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Service Design

Service Design

Nov 23, 2009

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 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.
It can be visu­a­li­sed on dif­fe­rent levels; from an ope­ra­ti­o­nal point of view and as a cus­to­mer journey.

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What you get

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.

When to use it

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?).

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.

2. Cul­ture hunt

What it is

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.

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.

What you get

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.
imageCul­ture hunt image capture

When to use it

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.

3. Par­ti­ci­pant journals

What they are

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.

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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.

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.

Par­ti­ci­pant jour­nals are often accom­pa­nied with dis­po­sa­ble came­ras. Ima­ges taken help tell the story through the par­ti­ci­pants’ eyes.

What you get

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.

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.

When to use them

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.

4. Con­tex­tual Interview

What it is

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.

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.

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!).

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.

The beauty of good eth­no­graphic work is in unders­tan­ding the rea­lity of peo­ple and not wor­king on assumptions.

What you get

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.

When to use it

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.

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.

It can also be used to bring to life the rea­lity of a stra­tegy by unders­tan­ding it from the end users perspective.

5. Dis­tri­bu­ted Sce­na­rio Brainstorm

What it is
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.

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 per­so­nas. By ran­domly pic­king and com­bi­ning dif­fe­rent per­so­nas and ser­vice moments, we can focus on spe­ci­fic issues to gene­rate lots of ideas.

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.
What you get
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!

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Wri­ting down the ideas
When you use it
As a diver­gent thin­king tool, the DSB gene­ra­tes ideas in a rather uns­truc­tu­red way. For this rea­son, we usu­ally use a DSB during the Dis­co­ver and Gene­rate pha­ses of a pro­ject, where the main objec­tive is to chal­lenge exis­ting para­digms and explore new ideas.

6.Graphic Faci­li­ta­tion

What it is
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.

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.

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.
What you get
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
When to use it
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.

7. Co-creation

What it is
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.

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?’

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What you get
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.

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.
When to use it
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.

8. Fil­ming

What it is
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.

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.

What you get

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.

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.

Ser­vice pro­toty­ping
Role play
Inter­vi­ews
Video dia­ries
Eth­no­graphic rese­arch
Pre­sen­ta­ti­ons
Time lapse foo­tage
A user’s point of view

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When to use it

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.

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.

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.

9. Con­joint analysis

What it is
Con­joint analy­sis is a form of quan­ti­ta­tive rese­arch offe­ring power­ful insight into cus­to­mer pre­fe­ren­ces, from a sim­ple set of questions.

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.

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.
What you get
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.

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Yel­low, not red. Cheap, not expen­sive. But most impor­tan­tly, large, not small.

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.
When to use it
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 iden­tify phase), con­joint analy­sis can be used to high­light areas in need of the most cre­a­tive focus.

The tech­ni­que is also use­ful later in a pro­ject when ideas have star­ted to gel — during the build phase. 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.

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.

10. Story­bo­ar­ding

What it is
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.

What you get

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.

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A story­bo­ard storyboard!

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.

When to use it

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.

11. Ser­vice prototyping

What I hear, I for­get.
What I see, I remem­ber.
What I do, I unders­tand
.
Lao Tzu
What it is
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.

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.

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Stop at the bar­rier
What you get
Ser­vice pro­toty­pes can sup­port the design pro­cess by hel­ping with many ques­ti­ons, for example:

• Is the ser­vice func­ti­o­nal?
• Is the ser­vice desi­ra­ble for the cus­to­mer or user?
• Is it easy for them to use?
• Is it stra­te­gi­cally desi­ra­ble to offer this ser­vice?
• Is it eco­no­mi­cally or logis­ti­cally via­ble to pro­vide this service?

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.

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Good news
When to use it
The roughest, ear­li­est pro­toty­pes may serve mainly to inform desig­ners, during the gene­ra­tion and synthe­sis of ideas.  Lear­nings from early lo-fi pro­toty­ping usu­ally prompt further design iterations.

Pro­toty­pes later in the design pro­cess (in the model or spe­cify 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.

12. Empathy tools

What it is
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.
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.
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.

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What you get
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.

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When to use it
Empathy tools are best used at the begin­ning of the design pro­cess in con­junc­tion with eth­no­graphic rese­arch. 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.

13. Sha­dowing

What it is
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.

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Day sha­dowing at Wal­ker Tech­no­logy Col­lege
What you get
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 jour­ney map as a repre­sen­ta­tion of our fin­dings.
When to use it
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 eth­no­graphic research.

14. Rela­ti­onship mapping

What it is
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.
What you get
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.

image
A rela­ti­onship map deve­lo­ped for NESTA
When to use it
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 Ser­vice Spe­ci­fi­ca­tion Document.

15. Desk­top walkthroughs

What it is
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 per­so­nas, and under dif­fe­rent ima­gi­ned situations.

image
What about the kids?
What you get
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.
When to use it
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.

*Foun­ded in 2000, Engine is one of the world’s lea­ding ser­vice design and inno­va­tion consultancies.

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