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Posts in category 'User research'

6 April 2011

About unnatural user research and limits to usability

UX Matters
Two new articles on UX Matters:

User research Is unnatural (but that’s okay), Part I
by Jim Ross
From the perspective of a participant, user research is not very natural. We ask participants to try to act naturally in the artificial environment of a lab, or we impose ourselves on their environment and hope our presence doesn’t affect their behavior. We often forget how unnatural user research can be and what effect it can have on participants.

Part II: Making user research more natural
To minimize the negative effects of these unnatural aspects of user research and get more realistic results, there are many things we can do to keep user research as natural as possible.

There should be limits to usability
by Peter Hornsby
People generally regard improving the usability of products or systems as a major part of our role as UX designers. While there are tradeoffs in all aspects of design, our assumption has generally been that products and systems that are easier to use are preferable to those that are harder to use. However, despite what seemed to be a common understanding, a number of articles have recently reported on research that suggests increased ease of use can be detrimental. This column examines the research underlying these conclusions and looks at some lessons UX designers can learn from them.

3 April 2011

Customer’s role in breakthrough innovation?

Customer perspective
Dr. Ralph-Christian Ohr, a Swiss product manager, reflects thoughtfully on the recent strong discussion on user-led innovation.

“There has been quite a lot of discussion recently about a post by Jens Martin Skibsted and Rasmus Bech Hansen, titled “User-Led Innovation Can’t Create Breakthroughs; Just Ask Apple and Ikea”. Their major claim is: “Great brands lead users, not the other way around.” As expected, this lead to controversial discussions in terms of customer’s role in the process for innovation. The response reminded me of the reaction to one of Roberto Verganti’s polarizing posts.

It’s interesting to see that those discussions mostly result in ‘either-or’ positions – assuming that customer-centered and vision-centered approaches exclude each other. As innovation is about managing tension, I think a ‘both-and’ approach tends to be more promising.

Innovation aims at providing value to customers. Customers eventually decide whether or not an innovative offering is going to be adopted and to become successful. Therefore, the customer needs to be put in the centre of innovation considerations.”

Read article

3 April 2011

Ethnographic research inspired Xerox’s prototype customer care software

Xerox logo detail
Simplifying the workplace so customers can allocate more time and resources to their core business is fundamental to the innovation incubating today in Xerox’s labs – and is the purpose of prototype customer care software revealed by the company this week.

The software uses Web-based 3D virtual reality imaging to give Xerox customers instant access to live support for their printer or multifunction device.

Xerox scientists say the prototype pinpoints ways to ease customer frustration, shorten customer care calls and free up workers to focus on their real business.

To help develop the prototype, ethnography researchers at Xerox’s Research Centre Europe studied the way customers responded to printer issues and examined the calls coming in to service centers.

Read article (including demo video)

25 March 2011

Design!publiC: design for governance in India

Design!publiC
LiveMint.com, the Indian online partner publication of the Wall Street Journal, reports on India’s first Design!publiC conclave “on design thinking and the challenge of government innovation,” which took place in New Delhi on 18 March.

The event — which was organised by the Center for Knowledge Societies, sponsored by the Bill and Melinda Gates Foundation, and with support from, amongst others, the Centre for Internet and Society — brought together influential thinkers in Indian government, including Arun Maira of the National Planning Commission, R. Gopalakrishnan of the National Innovation Council and Ram Sewak Sharma of the UIDAI, as well as members of leading corporate and development sector agencies.

In the lengthy article Aparna Piramal Raje, director of BP Ergo, describes the approach advocated at the conclave:

“Design thinking denotes an approach to problem-solving, with three distinct aspects. First, users are studiously followed and analysed employing ethnographic tools. Human needs, attitudes, preferences, challenges, their context and the immediate environment are documented using multimedia technology.

These in-depth observations generate insights into the heart of a given problem. Based on these, design thinkers collaborate and brainstorm to conceive a set of possible solutions. Prototypes of these solutions are created, tested and validated to arrive at a final solution. [...]

Design thinking’s biggest strength—the last mile, or the citizen-government interface—is the biggest pain point for government service providers. User-centricity forms the foundation for all design thinking; they are typically the weakest link in any government programme. Greater sensitivity to everyday interactions between citizens and government services can result in enhanced standards of living through better housing, transportation, health, education, among other necessities of daily life, the panellists said.”

Make sure to watch the video that is embedded in the article.

Excerpt from the Design!publiC vision text

“The problem of governance is perhaps as old as society, as old as the rule of law. But it is only more recently — perhaps the last five hundred years of modernity — that human societies have been able to conceive of different models of government, different modalities of public administration, all having different effects on the configuration of society. The problem of governments, of governmentality, and of governance is always also the problem of how to change the very processes and procedures of government, so as to enhance the ends of the state and to promote the collective good.

Since the establishment of India’s republic, many kinds of changes have been made to the policies and practices of its state. We may think of, for instance, successive stages of land reforms, the privatization of large-scale and extractive industries, the subsequent abolition of the License Raj and so and so forth. We may also consider the computerization of state documents beginning in the 1980s, and more recently, the Right To Information Act (RTI). More recently there have been activist campaigns to reduce the discretionary powers of government and to thereby reduce the scope of corruption in public life.

While all these cases represent the continuous process of modification, reform, and change to government policy and even to its modes of functioning, this is not what we have in mind when we speak of ‘governance innovation.’ Rather, intend a specific process of ethnographic inquiry into the real needs of citizens, followed by an inclusive approach to reorganizing and representing that information in such a way that it may promote collaborative problem-solving and solutioneering through the application of design thinking.

The concept of design thinking has emerged only recently, and it has been used to describe approaches to problem solving that include: (i) redefining the fundamental challenges at hand, (ii) evaluating multiple possible options and solutions in parallel, and (iii) prioritizing and selecting those which are likely to achieve the greatest benefits for further consideration. This approach may also be iterative, allowing decisions to be made in general and specific ways as an organization gets closer and closer to the solution. Design thinking turns out to be not an individual but collective and social process, requiring small and large groups to be able to work together in relation to the available information about the task or challenge at hand. Design thinking can lead to innovative ideas, to new insights, and to new actionable directions for organizations.

This general approach to innovation — and the central role of design thinking — has emerged from the private sector over the last quarter century, and has enjoyed particular success in regards to the development of new technology products, services and experience. The question we would like to address in this conference is whether and how this approach can be employed for the transformation public and governmental systems. [...]

[More in particular,] in this conclave, our interest is to explore how design thinking and user-centered innovation might help [governmental and quasi-governmental] organizations better accomplish their mission and better serve their beneficiaries. We also seek to explore and establish particular modalities through which governance innovation can be achieved, as well as to identify key stakeholders and personalities gripped of the challenge of governance innovation. Our larger goal is to craft a path forward for integrating design thinking and innovation methodologies in the further re-envisioning, refashioning and improvement of public services in India and elsewhere in the world.”

The conclave seems to have been extremely well prepared, given the wealth of supporting materials that are available online:

Design!publiC blog

Press release
CKS organizes “Design Public” conclave – lays foundation for creating a national framework for governance innovation. High-level officials from Government of India work together with design and Innovation Experts at “Design Public” conclave

Conclave Note
Concise document that covers vision, case studies, programme and attendees

Case studies of governance innovation
Mainly European examples (unfortunately) from Denmark, UK and Norway

Glossary on design, innovation and governance
Glossary of terms that are often used by designers and innovation specialists. Also includes key terms related to governance and state-craft.

Bibliography on governance innovation
[Pleasantly surprised to find my own name there, as well as the one of Experientia partner Jan-Christoph Zoels]

Design!publiC Book
A combination of all the above, including a detailed introduction to the design innovation ideas that were explored at the Design Public Conclave, the complete Design Public bibliography, the glossary of design terms, case studies of design innovation being applied to government, and bios for the guests that attended the conference.

22 March 2011

Meet Microsoft’s guru of ‘design matters’

Bill Buxton
Seattle Times technology reporter Sharon Pian Chan profiles Bill Buxton, principal researcher at Microsoft Research.

“Bill Buxton is multiplatform the way Leonardo da Vinci was multiplatform.

The Microsoft researcher is a technologist, a designer, a musician, an author, outdoorsman and a nationally ranked equestrian.

He has spent decades working on the future of tech, but he paddled the rivers of Saskatchewan last summer in 1,000-year-old technology: a birch-bark canoe sealed with tree sap and bear fat.

At Microsoft, Buxton is a researcher who also has been charged with spreading the “design matters” message to engineers who would rather hack code than clay.”

Read article

20 March 2011

Book: Designing and Conducting Ethnographic Research

Designing and Conducting Ethnographic Research
Designing and Conducting Ethnographic Research: An Introduction
Paperback, 376 pages
AltaMira Press; Second edition
2010
[Amazon link]

The Ethnographer’s Toolkit series begins with this primer, which introduces novice and expert practitioners alike to the process of ethnographic research, including answers to questions like: who should and can do ethnography, when it is used most fruitfully, and how research projects are carried out from conceptualization to the uses of research results. Written in practical, straightforward language, this new edition defines the qualitative research enterprise, links research strategies to theoretical paradigms, and outlines the ways in which an ethnographic study can be designed. Use Designing and Conducting Ethnographic Research as a guide to the entire Toolkit or as a stand-alone introduction to ethnographic research.

Margaret D. LeCompte is professor of education and sociology at the University of Colorado, Boulder. Jean J. Schensul, founding director of the Institute for Community Research, continues as full time Senior Scientist. She holds adjunct appointments in the departments of Anthropology and Community Medicine at the University of Connecticut and directs qualitative methods and ethnography in the interdisciplinary research methods core of the Yale Center for Interdisciplinary Research on AIDS.

16 March 2011

How honest should smart devices be?

SXSW
David Sherwin reflects on the frog design blog about the SXSW conference, starting from the questions raised in the contribution by Genevieve Bell (director of Intel’s Interactions and Experience Research Lab) there entitled “Our devices: how smart is too smart?“.

“Our current devices are terrible at determining context, especially with regard to how we relate to other people via our existing social networks. Today’s devices “blurt out the absolute truth as they know it. A smart device [in the future] might know when NOT to blurt out the truth.” They would know when to withhold information.”

Read article

10 March 2011

Designing Pleasurable Products and Interfaces – conference in Milan

DPPI11
DPPI 11, the 5th conference on Designing Pleasurable Products and Interfaces, will take place in Milan, Italy this year and Experientia partner Mark Vanderbeeken is part of the scientific committee.

The DPPI conference originally began through the desire to move away from talking purely about usability, and look at the role of experience in human-product interaction. As products and services in mature markets become increasingly standardised, the DPPI organisers realised there was a space to debate the the end-user’s perception of products, and to explore a more experiential approach to innovation.

This year the conference, which will take place from the 22-25th June, at Milan Polytechnic, will have the general theme: “How can Design Research serve Industry? – Design visions, tools and knowledge for industry,” thus trying to stimulate the discussion on user driven design within the context of other design approaches and its role for industries.

The conference will provide a mix of workshops, paper presentations and other activities. It aims to get participants “listening, doing, researching, designing, discussing, learning and having fun.”

Keynote speakers are:

  • Prof. Bruce Brown, professor of design at the University of Brighton and co-editor of Design Issues Research Journal (published by MIT press)
  • Jon Kolko, founder and director of Austin Center for Design
  • Dr. Donald Norman, co-founder and principle of the Nielsen Norman Group, IDEO fellow, and professor at the Department of Industrial Design, Kaist (South Korea)
  • Dr. Ezio Manzini, coordinator of DESIS International of the INDACO department at the Milan Polytechnic
  • Dr. Roberto Verganti, professor of management of innovation at the Milan Polytechnic, and visiting professor at the Copenhagen Business School

As member of the DPPI 11 scientific committee, Mark Vanderbeeken is responsible for reviewing some of the conference papers.

Organisers have been pleased to note that this year the committee received an unprecedented number of responses to their call, giving them a deep pool from which to select the highest quality content for the conference.

10 March 2011

Experientia partner jury lead at Core77 Design Awards

c77da
Experientia partner Mark Vanderbeeken will be one of 15 international Jury Captains for the inaugural year of the Core77 Design Awards.

The Core77 Design Awards which have just been launched is positioned as “a global design award aimed at recognizing and celebrating design excellence, enterprise and intent.”

“Recognizing excellence in all areas of design enterprise, the Core77 Design Awards celebrates the richness of the design profession and its practitioners. Dedicated jury teams around the world will judge 15 categories of design endeavor with the top professional and student entries winning the inaugural trophy, and Winners, Runners Up, and Notable entries published in the Awards Gallery and across the Core77 online network. “

The award covers 15 design categories – Products, Soft Goods / Apparel, Furniture / Lighting, Graphics/Branding/Identity, Packaging, Interiors/Exhibition, Interactive/Web/Mobile, Transportation, Service Design, Design for Social Impact, Strategy/Research, Design Education Initiative, DIY/Hack/Mod, Speculative Objects/Concepts, and Never Saw the Light of Day – and submissions are due by 3 May 2011.

Interestingly, Core77 has developed an innovative, low carbon impact jury concept:

“Instead of bringing everyone to one location, we took a new approach to assembling the jury, distributing the field globally. No plane fuel, more legroom. Our Jury Captains are based in 13 cities spread around eight countries. Each will recruit four people from their area to form a locally-based multidisciplinary Jury Team. They get to do the judging in their own location, and we’ll provide the snacks. Once their results are finalized and validated, the teams will reconvene for a live web broadcast revealing their Winners, Runners-up and Notables, and the reasoning behind their choices. And they’ll do it all without jet lag.”

Mark Vanderbeeken will be the jury captain of the Strategy/Research category – which is vaguely described as “projects that are predominantly strategic or research focused” – and judging will be done in either Milan or Turin, Italy.

We will soon let you know the fellow judges in this category.

9 March 2011

Sitra’s Marco Steinberg on Low2No project

Ecobuild
Last week Experientia participated in Ecobuild 2011 (London, UK) to showcase its work in user-centred sustainable design for the built environment, and in particular its experience of Low2No, a major low-to-no carbon impact development in Helsinki Harbour, Finland.

The Low2No project is run by Sitra, the Finnish innovation fund, and Marco Steinberg, Sitra’s head of strategic design, made a strong case study presentation about Low2No at Ecobuild.

Experientia’s contribution to the Low2No project is to understand contexts, habits and beliefs that influence sustainable change in behaviour and design solutions that offer people control over their consumption and allow them to see the effects of their actions on the environment.

Renewable energy, smart grids and sustainable technologies will only make an impact if we also address the underlying behavioural issues of our energy use. Rather than individual smart meter designs, Experientia is therefore working on integrated demand management solutions, that is, a holistic approach in which advanced smart meters actually become an access point for social networking tools and services in the community, by offering things like bookings, deliveries, schedules for communal services, and information about public transport solutions.

At Low2No, Experientia applies its user research methods to evaluate the impact of the architectural and design choices on residents’ behaviours.

Experientia also led the mixed use planning of a regional and seasonal food hub offering a restaurant, cafe and natural/organic supermarket, an eco laundry and a communal sauna for the Low2No block. Engaging prospective residents early in various stages of the design of service and residential design, helped to understand people needs, desire, fears and expectations. This helped in addressing issues such as multi-story timber construction, natural vs centralized/decentralized ventilation systems, flexible layout of living spaces and the planning of smart systems to reduce residential carbon footprints in the post-occupancy phase.

Experientia researched the user requirements for smart systems to design smart home assistants:
- provide contextual real-time feedback
- analyse personal consumption (energy, water, waste…)
- incentivise reduced consumption through social reward systems
- integrate controls – holistic approach
- design intuitive and meaningful interface controls

We will soon post more extensive background information on our Low2No experience, approaches and learnings.

Listen to Marco Steinberg presentation (audio file recorded by Mark Vanderbeeken)

7 March 2011

Understanding society

Understanding Society
Understanding Society is a major £15.5 million research study designed to provide valuable new evidence about the people of the UK, their lives, experiences, behaviours and beliefs.

Understanding Society follows 100,000 people in 40,000 households year by year and asks them questions about a wide spectrum of areas relating to their working and personal lives. The study focuses on:
* Peoples’ state of health
* Our experiences of crime
* Personal finances
* Bringing up children
* How involved we are in our local community
* Our working lives
* Our views and outlook, including about the political system

The focus is on the household, looking at how different members of a family relate to each other.

The power of the survey lies in the links that can be made about different aspects of peoples lives. These links will allow the researchers to understand the life journey that people take, whether it be why some people get to university whilst others ended up in poverty in old age. The study will catch major trends and have an understanding of why major changes in the way that we all live and work take place.

An earlier study – the British Household Panel Survey – helped decision makers to evaluate the impact of key policies designed to help the low paid and encourage mothers return to employment. Understanding Society has continuing potential to influence decisions that affect all our lives, whether we are parents, savers or users of public services.

The scale of the survey will allow the researchers to focus in on key sections of the community, such as older people, parents, people from ethnic minorities or people with low incomes.

With an initial budget of £15.5 million, Understanding Society is the largest single investment in academic social research resources ever launched in the UK. The study is based at, and led by, the Institute for Social and Economic Research (ISER) at the University of Essex, together with colleagues from the University of Warwick and the Institute of Education. The survey work will be delivered by the National Centre for Social Research (NatCen). Understanding Society both replaces and incorporates the successful, but much smaller, British Household Panel Survey (BHPS), which has been running since 1991.

Download early findings

1 March 2011

Discussing ethnography at University College London

Digital anthropology
Experientia partner Mark Vanderbeeken will be giving a talk tomorrow at 6 pm, as a part of the Digital Anthropology MSc course at University College London (UCL).

The “Anthropology in the Professional World” section of the course features talks from well-known practitioners in the field. Mark will speak about the challenges inherent in Experientia’s research and design work, focusing on qualitative user experience research: from device and user interface challenges to contexts, ecosystems and sustainability.

UCL’s Digital Anthropology programme is led by Stefana Broadbent, former chief anthropologist at Swisscom (and featured as such in The Economist in June 2007).

The talk is part of Experientia’s ongoing commitment to the education of upcoming designers, researchers, and usability experts, which has seen all of Experientia’s partners lecture at various tertiary institutions, as well as a recent five-year research and education collaboration agreement with the Design and Human Engineering School (DHE) of the Ulsan National Institute of Science and Technology (UNIST) in Korea.

More information on the UCL Digital Anthropology course, and Mark’s talk, can be found here.

26 January 2011

Pleasant things work better

Umbrella today
Dana Chisnell, co-author, with Jeff Rubin, of Handbook of Usability Testing Second Edition, argues in UX Magazine that the UX community isn’t good at systematically creating consistently pleasurable designs, although we all know Don Norman‘s statement that “pleasant things work better.”

“Creating pleasurable designs is different from eliminating frustration. This is where designing an experience—not just a product—begins. [...] Is there a way for designers to elicit raw positive feeling in the person who is using a design? Perhaps there are design patterns that UXers can look to as they develop the next great software products and web apps.”

Read article

25 January 2011

Connected they write

Girl with laptop
Raquel Recuero (blog) is an associate professor at the Departments of Applied Linguistics and Social Communication in Universidade Católica de Pelotas (UCPel) in Brazil. Her research focuses on Internet social networks, virtual communities and computer mediated-communication in general, trying to understand the impact of the Internet in sociability and language in South America and Brazil.

In an article for DMLcentral.net she writes about the positive impact that the massive adoption of digital media in the everyday life of teens in Latin America is having on literacy, learning, reading, and especially, writing.

“In Chile, for example, more than 96 percent of all students have Internet access. In Brazil, almost 80 percent of the population between 16 and 24 years and almost 70 percent of those aged 10 to 15 accessed the Internet in 2009. With that kind of penetration, digital media is creating new ways to understand literacy, learning, reading, and especially, writing. Far from hurting the writing practices for youth, digital media seems to be creating a far more complex and compelling space for them to flourish.”

DMLcentral.net is the online presence for the Digital Media and Learning Research Hub located at the systemwide University of California Humanities Research Institute and hosted at the UC Irvine campus.

Read article

17 January 2011

Experientia part of EPIC 2011

EPIC
The Ethnographic Praxis in Industry Conference (EPIC) has become the premier international forum for bringing together academics, computer scientists, designers, policy makers, social scientists, marketers and other professionals interested in the ongoing development of the field of applied ethnographic research and practice.

The call for contributions to the 2011 conference is now open, seeking original, high quality and engaging papers, workshops, artifacts and presentations.

Experientia president Michele Visciola will be in charge of the “artifacts” session and will help to provide high visibility and success to all demos, prototypes, posters and 3D presentations that are submitted to the conference.

The theme of the 2011 conference, to be held in Boulder, Colorado, from September 18 to 21, is “Evolution/Revolution: change and ethnographic work.” In particular, it will focus on the harmonies and disjunctions between the continuous evolution of practice and the pressures of radical disruptions that come from technology, history, economics, and other areas where change is the rule.

For up to date information and further details on the conference and submissions, visit the EPIC conference website.

11 January 2011

Design research and innovation: an interview with Don Norman

Donald Norman
Jeroen Van Geel of Johnny Holland interviewed Donald Norman about innovation, design research, and emotional design.

Earlier this year you wrote that design research doesn’t innovate, technology does. This caused quite a discussion. What were the main counterexamples you got back?

No, that’s not what I said. And indeed, that is the main problem with the reaction I got: many people never read my post or listened to my talk: they simply reacted. (The people who did consider it thoughtfully were very favorable; in fact, I was invited to give it at several places, like Delft and the Copenhagen Business School).

Innovation is a very complex topic, very thoroughly discussed in academia, which is not something most designers follow. The important points are these: There are many forms of innovation–process, product, radical, incremental, and so on. I considered two forms of product innovation: radical (e.g., the invention of the telephone) and incremental (e.g., releasing a new version of a mobile phone, automobile, or kitchen appliance). Radical innovation in the products, I argued, always comes from the works of inventors, excited by some new technology and anxious to explore its potential. I do not know of a single radical innovation that has come from the people who do design research. Not the telephone or automobile, not Facebook or Twitter. Not 3D television nor, for that matter, high-definition television. Not hybrid autos. Not the Internet itself. Market studies, market research, design research, field observations (ethnographic studies), etc., do not yield radical innovations. They are very important in finding new uses of and improvements to existing products, but these are incremental innovations, not radical ones.

Incremental innovation is very important. Over 90% of the radical innovations fail (some of my friends say 99%). Yes, when they happen they change lives, but think about it: how many radical new product innovations have you experienced in your lifetime? One? Ten? Even if it was 100 that is still relatively infrequent compared to the thousands of incremental product innovations every day.

Moreover, radical innovation almost always starts off being inferior to what already exists: it takes good design research to transform that radical idea into something that is appealing to the world.

Alas, we train our design students to do radical innovation, even though in the real world, these radical ideas will almost certainly fail, even though they will be asked to do incremental innovation in their practice, and even though the evidence says that the radical innovations come from anywhere, and often take years or even decades before their worth is understood and appreciated.

In other words: we are not facing facts. We shy away from truth. We are delusional.

Read interview

14 December 2010

Internet users say, Don’t track me

Gmail
Most Americans don’t want to be tracked on the Internet and are unwilling to trade their privacy for web ads that are tailored to their interests. So suggest the results of a USA TODAY/Gallup Poll of Internet users conducted over the weekend.

The results are based on telephone interviews conducted Dec. 10-12 with a random sample of 814 Internet users living in the continental U.S. The poll has a margin of error of plus or minus 4 percentage points.

Read article

25 November 2010

Experientia’s framework for behavioural change towards sustainable lifestyles

Canvas8
Experientia partner Mark Vanderbeeken recently became one of Canvas8’s newest Thought Leaders, lending his insights and knowledge to the site’s growing archives of articles and interviews on cultural global trends.

Canvas8 draws on the knowledge of recognised industry thought leaders to offer expert insight into attitudes and behaviour. They encourage a deeper understanding of people so brands and agency planners can more effectively engage with their audience. This people-centred focus is a strong fit with Experientia’s own motto of Putting People First.

Mark’s first contribution, co-written with Experientia team member Erin O’Loughlin, was a reflection on designing for sustainability-focused behavioural change. This is a vital issue, which needs to be addressed at a multitude of levels, from a national outlook of global cooperation, to action by communities and individuals.

The article (which was originally published on the Canvas8 site and is now reproduced below) outlines Experientia’s behavioural change framework, which has been developed over the course of our work in Helsinki’s Jätkäsaari area, as part of a team constructing a low-to-no carbon emissions building block called Low2No. It identifies some of the barriers to changing to more sustainable behaviours, and some of the ways that change can be promoted and supported, in particular, by the construction of new social values and norms that value sustainability over a consumption-driven economy.

*****

Sustainable change: discovering motivations and building a community of values
Mark Vanderbeeken and Erin O’Loughlin
Conceptual input by Jan-Christoph Zoels and Irene Cassarino

 

Business has been told for years that the perfect product or service should fit people’s contexts, behaviours and attitudes. The designer’s own feelings about what might make a product or service attractive should always be informed by a solid understanding of the target market, and their contextual wants and needs.

Although too many businesses still aren’t catching on to this idea, current design thinking is moving people-centred design even further: the concept of design for behavioural change, particularly with regards to health and sustainability, sees the understanding of people as a first step in changing them. Can we use design to change people rather than adapt to existing desires and behaviours? Is it ethical? Is it desirable? Is it possible?

In the midst of a worsening climate crisis, design for behavioural change is a vital issue. We know that individually and collectively, we urgently need to start consuming less. In fact, we know that individual behavioural change could reduce personal carbon impact by as much as 15% by 2020 (see Smart2020 report). Yet not only is it difficult to know which actions are the most effective, it’s also often difficult to carry them out – whether due to lack of time, lack of commitment, lack of tools, infrastructure and services, or even the feeling of being one person toiling against the mainstream, which neutralises our good behaviour. This is where design can play a huge role in helping people and communities to comply with the existing desire to be more sustainable.
 

Not forcing change – tapping into motivations

If changing people’s behaviour through design sounds somewhat sinister, don’t worry. We’re not talking about 1984-style attempts to make people act against their natural instinct. The aim is not to constrain people’s autonomy and freedom of choice, but rather to tap into those motivations that might make changing behaviour worth it to them as individuals. Of course, we are all motivated by different things. Just look at the 2007 study on ‘nudging’ people to change their behaviour through comparative electricity bills.

The study was carried out in 80,000 Californian households, half of which received feedback on whether they were using more or less electricity than their neighbours. The results showed that people who got the feedback cut electricity usage by a modest average of two per cent. But looking closer, the researchers found something interesting – homeowners who identified themselves as politically republican only cut usage by an average of around 0.4 per cent. Those republican households who showed no practical interest in the environment actually increased their consumption by 0.75 per cent.

This doesn’t mean that those people can’t be convinced to cut back on their energy use – but it won’t be comparative billing that convinces them. Feedback has to be tailored, and changing our behaviours has to bring us a result that we want – and while people may not always want to ‘be green’, non-green motivations, such as saving money, could also lead to more sustainable behaviours. It also highlights another important aspect of behavioural change: the groups and communities that we identify with can have a big impact on our likelihood of responding to certain triggers and stimulus. So, designing tools and services for behavioural change needs to start from a triple bottom line approach, which considers the environmental, economic and social dimensions of sustainable decisions.
 

Conflicting desires

What people really want can be complicated and is of course defined by much more than our personal values. As we will discuss, physical, cultural and social factors also come into play. Often, what we want as a long-term goal, and what we want to do right now can be in conflict. Take the desire to stay trim and fit – a longer term personal value – which wavers as we walk past our favourite restaurant; or the desire to live a more sustainable life, compared to the inconvenience of walking three blocks to recycle rubbish into the right bins. Solutions need to understand the entire context of our behaviour, use the right tools to gently remind us of the benefits whilst overcoming the barriers, and then trigger the right behaviour. An elegant example of a behavioural change solution comes from Paris, where a new fountain offers locals sparkling water on tap – after discovering that aversion to still tap water was one of the main reasons many French people were buying bottled water despite concerns about the waste. A municipality in Italy is doing the same thing along its coastal walkways, in an attempt to cut down on discarded bottles. This, in turn, steps into the realm of creating products, services and public infrastructure that support sustainability – the more we build a world that supports sustainable behaviours, the easier it will be for people to change, irrespective of their values.
 

“I want to behave sustainably, but not right now”

Of course, offering us free, fizzy tap water might be a quick fix for plastic bottle consumption, but getting people to change their behaviours, and making that change last over time, is not always so simple – even when they know they should. First there is the issue of self-perception. Dirk Dobbs, in his article ‘The climate is changing, why aren’t we?’ says people often overestimate their own abilities and therefore don’t think they need to change, and have a general tendency to discount the seriousness of risks, especially if they occur far in the future.

At Experientia we’ve encountered both mentalities as barriers to more sustainable behaviour in different research projects. In one, we asked people to comment on their energy consumption use. The majority of our participants stated that they believed they used less energy than average. Obviously, statistically speaking, this can’t be true. In another project, we identified a kind of ‘on hold’ mentality, in which people are aware of the issues, want to change, and even know some basic information on what actions they could take – but put off making the changes to a “more convenient time”, perhaps waiting until they own a house to install new insulation, or get married to buy more sustainable appliances, or a new job to think about alternative ways to travel to work.
 

There is a whole world beyond the personal

As mentioned above, however, individual motivations don’t spring from nothing – they are formed by our physical environment, our culture, our social groups, our political leanings, our government’s stance and policies, and the practical tools we have at our disposal, among other things. Any attempt at behavioural change has to take action across these different areas. In Experientia’s work in Helsinki’s Jätkäsaari area, as part of a team constructing a low-to-no carbon emissions building block called Low2No, we have been working on a behavioural change framework that identifies the interplay of forces that impact our likelihood of complying with behavioural change efforts.

  • Physical considerations and constraints
    Such as the spaces in which we live, heating needs, transport infrastructure, light conditions, water and food supplies, and available technology, including the tools and interfaces which give us the information we need to make informed decisions.
     
  • Personal factors
    These include our individual green values, current consumption behaviours, transport behaviours and our levels of self-awareness regarding our own impact on climate and the available options to modify it.
     
  • Social environment
    Such as community identity, values, beliefs, memories, needs, and habits. How widely are green values shared in the community? Are people aware of pollution conditions and the associated risks? Is there a collective knowledge base about the behavioural impact on climate and the options to modify it?
     
  • Cultural context
    Finally, consider issues such as the level of commitment of public administrations and businesses to green values, the number and quality of public/private incentives for sustainable behaviours and continuous improvement and maintenance programmes, affects the likelihood of us taking personal action.

 

A framework for bottom-up change

Of course, the government has a major role to play in creating the conditions for these frameworks to thrive. Legislation will need to play a strong role in behavioural change towards sustainability. We have already seen the limits of self-governing regulatory bodies and voluntary standards in the past – Norwegian businesses only started allowing women into their boardrooms once this became mandatory, despite ten years of promises from the companies involved.

Governments will mandate change because they need to meet targets set by various international bodies and agreements. However, for change to be sustained in the long-term, it also needs to be bottom-up, and not just top-down, rising from a grassroots commitment to change, which in turn brings pressure to bear on political bodies to change at national level.

Design can support and nurture the development of this grassroots movement, through concepts that work in the four contexts described above. Our Low2No framework also defines four different kinds of actions that need to take place: Engagement and Awareness, Community Actions, Self Assessment and Leading by Example.

  • Engagement and Awareness
    As people’s awareness of climate issues are raised, they need meaningful and contextual information to help them respond. What is the difference in real terms between an A and an A++ appliance? How could this information be presented to people so that the benefits are clear? This also involves providing people with tools for evaluation, so that they are empowered to make better choices. Engagement with a new behaviour is more likely to be sustained long-term if it is easier and more convenient than previous patterns – for example, making it easier to recycle technological waste products or systems that automatically reuse grey water in gardens without any extra effort.
     
  • Community Actions
    We are social animals and our neighbours’ or peers’ behaviour will impact us strongly. We are already starting to see social reputation being used to enforce or “proof” behaviour. Comparative billing is just one example of this. How else might people’s behaviours start to change if they knew exactly what keeping up with the Joneses meant in terms of consumption?

    However, we need to go beyond the passive concept of social proofing, to help communities to build a sense of shared values, of people who have the same goals and work together. One person working alone may find it hard to sustain their commitment to a new activity – but once it becomes a social activity, family, neighbours and peers become a force of encouragement and support, with common interests. This means creating a pool of shared knowledge, accessible to all members of the community, and putting support mechanisms and networks in place to encourage compliance. This opportunity to focus sustainability efforts through the lens of community involvement also has lifestyle implications – it reframes the paradigm of urban living from one in which we live in our own households and don’t know the neighbours, to a social network in which we know exactly what our joint energy consumption is, and metaphorically (or even actually) stop on the stairs to exchange tips.
     

  • Self Assessment
    In order to translate understanding into action, people need to be able to see the real impact of their individual or group actions. Targets can help make information measurable and actionable, and simulating the impact of different alternatives can help people decide on the best course to take. Monitoring and immediate feedback can help people to see patterns in their own behaviour, showing when they are more or less compliant with their goals, and perhaps helping them to identify why. Success should be tied to rewards, from emotional satisfaction, such as having achieved the goal of using less than the average, to more tangible benefits such as financial savings or a bonus. At a community level, the ability to evaluate joint consumption and carbon emissions is an important tool for highlighting the need for further action, and the opportunity to reward sustained change.
     
  • Leading by Example
    Encouraging individuals to change is vital, but the impact has to occur at community, regional and national level. Governments and local authorities need to show their commitment to sustainable causes by facilitating open dialogue between public and private sectors, and offering public incentives to sustain change, for individuals, communities and small and big businesses alike. Positive feedback loops are needed to constantly refine processes and policies. More importantly, governments need to model the behaviours they are hoping to encourage in their populations. Change at this level can only occur once governments start to feel the pressure from their voters, and to believe that sustainability is a challenge we can no longer afford to procrastinate around.

 

A virtuous circle

The ultimate aim of behavioural change for sustainability has to be to make our lives better. If designers and policy makers can find a way to link more sustainable behaviours with a higher quality of life, then we have the problem cracked. If we can provide a context in which we can link personal satisfaction and self-actualisation with a lower rate of consumption, and a more sustainable lifestyle, then we can create a society in which wealth means not having more, but living better. To do this, people must be offered the right tools and information to effect change, as well as the conditions to create new tools and new values, and to communicate these to others. In the end, change becomes a self-reinforcing loop, in which design influences people to behave more sustainably, and people’s desire to act ‘green’ drives design and public policy.

22 November 2010

Invading Cyprus with user-centred design

Schedia
A group of young designers are making their mark on Nicosia’s urban scene by creatively redesigning “misused public spaces”.

“Our goal is to give solutions on how these spaces could be used,” said designer Marina Hadjilouca, one of the founders and designers of Schedia, organisers of this weekend’s Urban Invaders event.

Schedia was set up in December 2009 and focuses on user-centred designs, exploring how methods used within this area of design can improve urban regeneration, such as the transformation of the old town of Nicosia, as well as public and private places like libraries. This type of design is centred on the user, researching its characteristics and providing solutions that meet their needs, wishes and expectations. The process covers each stage of design, starting from the research involving the public to the outline of the idea and the development of the space.

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21 November 2010

Singapore needs to place anthropology before technology

Design Singapore
“We need to place anthropology before technology,” said Richard Seymour, Co-founder, Seymourpowell, at the sixth annual meeting of the International Advisory Panel (IAP) of the DesignSingapore Council, that came together to recommended ways to use design to boost productivity in Singapore.

The panel, chaired by Mr. Edmund Cheng, is comprised of renowned international design-related and business leaders from the United States, Europe, Japan and Australia.

The Panel identified key imperatives that foster a stronger link between design and outcomes. The fundamental concept revolves around the need to broaden the definition of productivity to consider behavioural economics such as the value of culture, community and diverse experiences that are unique to Singapore.

“We need to place anthropology before technology. We need to understand how people are and make sure that the products and services are compelling to the end-user. To do so, we need to expose decision-makers to creative processes outside of their usual environments, injecting a broader bandwidth of knowledge and creativity,” said Richard Seymour, Co-founder, Seymourpowell. “Mediocre ideas become commoditised rapidly. This exposure will create an environment that could bring the brilliant idea back.”

Interesting also the recommendations at the end, with the IAP proposing a national innovation programme with the overall goal of championing new value creation through design.

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