150.jpg" alt="" width="125" height="125" /></a><a title="Elements of Design" href="http://www.smileycat.com/design_elements/" target="_blank">Elements of Design</a></p>
<p>Elements of Design concentra-se em componentes específicos do web design, tais como formulários de login e navegação de site, na esperança de inspirar designers, bem como para realçar modelos que estão se tornando padrão.</p>
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		<title>Mapa da Empatia</title>
		<link>http://www.marcosnahr.com.br/mapa-da-empatia/</link>
		<comments>http://www.marcosnahr.com.br/mapa-da-empatia/#comments</comments>
		<pubDate>Mon, 28 Dec 2009 13:06:03 +0000</pubDate>
		<dc:creator>Marcos Nähr</dc:creator>
				<category><![CDATA[capa]]></category>
		<category><![CDATA[tools]]></category>
		<category><![CDATA[business model]]></category>
		<category><![CDATA[empathy]]></category>
		<category><![CDATA[empatia]]></category>
		<category><![CDATA[visual thinking]]></category>
		<category><![CDATA[xplane]]></category>

		<guid isPermaLink="false">http://www.marcosnahr.com.br/?p=999</guid>
		<description><![CDATA[Algumas empresas investem pesado em pesquisa de mercado, mas geralmente negligenciam a real perspectiva dos clientes/usuários ao desenvolver produtos ou serviços. Um bom modelo de negócios vê o mercado através dos olhos dos consumidores/usuários e portanto ajuda a impedir problemas no futuro. O Mapa da Empatia (Empathy Map), desenvolvido por uma companhia de visual thinking [...]]]></description>
			<content:encoded><![CDATA[<p>Algumas empresas investem pesado em pesquisa de mercado, mas geralmente negligenciam a real perspectiva dos clientes/usuários ao desenvolver produtos ou serviços. Um bom modelo de negócios vê o mercado através dos olhos dos consumidores/usuários e portanto ajuda a impedir problemas no futuro.</p>
<p>O <strong>Mapa da Empatia</strong> (<em>Empathy Map</em>), desenvolvido por uma companhia de visual thinking chamada <a title="XPLANE | the visual thinking company" href="http://www.xplane.com/" target="_blank">XPLANE</a>, é uma ferramenta interessante para quem não tem uma equipe de cientistas sociais ao seu serviço.</p>
<p>Esta ferramenta, que também pode ser chamada de “gerador de perfil de usuários”, ajuda a ir muito além de uma simples análise demográfica. Ela ajuda a gerar um entendimento mais amplo do ambiente, comportamento, dúvidas, preocupações e aspirações dos usuários.</p>
<blockquote><p>Que tipo de serviço ou produto o cliente está realmente interessado em pagar?</p></blockquote>
<p>Esta análise mais profunda, e ampla ao mesmo tempo, permite a criação de um modelo de negócio com um embasamento muito mais coerente, pois você tem condições de saber exatamente por que tipo de serviço ou produto o cliente está realmente interessado em pagar.</p>
<p>O objetivo desta ferramenta é ajudar no contínuo questionamento sobre um modelo de negócio a partir da visão de seus consumidores/usuários.</p>
<div id="attachment_1000" class="wp-caption aligncenter" style="width: 510px"><a href="http://www.marcosnahr.com.br/wp-content/uploads/2009/12/empathy_map.jpg"><img class="size-full wp-image-1000" title="empathy_map" src="http://www.marcosnahr.com.br/wp-content/uploads/2009/12/empathy_map.jpg" alt="The Empathy Map" width="500" height="294" /></a><p class="wp-caption-text">The Empathy Map</p></div>
<p>O que você precisa saber para montar o Mapa de Empatia:</p>
<p>Primeiro faça um <em>brainstorm</em> para descobrir todos os segmentos de consumidores que você gostaria de servir com seu modelo de negócio. Escolha 3 destes segmentos (os mais promissores) e selecione um para o primeiro exercício de perfil.</p>
<p>COmece dando a este usuário um nome e alguns dados demográficos como salário, estado civil, e assim por diante. Depois, usando o modelo abaixo, use um quadro branco ou algo parecido para construir o perfil deste usuário/cliente perguntando e respondendo as 6 perguntas abaixo:</p>
<h3>1. O que ele vê?</h3>
<p>Descreva o que o usuário vê no seu ambiente:<br />
– como este ambiente se parece?<br />
– quem está ao seu redor?<br />
– quem são seus amigos?<br />
– a que tipo de ofertas o usuário está exposto no dia-a-dia?<br />
– que tipo de problemas ele encontra?</p>
<h3>2. O que ele ouve?</h3>
<p>Descreva como o ambiente influencia o usuário:<br />
– o que os amigos dizem?<br />
–  quem realmente o influencia e como?<br />
– quais os canais de mídia influenciam?</p>
<h3>3. O que ele realmente pensa e sente?</h3>
<p>Tente descrever o que se passa na mente do usuário:<br />
– o que é realmente importante para ele (que ele pode não querer dizer em público)?<br />
– imagine as emoções do usuário. o que o move?<br />
– o que faz com que ele fique acordado até tarde da noite?<br />
– tente descrever os sonhos e aspirações do usuário.</p>
<h3>4. O que ele fala e faz?</h3>
<p>Imagine o que o usuário diria ou como ele se comportaria em público:<br />
– qual a atitude do usuário?<br />
– o que ele poderia estar dizendo para outras pessoas?<br />
– Preste atenção especial para conflitos potenciais entre o que o usuário diria e o que ele realmente pensa ou sente.</p>
<h3>5. Quais os conflitos do usuário?</h3>
<p>- qual sua maior frustração?<br />
– que obstáculos existem entre o usuário e o que ele deseja ou aspira?<br />
– que riscos ele teria medo de assumir?</p>
<h3>6. Quais os ganhos para o usuário?</h3>
<p>- o que ele realmente quer conseguir ou atingir?<br />
– como ele mede o sucesso?<br />
– pense em possíveis estratégias ele pode usar para atingir seus objetivos.</p>
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		<title>Service Design</title>
		<link>http://www.marcosnahr.com.br/service-design-methods/</link>
		<comments>http://www.marcosnahr.com.br/service-design-methods/#comments</comments>
		<pubDate>Mon, 23 Nov 2009 18:01:15 +0000</pubDate>
		<dc:creator>Marcos Nähr</dc:creator>
				<category><![CDATA[tools]]></category>
		<category><![CDATA[design tools]]></category>
		<category><![CDATA[methods]]></category>
		<category><![CDATA[service design]]></category>
		<category><![CDATA[toolkit]]></category>

		<guid isPermaLink="false">http://www.marcosnahr.com.br/?p=981</guid>
		<description><![CDATA[Methods help us in a variety of ways throughout the service design process. Here’s a list of service design methods selected and tailored by a company called Engine*: *Founded in 2000, Engine is one of the world’s leading service design and innovation consultancies. 1. Path To Participation What is it? The path to participation is [...]]]></description>
			<content:encoded><![CDATA[<h2>Methods help us in a variety of ways throughout the service design process.</h2>
<p>Here’s a list of service design methods selected and tailored by a company called<strong> </strong><a title="Engine Service Design" href="http://www.enginegroup.co.uk/about_us/" target="_blank"><strong>Engine</strong></a>*:</p>
<p><em>*Founded in 2000, </em><a title="Engine Service Design" href="http://www.enginegroup.co.uk/about_us/" target="_blank"><em>Engine</em></a><em> is one of the world’s leading service design and innovation consultancies.</em></p>
<h3>1. Path To Participation</h3>
<p><strong>What is it?</strong></p>
<p>The path to participation is a diagram or sketch of a participation framework that service interactions can be mapped on. Normally it takes the form of a series of moments drawn as a process.<br />
It can be visualised on different levels; from an operational point of view and as a customer journey.</p>
<p style="text-align: center;"><img class="aligncenter" src="http://engine.pmhclients.com/images/uploads/pathtoparticipationfinal.jpg" alt="image" width="350" height="386" /></p>
<p><strong>What you get</strong></p>
<p>The activity itself of mapping the path to participation is the most valuable output of this method, although the resulting diagram can be used at various stages of a service design project to inspire and check ideas.</p>
<p><strong>When to use it </strong></p>
<p>A well designed service will have considered all paths to participation. The path to participation mapping process can help with the design of customer engagement (how do we attract these customers?) and retention (how do we keep them interested?).</p>
<p>The model is generally used during early generative phases of projects to help the team get a better understanding of an existing service, and to make sure they have considered all the points where the service comes into contact with the user.</p>
<h3>2. Culture hunt</h3>
<p><strong>What it is</strong></p>
<p>The culture hunt is an immersion method in which a designer spends an intensive period of time in a pre-selected group of locations. The aim is to be inspired and gain a deeper understanding of the workings of the particular place of study. Quantity is as important as quality when undertaking a culture hunt.</p>
<p>Activities in the locations may involve observations, ad-hoc interviews, photography and absorbing the atmosphere through taking notes. The trick is to keep the pace up and select stimulating environments.</p>
<p><strong>What you get </strong></p>
<p>The treasure is a collection of observations and insights that can help stimulate ideas. Its best to hunt with two or three others for maximum material.<br />
<img src="http://engine.pmhclients.com/images/uploads/culture-hunt-body.jpg" alt="image" width="383" height="151" /><span>Culture hunt image capture</span></p>
<p><strong>When to use it</strong></p>
<p>When seeking knowledge and inspiration on a topic or environment, usually at early stages of the project to stimulate fresh thinking. It?s a high energy, playful and explorative method.</p>
<h3>3. Participant journals</h3>
<p><strong>What they are</strong></p>
<p>Service design relies heavily on establishing the true needs and practices of both service users and providers. One means of capturing rich, accurate information during a service design project is to equip users and providers with tools called participant probes. These help capture participants’ activities, thoughts and feelings. Journals are an effective and easy to use form of participant probe.</p>
<p><img src="http://engine.pmhclients.com/images/uploads/383x292_journal.jpg" alt="image" width="383" height="262" /></p>
<p>Journals are usually sent to participants with a specific brief on how and when they should be used. Their structure can vary from loose to specific; some are intended to capture a number of experiences over a longer period, while others focus on specific tasks. The very presence of a journal acts as a physical motivator to participants to record their thoughts on a regular basis.</p>
<p>A journal’s information design has a huge impact on how it is used. Exercises that trigger or reveal emotions — both pleasant and unpleasant — can provide useful insight on a variety of experiences over time. Journals must be usable, with any page layout being well considered.</p>
<p>Participant journals are often accompanied with disposable cameras. Images taken help tell the story through the participants’ eyes.</p>
<p><strong>What you get</strong></p>
<p>The journals are returned full of information and knowledge from the participants. Simply put, you get what you’ve asked for. The structure or brief originally set determines how participants respond — and therefore the nature of the data.</p>
<p>Presenting information from the journals to project stakeholders with photos taken by participants helps to build a convincing story. The format of journals allows both easy skimming, and deeper interpretation.</p>
<p><strong>When to use them</strong></p>
<p>Journals are most useful when you need a deep, detailed understanding of the thoughts, feelings or activities of users and other stakeholders. They are used effectively in advance of discovery workshops. Participant journals are usually a good compliment to other design research techniques such as contextual interviews.</p>
<h3>4. Contextual Interview</h3>
<p><strong>What it is</strong></p>
<p>A contextual interview is spending time with a person in their territory often in their home, social place or workspace combining loosely structured interviews and observations.</p>
<p>This technique stems from ethnography in which ethnographers spend months or even years living and observing people in different cultures. In the commercial context ethnographic work has time limitations therefore it is usually restricted to half a day or a few days.</p>
<p>Ethnographers importantly remind their participant to behave as naturally as possible; to do the things they would normally do with the people they would normally do them with and encourage them not to change their behaviour or put on a show for the researcher. The researcher has the sensitive challenge of conducting an interview without it seeming to be an interview, but rather a chat where questions and answers are exchanged in both directions. The best way to do this is to avoid taking notes (occasionally skirting off to the toilet to write them down before you forget!).</p>
<p>Interviews are often conducted with several different types of people for a particular project in order to achieve a broad array of insights. Finding the right people in a short space of time can be difficult. Cash based incentives are the best way to secure the right participants.</p>
<p>The beauty of good ethnographic work is in understanding the reality of people and not working on assumptions.</p>
<p><strong>What you get</strong></p>
<p>Contextual interviews can help to uncover the unknown unknowns. Spending time with a participant reveals a deep understanding of their behaviour, needs, problems, desire and motivations. The output of an interview is rich and meaningful observations and insights that build a story on the participant. The stories can be supported and emphasised by images and video clips.</p>
<p><strong>When to use it</strong></p>
<p>Ethnographic work is used to reveal subjective realities of how people experience different aspects of their lives, as opposed to market research, which is often conducted to verify and validate.</p>
<p>It is usually used in the early stages of a project. Often in service design the stories, observations and insights can be fed into a workshop as great stimulus for conversation and picking apart needs, problems and opportunities for innovation.</p>
<p>It can also be used to bring to life the reality of a strategy by understanding it from the end users perspective.</p>
<h3>5. Distributed Scenario Brainstorm</h3>
<p><strong>What it is</strong><br />
A Distributed Scenario Brainstorm (DSB) is designed to generate creative opportunities for service innovation. This tool is particularly helpful to develop new ideas for services that are situation-specific, such as roadside recovery or holiday packages. These services are usually experienced at different moments and locations and as a result the experiences customers have are usually very dynamic, complex and subjective.</p>
<p>Coming up with innovative ideas for every possible situation and every possible customer can be extremely challenging. That’s when the DSB tool can help. During a DSB session participants use a set of cards depicting a wide range of service moments and <a title="personas" href="http://www.enginegroup.co.uk/service_design/m_page/personas">personas</a>. By randomly picking and combining different personas and service moments, we can focus on specific issues to generate lots of ideas.</p>
<p>A typical brainstorming session involves several rounds of mini-brainstorms around a set of moments and personas. Once participants come up with a good number of ideas (usually ten to fifteen), they select a new set of cards and start a new discussion. This helps to keep the creative momentum while exploring different scenarios within a service.<br />
<strong>What you get</strong><br />
We always end up with a big pile of ideas! We also like to have multidisciplinary groups with people from different areas and backgrounds. We usually have sessions with a mix of service designers, end users and clients. This helps to increase the richness of the ideas and to get buy in from team members — after all, they came up with the ideas themselves!</p>
<p><img src="http://engine.pmhclients.com/images/uploads/dist_scen_brain_1.jpg" alt="image" width="373" height="414" /><br />
<span>Writing down the ideas </span><br />
<strong>When you use it</strong><br />
As a divergent thinking tool, the DSB generates ideas in a rather unstructured way. For this reason, we usually use a DSB during the <a title="Discover and Generate" href="http://www.enginegroup.co.uk/service_design/our_process/">Discover and Generate</a> phases of a project, where the main objective is to challenge existing paradigms and explore new ideas.</p>
<h3>6.Graphic Facilitation</h3>
<p><strong>What it is</strong><br />
Graphic facilitation is a technique for visualizing or scribbling information. During a group brainstorming or workshop session on any subject matter the graphic facilitator is dedicated to capturing the discussion or presentation in a visual format.</p>
<p>The format of capturing is usually sketching on a flipchart or someplace that everyone can see it. This technique helps to stimulate left-brain thinking — the visual part of the brain. It keeps people’s interest, as there’s always something exciting to look at. It’s visual and it’s fun.</p>
<p>This technique is particularly good for obtaining an overall sense of meeting and having something tangible to deliver to project stakeholders. Capturing what people say in images can beat the overload of post-its often used to take notes.<br />
<strong>What you get</strong><br />
During the session you get a visual that [participants can respond to during the session.  Afterworlds you are left with an instant visual summary to show the project stakeholders. This can help you save time as there is less synthesis after a session<br />
<strong>When to use it</strong><br />
Use it to capture a visual summary of any group session. However this technique doesn’t capture the detail and shouldn’t be used to replace minute taking or digital recording so may not be appropriate in a high level strategic meeting.</p>
<h3>7. Co-creation</h3>
<p><strong>What it is</strong><br />
Co-creation is at the heart of what we do. We want to design with users in order to see beyond insights and opinions on a situation, an existing design or a proposed solution, and help people discover their own ideas on how to tackle a problem or make the most of an opportunity.</p>
<p>Co-creation is often run in workshops, but can just as easily be done using blogs, diaries and rapid prototyping. We may guide the discussion with questions, provocations and tools, but we understand that the users we are working with are the real experts on themselves. Fundamentally, we’re asking our users ‘what can be done about it?’</p>
<p><img src="http://engine.pmhclients.com/images/uploads/co_creation_article_01.jpg" alt="image" width="383" height="383" /><br />
<strong>What you get</strong><br />
Users gain a sense of ownership of the project and its outcomes, and may even become champions of the project and process within their organisation or group. Co-creative processes are more easily embedded into an organisation’s workings, whether it be a community, a government department or an international company.</p>
<p>Such projects are more sustainable because users gain the capacity to evolve the design in the future, having experienced why design decisions have been made. This, coupled with appropriate tools can even help nurture a culture of innovation and change within an organisation.<br />
<strong>When to use it</strong><br />
Co-creation is a powerful tool in many situations, but in particular we have found it to be successful in bringing together the needs and ideas of different types of users within an organisation. We’ve designed schools with students, teachers and local community members and worked with different department heads, ‘front line’ workers and customers when designing service propositions and how they will be delivered. It’s also a useful tool to get people ‘on board’ and help spread the word about the project.</p>
<h3>8. Filming</h3>
<p><strong>What it is</strong><br />
Filming can add colour and depth to research, or provide us with insights and opinions we may not have otherwise gleaned. It records the ideas, actions and feelings of stakeholders, often with great honesty.</p>
<p>Filming can be deployed in a range of scenarios for a range of purposes. From a user’s diary recorded on their mobile phone to a professional setup for interviews, the key is to find the right specific methods to get what you want. Who does the filming, where, how, with what and how it may be edited together for your audiences should all be considered before pressing Record.</p>
<p><strong>What you get</strong></p>
<p>You get out what you put in — everything has an impact on the way people will react and the things people will do and say in front of a camera.</p>
<p>The project often informs the decision to choose filming — and the options below may make your film more engaging, exciting and ‘real’ with footage of real customers, users, staff and participants talking about their experiences.</p>
<p>Service prototyping<br />
Role play<br />
Interviews<br />
Video diaries<br />
Ethnographic research<br />
Presentations<br />
Time lapse footage<br />
A user’s point of view</p>
<p><img src="http://engine.pmhclients.com/images/uploads/filming_article.jpg" alt="image" width="383" height="254" /></p>
<p><strong>When to use it</strong></p>
<p>Filming can record lots of ideas very quickly, condense long sequences of time and events into just a few minutes, and good editing and interview technique can produce statements and opinions which can engage project stakeholders.</p>
<p>Filming often requires sensitivity in how it is conducted in order to create an environment where the camera isn’t obtrusive and people can speak and act as freely and naturally as possible.</p>
<p>Organisation is vital — everything in front of the camera, rehearsed or not, is live. Being flexible and prepared makes sure that even the unexpected parts are recorded. Even sending users out with cameras to film what they want can benefit from some guidelines.</p>
<h3>9. Conjoint analysis</h3>
<p><strong>What it is</strong><br />
Conjoint analysis is a form of quantitative research offering powerful insight into customer preferences, from a simple set of questions.</p>
<p>Participants (usually potential customers or service users) are asked to choose between a couple of packages — or in our case, service variants. This process is repeated several times with different variants.</p>
<p>The participants’ choices are fed through a computer, for a rich picture of preferences in terms of the service’s underlying qualities (for example time of day, cost, and speed). The results are more accurate than if the participant had ranked the qualities separately (without thinking of them in the context of complete services). The ideal service mix is magically revealed, even though it probably won’t have been one that the participant actually saw and ranked.<br />
<strong>What you get</strong><br />
Conjoint analysis ranks people’s preferences within each quality (for example, for the quality “time of day”, morning may be preferred to afternoon). But it also reveals the relative importance of the qualities themselves — for example, time of day may play a lesser role in customers’ decision-making processes than speed.</p>
<p><img src="http://engine.pmhclients.com/images/uploads/noodles.jpg" alt="image" width="373" height="136" /><br />
<span>Yellow, not red. Cheap, not expensive. But most importantly, large, not small.</span></p>
<p>It’s also possible to produce data showing where the biggest changes in sensitivity are, for a given quality. For example, people might object more to a jump from low to medium price, than from medium to high.<br />
<strong>When to use it</strong><br />
An obvious prerequisite is that the qualities you’d like to test (the aspects and components of your service) must be known. Towards the beginning of a project (in the <a title="generation and synthesis" href="http://www.enginegroup.co.uk/service_design/our_process/">identify phase</a>), conjoint analysis can be used to highlight areas in need of the most creative focus.</p>
<p>The technique is also useful later in a project when ideas have started to gel — during the <a title="generation and synthesis" href="http://www.enginegroup.co.uk/service_design/our_process/">build phase</a>. It can validate the potential popularity of a service before production, shedding light on features to keep or reject, or how best to bundle them.</p>
<p>Lastly, conjoint analysis can help pinpoint which aspects of a service to emphasise in terms of marketing, and at what price point to launch the service.</p>
<h3>10. Storyboarding</h3>
<p><strong>What it is</strong><br />
Storyboarding is a narrative technique adopted from the film industry and adapted to suit the needs of designers interested in ways to communicate the various features of a service design. Storyboarding can be used to test and evaluate ideas, as well as communicate them to others. Storyboards are normally presented as a series of ‘frames’ that communicate a sequence of events such as a customer journey.</p>
<p><strong>What you get</strong></p>
<p>If you’re using storyboards to represent your polished ideas you’ll get a visual and rich description of a service design that highlights key touchpoints and moments. The tone and quality of the descriptions of course depends on the style and skill of the storyboarder.</p>
<p><img title="a storyboard storyboard" src="http://engine.pmhclients.com/images/uploads/storyboard-body.jpg" alt="image" width="373" height="178" /><br />
<span>A storyboard storyboard!</span></p>
<p>If you’re using storyboards to explore ideas and check your thinking you’ll have a series of more ‘sketchy’ moments — its often best to draw these on postcards so you can re-order them and play around with the sequence of events.</p>
<p><strong>When to use it</strong></p>
<p>You can use storyboarding at many points during a service design exercise. For example to stimulate a focused discussion around key features; To imagine interactions in more detail; To gain useful insights to stimulate the prototyping phase; To provide the necessary detail to enable people to grasp some of the more complex features of a proposition.</p>
<h3>11. Service prototyping</h3>
<p><em>What I hear, I forget.<br />
What I see, I remember.<br />
What I do, I understand</em>.<br />
Lao Tzu<br />
<strong>What it is</strong><br />
Service prototypes — mockups of services — allow us to experience and test services before they’re produced. Prototypes provide insight on various service aspects — from desirability and usability, to viability. They can generate deeper understanding than written descriptions or visual depictions, which don’t deal as well with the time-related and intangible aspects of services.</p>
<p>Service prototypes can be rudimentary, comprising of acted-out scenarios with hand-sketched screens or improvised props. Conversely, they can be detailed mock-ups of systems, props, environments, and “trained staff” — to provide more realistic and convincing experiences.</p>
<p><img src="http://engine.pmhclients.com/images/uploads/barrier.jpg" alt="image" width="373" height="211" /><br />
<span>Stop at the barrier</span><br />
<strong>What you get</strong><br />
Service prototypes can support the design process by helping with many questions, for example:</p>
<p>• Is the service functional?<br />
• Is the service desirable for the customer or user?<br />
• Is it easy for them to use?<br />
• Is it strategically desirable to offer this service?<br />
• Is it economically or logistically viable to provide this service?</p>
<p>Service prototyping is suitable for several audiences. Potential service users can help refine a service’s design with their thoughts and feelings of a prototype experience. Project stakeholders from strategists to technical experts can gain understanding of the service — and its workings.  Prototypes can also serve to excite clients — and their colleagues — about the proposed service.</p>
<p><img src="http://engine.pmhclients.com/images/uploads/phone.jpg" alt="image" width="373" height="187" /><br />
<span>Good news</span><br />
<strong>When to use it</strong><br />
The roughest, earliest prototypes may serve mainly to inform designers, during the <a title="generation and synthesis" href="http://www.enginegroup.co.uk/service_design/our_process/">generation</a> and <a title="generation and synthesis" href="http://www.enginegroup.co.uk/service_design/our_process/">synthesis</a> of ideas.  Learnings from early lo-fi prototyping usually prompt further design iterations.</p>
<p>Prototypes later in the design process (in the <a title="generation and synthesis" href="http://www.enginegroup.co.uk/service_design/our_process/">model</a> or <a title="generation and synthesis" href="http://www.enginegroup.co.uk/service_design/our_process/">specify</a> phases) are usually higher fidelity. Detailed interface designs may be tested, and more prototype elements may be “working,” rather than being suggested or “faked”. Prototypes at this level often prompt minor design tweaks, or simply validate a well-designed service.</p>
<h3>12. Empathy tools</h3>
<p><strong>What it is</strong><br />
Empathy tools, such as clouded spectacles and weighted gloves, help you to actually experience processes as though you yourself have the needs of different users. Using them can help prompt an empathetic understanding for users with disabilities or special conditions.<br />
We are interested in finding out not just what people are saying and doing, but also what they are thinking and feeling. The difficulty is that people don’t always do, think or feel what they tell you.<br />
This is why it is useful to employ some empathetic research techniques. At the same time, empathy tools are a great for designers to use too, enabling us to break out of the trap of designing for ourselves and start to see the challenge from the point of view from the end user.</p>
<p><img src="http://engine.pmhclients.com/images/uploads/empathy3.jpg" alt="image" width="373" height="255" /><br />
<strong>What you get</strong><br />
Empathy tools are a qualitative research method. Using them to carry out a few observations around the edge of a user group can be highly effective. With empathetic research you might closely observe some extreme users and gain lots of interesting insights which will inspire your service designs.</p>
<p><img src="http://engine.pmhclients.com/images/uploads/empathy2.jpg" alt="image" width="373" height="255" /><br />
<strong>When to use it</strong><br />
Empathy tools are best used at the beginning of the design process in conjunction with <a title="ethnographic research" href="http://www.enginegroup.co.uk/service_design/m_page/ethnographic_user_research">ethnographic research</a>. Sometimes, they become handy again during service prototyping when you are interested in observing users in the environment and context that they will be using the service that is being developed.</p>
<h3>13. Shadowing</h3>
<p><strong>What it is</strong><br />
Shadowing is a technique that allows you to immerse yourself in the lives of customers, front line staff and people behind the scenes. You usually spend up to a day with people, quietly observing their daily routines and (if possible) participating in their activities. Shadowing offers a vital advantage over traditional forms of research like surveys or focus groups: they let you spot the real moments when problems occur as well as situations where people say one thing but actually do something quite different.</p>
<p><img src="http://engine.pmhclients.com/images/uploads/shadowing.jpg" alt="image" width="373" height="255" /><br />
<span>Day shadowing at Walker Technology College</span><br />
<strong>What you get</strong><br />
Shadowing helps you understand how people really use your service, and how you could improve the experience in terms of what they would like the service to offer and not. Spending some quality time with people, allows you to see where problems arise, helping you for getting ideas of how to change it. Besides identifying process steps, resources and touchpoints, you tend to generate a more holistic view on how a complex system works, including the interplay of various stakeholders. We often produce a<a title=" journey map" href="http://www.enginegroup.co.uk/service_design/m_page/customer_journey_mapping"> journey map</a> as a representation of our findings.<br />
<strong>When to use it</strong><br />
We normally use shadowing techniques usually at the early stages of a project to gain meaningful insights into people and their experiences of a service. It is never used on its own, but as part of our wider <a title="ethnographic research." href="http://www.enginegroup.co.uk/service_design/m_page/ethnographic_user_research" target="_blank">ethnographic research.</a></p>
<h3>14. Relationship mapping</h3>
<p><strong>What it is</strong><br />
Relationship mapping is a powerful tool that helps you understand services as systems made of people and their relationships. Services are created and consumed through systems of relationships between people, things and processes. In order to innovate within these systems, it is important to understand the network of relationships between the people and organisations that make a service work — or that fail to make a service work. Relationship mapping helps you visualise those relationships.<br />
<strong>What you get</strong><br />
People are an implicit part of a service experience — whether as providers or receivers of the service — and relationship mapping helps you capture all stakeholders involved and understand how they currently work together. We usually work with participants to explore the relationships that they can influence — and those that they can’t. We also ask them to qualify the nature of these relationships in terms of their purpose and what makes them succeed or fail.  By the end of the exercise, you’ll end up with a comprehensive map describing the connections between individuals, groups, organisations and society. Visualising a system of relationships as a whole gives participants a “way-in” to redefining those relationships, roles and responsibilities to seeing how changes impact on each other.</p>
<p><img src="http://engine.pmhclients.com/images/uploads/relationshipmap.jpg" alt="image" width="373" height="216" /><br />
<span>A relationship map developed for NESTA</span><br />
<strong>When to use it</strong><br />
We tend to use relationship mapping as part of the discovery stage, where we try to gain as many insights as possible. It is a great starting point for us to identify what changes need to be made in terms of people, roles and responsibilities as well as interactions. The relationship map can evolve from describing the current situation into specifying people’s roles for the new service and can become part of the <a title="Service Specification Document." href="http://www.enginegroup.co.uk/service_design/m_page/service_specification_document">Service Specification Document.</a></p>
<h3>15. Desktop walkthroughs</h3>
<p><strong>What it is</strong><br />
Acting out ideas for service interactions at a lego level! Desktop walkthroughs are very simple exercises in imagining a service experience using small, hand sized toys. A typical desktop walkthrough involves a customer, a member of staff, an environment and some paper touch points. You literally walk through the service moment, taking pictures and ideally with another person, imagining what the various actors are doing, saying and feeling. It can be useful to run the walk through using various different <a href="http://www.enginegroup.co.uk/service_design/m_page/personas">personas</a>, and under different imagined situations.</p>
<p><img src="http://engine.pmhclients.com/images/uploads/dekstop-body.jpg" alt="image" width="373" height="280" /><br />
<span>What about the kids?</span><br />
<strong>What you get</strong><br />
A better understanding of the choreography of the service elements, and insight into any inpractical or illogical ideas and moments. If you’ve been using different types of customers and contexts, you’ll also emerge from the desktop walkthrough session with additional insight into specific needs, and hopefully a little more empathy to you plastic friends. You also get lots of cute photos of the service moments you can use in storyboards or other activities later.<br />
<strong>When to use it</strong><br />
Use desktop walkthroughs to check your thinking when designing complex service choreography, or when different people will have very different experiences of the same environment, as well as to inject a bit of fun and 3D focus to otherwise quite flat (i.e paper or screen based) design thinking.</p>
<p><em>*Founded in 2000, </em><a title="Engine Service Design" href="http://www.enginegroup.co.uk/about_us/" target="_blank"><em>Engine</em></a><em> is one of the world’s leading service design and innovation consultancies.</em></p>
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		<title>Visão Photoshop</title>
		<link>http://www.marcosnahr.com.br/visao-photoshop/</link>
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		<pubDate>Tue, 25 Aug 2009 12:26:52 +0000</pubDate>
		<dc:creator>Marcos Nähr</dc:creator>
				<category><![CDATA[capa]]></category>
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		<category><![CDATA[photoshop]]></category>
		<category><![CDATA[visão]]></category>

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		<description><![CDATA[Você já deve ter visto muitas imagens retocadas pelo Photoshop por aí. Já pensou em ter esta capacidade em tempo real, diretamente nos seus olhos? Pois o designer Christofer Kümmerer pensou nesta possibilidade quando imaginou o VIU Contact Lens! As lentes de contato VIU editam o que você está vendo (veja vídeos abaixo) destacando mais [...]]]></description>
			<content:encoded><![CDATA[<h3>Você já deve ter visto muitas imagens retocadas pelo Photoshop por aí. Já pensou em ter esta capacidade em tempo real, diretamente nos seus olhos?</h3>
<p>Pois o designer Christofer Kümmerer pensou nesta possibilidade quando imaginou o VIU Contact Lens!</p>
<p>As lentes de contato VIU editam o que você está vendo (veja vídeos abaixo) destacando mais aquelas coisas que você quer ver e eliminando ou ao menos tirando o destaque daquelas que você não quer ver (outdoors, propagandas!!). As lentes VIU transformam o que você vê para se adequar as suas preferências.</p>
<blockquote><p>E então? Gostou ou ficou assustado com esta possibilidade?</p></blockquote>
<p>Alguns críticos argumentam que este tipo de tecnologia vai nos afastar ainda mais da realidade. E você, o que acha? Não deixe de comentar no campo abaixo!</p>
<p><code><br />
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