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December 11, 2009 9:42 AM PST

What good is design research?

by Adam Richardson
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A recent article by Don Norman brings up some valuable and provocative questions about the value of design research. I read it as an extension of his previous shift in thinking about the value of usability analysis, where he concluded that it was vital for good to design, but it didn't lead to great design. In this new article he argues that design research has not led to breakthrough innovations or products, but is better suited for improving existing products and technologies.

I actually agree with much of what he says, though I see the definition of design research he's using as overly narrow. More on that in a moment.

He starts the article with:

I've come to a disconcerting conclusion: design research is great when it comes to improving existing product categories but essentially useless when it comes to new, innovative breakthroughs. I reached this conclusion through examination of a range of product innovations, most especially looking at those major conceptual breakthroughs that have had huge impact upon society as well as the more common, mundane small, continual improvements. Call one conceptual breakthrough, the other incremental. Although we would prefer to believe that conceptual breakthroughs occur because of a detailed consideration of human needs, especially fundamental but unspoken hidden needs so beloved by the design research community, the fact is that it simply doesn't happen.

He then goes on to list a number of breakthrough products (actually categories of products) that design research didn't have a hand in:

  • The Airplane
  • The Automobile
  • The Telephone
  • The Radio
  • The Television
  • The Computer
  • The Personal Computer
  • The Internet
  • SMS Text Messaging
  • The Cellphone

Design research did not exist in its current form when any of these technologies or products came about, so of course it did not have a hand in their development. However, the reason these ones took off was because someone recognized a user need, and shaped the technologies to address that need, adjusting the form of the technologies as the need evolved. So it was not formal design research, but it certainly was an attentiveness to understanding how the technology would be used, which is a key element of design research.

Invention and Innovation

We have to be careful about distinguishing between technological invention and innovation. Technologies are invented all the time, many of which--as Don notes--are not immediately very useful, and that need refinement before they can become appealing to the mass market. This is often where innovation plays a role, and where design research can help shape the rough technology into something that people will actually want and be able to use. I don't see any shame in design research not being present at the moment of invention--it still has a valuable role to play.

Design research takes place when design happens, and design is a downstream activity from scientific and technology invention. So it's not surprising that it has not launched new-to-the-world technologies. Could it do so in the future? Sure, it's early days yet. To have that kind of impact it would need to move more upstream, and to an extent that process is already underway.

But I do agree with Don's basic point that gaining a deep understanding of user needs does not in and of itself necessarily lead to a reframing of a technology or a business problem. This touches on something that we have been talking about a lot at frog recently--the pendulum has swung so much toward doing user research that we (as a profession) risk losing the magic that comes from conceptual thinking. The seductiveness of evidence and insight that comes from design research can push inspiration, intuition, hypotheses, hunches and nonlinear thinking to the sidelines. Analysis overwhelms creativity.

Good design researchers are keenly aware of this of course, and seek to provide the appropriate balance for each project, making analysis and inspiration as sparring partners. An unscientific survey of colleagues and blog posts indicates that others are recognizing the issue and working to push the pendulum back the other way to a more balanced position.

Design research is not (just) user research

This brings me to my last point, one where I do have a disagreement with how Don sets up the article: he equates design research with user research.

Design research has many definitions, but within the product cycle, it consists of studies aiming to understand the activities, desires, and needs of the people for whom a product or service is desired. Design researchers use a wide variety of methods, but all of them, whether it be ethnographic observations, systematic probes, or even surveys, questionnaires, and focus groups aim at one thing: to determine those hidden, unspoken needs that will lead to a novel innovation and then to great success in the marketplace.

This is a very typical definition, but one that I reject. Design research can be, and should be, much more than user research. It should include research into technologies, brands, macro trends, retail settings, competitors and comparatives, and a company's own IP and capabilities. In my book I refer to this as multivector research--where we examine multiple vectors of data types simultaneously, and seek insights by finding the patterns across the vectors, not just within a single vector (e.g. user research).

As every design researcher knows, users can be myopic in their expression of needs, and we do everything we can to get at the underlying needs. If we expand our vision to include these other vectors then they can give us a better view into needs and--importantly--opportunities, than going by user needs alone.

Design is not solely about creating products that users want--design, like politics, must balance many requirements. Users are of course a very important stakeholder in those requirements, but designers are tasked with also working with the requirements of engineering, manufacturing, brand, technologies, costs, etc. Likewise, design research does itself a disservice if it only looks at user needs--its scope needs to match that of design itself.

Related articles

Don Norman's article

Steve Portigal response

December 10, 2009 11:46 AM PST

The logic behind the consumer device economy

by Adam Richardson
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The Onion nicely parodies the often irrational (but highly predictable) drivers behind the constant treadmill of electronic gizmo introductions and the unrelenting consumer interest in each new launch:

With the holiday shopping season officially under way, millions of consumers proceeded to their nearest commercial centers this week in hopes of acquiring the latest, and therefore most desirable, personal device.

The device, which is never named, retails for $395.

"Its higher price indicates to me that it is superior, and that not everyone will be able to afford it, which only makes me want to possess it more," said Tim Sturges, owner of the old device, which he obtained 18 months ago when it was still the new device. "I feel a strong urge to purchase the new device. Owning the new device will please me and improve my daily life."

"It's difficult to remember how I ever found enjoyment in my old device," Sturges continued. "It is no longer appealing to the eye."

Read more >

December 9, 2009 9:09 AM PST

Going human with Shy-Tech

by Tim Leberecht
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(Credit: disfruteconpoco)

I attended the Trendforum in Munich last week, a two-day conference that gathered European innovation, marketing, and R&D executives to explore emerging technologies, social trends, and innovative business models. The program was eclectic and the content mostly of high quality. I was particularly intrigued by the opening session that intersected macro-economic forecasting with geeky trend evangelism as well as a humanistic pledge for meaning-driven business (in fact, the other sessions didn’t even come close, including special guest Ray Kurzweil, whose remote keynote, given by way of 3D-holographic projection, remained utterly flat).

As the first speaker, Markku Wilenius, senior vice president of economic research and corporate development with Allianz SE, set the framework by introducing overarching future themes, key challenges facing mankind, from climate change to water scarcity to demographic developments. Forecasting the economic development over the next two decades, he predicted redefined notions and metrics of both societal progress and individual success, and heralded “true-value accounting” that would ultimately “decouple consumption from growth.” In 10 years, he argued, easy and seamless sustainable choices would have become the norm, as would have “smarter systems.” Wilenius identified four key consumer trends, all to be filed under Consumer Empowerment: Downshifting (simplicity -> value for money, price sensitivity, discounts); Transparency (clarity -> open communications, clear essence); Selfness (control -> self-governance, tangibility); and Age of Less (substance -> long-term thinking, lightness). Despite the daunting challenges in these times of crisis, his outlook remained optimistic: “Material scarcity always creates an abundance of ideas.” If that is true, we can look forward to innovative times in which creativity will not only become a crucial skill but an existential means of survival.

Christine Woesler de Panafieu, founder of CoSight, an international trend research and marketing consulting firm in Paris, picked up the ball and described how the macro-trends Wilenius had pinpointed would alter the lives of consumers. She argued that we were moving from "post- to ultramodernity," resulting in a renaissance of the renaissance: “the man as measure of all things.” This neo-humanistic mindset would bear a new spiritual quest--“an individual, open-path-seeking direct resonance with the sacred,” as she put it. The number of pilgrimages is indeed on the rise, as is the number of new religions (and meta-religions such as the recent Charter of Compassion or the portal Beliefnet). “The 21st century will be spiritual or it won’t be at all,” Woesler de Panafieu said, quoting a French philosopher. Morality is in high demand, but doing good is shifting from convention to conviction, from a humanitarian to an empowerment approach. For brands, this means they need to become the “right thing to do.” And one only has to look as far as Foursquare to see that converting social currency into real value will the business model of the future.

Nils Müller, founder and CEO of TrendONE, a trend research firm, finally took the audience on a riveting tour de force through much buzzed-about emerging tech trends, envisioning the future in 2020 as a seamless blend between the real and virtual worlds, dominated by location-based, real-time, and social computing applications that turn the Internet into an "Outernet" and “every interface into a surface”--from printed electronics to face recognition to augmented social shopping. He depicted an evolution from “lean back” to “move forward” to “jump in” to “always-on” to “plug in” media. And he showed tons of videos: the "Siftables" (see picture above); the inevitable Microsoft Natal clip; a demo of brainwave-based voiceless communications (theaudeo.com), and a clip on augmented vision enabled by eye chips (tat.se). Their common thread: technology in disguise, with front ends that are becoming touchable, intuitive, and human-centric. Mueller coined the term “Shytech” for this phenomenon: technology that can afford to be nonintrusive because it is fully immersive.

In the concluding panel discussion, Woesler de Panafieu was asked what’s left to do for designers when everything was immersive and one great computing cloud. “Designers’ task will be to make the invisible visible,” she said, “creating the new interaction codes of our societies.” That again alluded to the big mega-trend of Good Computing--without Computers. Designers are the ones who can translate data (and meta-data) into meaning and make morality tangible amidst a flood of information. As they visualize the dematerialization of products and services, how long will it take before the dematerialized world becomes the ideal one?

November 16, 2009 10:58 AM PST

Apple, Bloomberg: Two media brands in the social era

by Tim Leberecht
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(Credit: Billpapa.org)

Reading the business section of yesterday's New York Times, you couldn't help but notice the juxtaposition of two seemingly different companies, which, at second glance, have more in common that you might think. One is Bloomberg, the financial data juggernaut that has enough cash to aspire to become “the world’s most influential news organization.” The company has placed its bets on the acquisition of the venerable BusinessWeek, trusting that it will broaden its reach into a mainstream business audience. A few pages later, Digital Domain columnist Randall Stross reveals Apple’s pending patent application for a new advertising pop-up technology that forces users of devices and web sites to acknowledge the reception of the commercial message.

What Apple calls “enforcement routine” is basically a radical ad-based model that offers consumers to use Apple’s products and services for free or at a discount if they “watch ads they may not want to watch.” Stross writes: “Its distinctive feature is a design that doesn’t simply invite a user to pay attention to an ad--it also compels attention. The technology can freeze the device until the user clicks a button or answers a test question to demonstrate that he or she has dutifully noticed the commercial message. Because this technology would be embedded in the innermost core of the device, the ads could appear on the screen at any time, no matter what one is doing.” As Stross points out, other brands went down this path before and utterly failed, and he is stunned that Apple, if it is serious about this technology, seems to be willing to risk its  reputation of consumer-friendly “cool.”

One story can be read in the context of the other: Bloomberg and Apple not only share a zealously rigid culture and a “walled garden” business model based on selling high-grade packages at a premium price; they are also both media companies. Both have strong communities driven by the Three C’s of Communities--connectivity, content, and context--and both are wondering which of these parameters they can exploit more aggressively without jeopardizing the integrity of the community that is the foundation of their business. Both Apple and Blooomberg create value by heavily relying on network effects within an ecosystem that they tightly control. Both are distributing content to raise demand for their products. And both have a strong brand to extend – and to lose.

With the acquisition of BusinessWeek, Bloomberg’s strategic trajectory is clear: Owning a proprietary technology platform (it sold 300,000 terminals to date), the company is looking for ways to reach more potential buyers (and sell premium services). Apple’s “terminals,” on the other hand, are its iTunes store and its user interfaces, and the recent patent application indicates that the company might explore the exploitation of attention generated through these properties. Bloomberg is buying attention to open up new sources of revenue, Apple might be selling it.

The two brands have one last trait in common: They are not really embracing social media, to put it mildly. Apple, as a company, does not engage, and Bloomberg even discourages its employees to engage. Apple and Bloomberg, in some ways, are the antidotes to a marketplace that – propelled by the forces of the Social Web – is becoming increasingly atomized, hyper-distributed, open, and transparent. Secrecy, compliance, top-down hierarchies, rigid communication policies, and walled gardens are characteristics that may be somewhat outdated in this era, and yet they seem to be the very cornerstones of Apple’s and Bloomberg’s success as the two firms thrive as the surprise champions of their respective categories. Both came to save ailing industries, ripe for innovation: Apple reinvented the music industry and the Smart Phone market. Bloomberg is determined to reinvent the news business. But in the long term, can Apple sustain its community of loyal users without becoming a more transparent organization? And can Bloomberg really emerge as “the world’s most influential news organization” without going social?

November 2, 2009 9:52 PM PST

The world's first crowdsourced creative agency

by Tim Leberecht
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It's always good to be the first, and while crowdsourcing, the trend, may have jumped the shark, a fully crowdsourced creative agency is a bold creative experiment and still news. Two Crispin Porter + Bogusky alums, John Winsor and Evan Fry, together with Claudia Batten, the founder of Microsoft-acquired video game advertising shop Massive, have launched Victors & Spoils (V&S), "the world's first creative agency built on crowdsourcing principle."

V&S says it will "provide businesses with a better way to solve their marketing, advertising and product-design problems by engaging the world's most talented creatives." The press release promises that "perceived crowdsourcing flaws will be addressed through world-class creative direction delivered through the use of the reputation-ranked Victors & Spoils crowd" but stays mum on how exactly the crowdsourced creative department will operate.

In any event, V & S is eating its own dog food. The first line you notice on its web site (after the humble "Welcome To Victors & Spoils. Let's Change An Industry") is "Why does this site look so plain, Jane?" and the answer is: because the site design, the look and feel, and even the logo are being crowdsourced.

Whether crowdsoucing yields better creative results, who knows? It certainly is a differentiator. V&S COO Claudia Batten twittered that she got calls from five Fortune 200 CMOs in the first five days since launch. We will follow this one closely.

November 2, 2009 12:22 PM PST

Forrester: Adaptive branding and the new four P's of marketing

by Tim Leberecht
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Forrester is about to release a new report on “Adaptive Brand Marketing: Rethinking Your Approach to Branding in the Digital Age,” in which it proposes replacing “brand managers” with “brand advocates.” Advertising Age provides a sneak peek at the ‘new 4 Ps of Marketing’ presented in the report: permission, proximity, perception, and participation. Other core elements include: “embracing an expanded role for consumer intelligence, focusing on strategic brand platforms, and empowering a federated organization."

A fervent advocate of marketing as a cross-organizational catalyst for change myself, I wholeheartedly agree with BBH Labs which believes the Forrester report points to a potentially larger opportunity for the discipline: “It’s not just the marketing organization that needs to reorient itself given the now normal digital age, but the company itself should consider how it reorients itself around its marketing organization. In most progressive companies, it is the marketing function that has most quickly and deeply engaged with the new interactive toolkit.”

This view is really becoming a groundswell, and you will be hard pressed to find anyone these days who would deny the profound change social media presents for all customer relations; the new need for openness, agility, and hyper-sociality; as well as the call for “networked” (or “federated,” as Forrester calls it) organizations. David Armano from the Dachis Group (“Social Business Design”), Francois Gossieaux (Beeline Labs), or Charlene Li and her Altimeter Group are just some of the pundits who have very succinctly articulated these themes.

Further reading:

HSM Interview with Amazon’s former Chief Scientist Andreas Weigend on the four P’s of marketing

Ogilvy and Acision white paper on advertising in 2020

Jones and Bonevac: "Should We Be In the Advertising Industry?"

Dave Evans: "Social Business: the New Black" 

John Ellett: "Marketing has changed"

George Potts: "Political Campaigns: The New Paradigm for Marketing Organizations in the Social Media Age"

Rob Rose: "Stop Being a ‘Data Driven’ Marketer"

October 28, 2009 8:52 PM PDT

California artist rebuilds world economy with antimatter

by Tim Leberecht
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The overlap with the title of this blog, Matter/Antimatter, is completely coincidental, but since most meaningful events are coincidental, it makes perfect sense that it prompted San Francisco-based conceptual artist Jonathon Keats to send me a note pointing to his upcoming exhibition "The First Bank of Antimatter."

Keats' previous artistic enterprises include applying string theory to real estate development, and in the wake of global economic collapse, Keats is now introducing a hedge against future catastrophe by creating a mirror economy designed to skyrocket as world markets plummet: the first holistic response to the great recession.

"Economic equilibrium is upset by our unbalanced pursuit of material wealth," explains Keats. "My plan is to offset materialism with modern science, by exploiting the economic potential of antimatter, which is the physical opposite of anything made with atoms, from luxury condos to private jets."

Backed by private Swiss funding, his scheme will be implemented beginning on November 12, 2009, when the First Bank of Antimatter opens in San Francisco's Monadnock Building, the location of Modernism Gallery. The bank will serve as a hub for antimatter transactions worldwide, eventually financing the building of antimatter infrastructure and providing the public with a full range of investment opportunities. "But our first order of business will be printing money," says Keats. "Cash is the foundation of any economy, and an anti-economy is no exception."

Issued in three convenient denominations, ranging from 10,000 positrons to 1,000,000 positrons, and initially trading at an exchange rate of $10 to $1,000, the anti-money will be backed by antimatter stored in the bank's vault. Because matter and antimatter annihilate each other on contact, antimatter positrons will be continuously produced on location by decay of the radioactive isotope potassium-40.

"We want our customers to be confident that the antimatter is available on demand, but we're advising clients to conduct transactions strictly in paper currency," says Keats, who has used his artistry to design the money in multiple colors including red, blue and green. "The paper is cotton rag, archival enough to survive economic Armageddon" he promises. "It's an essential asset in any balanced portfolio. Antimatter is a natural haven for wealth when everything becomes worthless."

Like advertising guru Rory Sutherland said at TEDGlobal: "Most of our problems are problems of perception." And: "We need more intangible value." I always knew we could rely on artists (and advertisers!) to (re)-build an anti-economy of meaning, and I am thrilled to see this vision finally materialize.

October 27, 2009 9:25 PM PDT

Lessons for Nook from Zune

by Adam Richardson
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Barnes & Noble nook e-reader (Credit: Barnes & Noble)

It's busy times in the e-book reader world, with Barnes & Noble launching Nook, Plastic Logic making noise about a new Que reader (no doubt to counteract B&N's announcement), and Amazon lowering prices on the Kindle.

The Nook is the device getting the most buzz, having been launched a few days ago. It's white, has an e-ink screen, and is priced at $259, all like the Kindle. But it also adds a nice color touch screen "strip" below that is used for browsing and buying new books. It's an interesting of-the-moment alternative to the Kindle's keyboard.

The Nook's biggest distinguishing feature is its ability to wirelessly "lend" e-books to another Nook user for 14 days. During that time the lender cannot read the book, just as if they'd handed over a physical copy.

This is very reminiscent of the sharing feature Microsoft built into Zunes from the start, in fact this was one of the Zune's biggest distinguishing characteristics from the iPod. However, it did not help the Zune get above single digit market share. So is lending (or borrowing) really a feature that people care about?

I think the Nook has a couple of things going for it that didn't work for the Zune.

1. The Kindle isn't a monopoly
The Kindle, on which I was unduly harsh when it first appeared, has been the most popular e-reader. But it does not yet have the massive market presence that the iPod did by the time the first Zunes came out. (Amazon has not released sales numbers, but TechCrunch estimates it somewhere north of a million.) This matters because lending and borrowing are only attractive if you believe there will be other people near by you whose taste you trust to borrow from.

The tide was clearly against the Zune by the time it came out, which did not give consumers confidence that there would be other Zune users to get music from. In that case, it was just safer to stick with the leader, the iPod.

2. Books are better for short-term sharing
Music is something that, if you like it, you will want to listen to for a long time. The Zune has quite strong restrictions on how long somebody can listen to the song after they first borrow it, and for the lender not all songs can be shared. This makes for a suboptimal experience for the borrower, and frustrating inconsistency and confusion for the lender.

However, with many books a single read will do, so a limited borrowing time is less problematic. It's why libraries worked for so long. (I'm not sure if the self-destruct on borrowed books starts from the time of lending, or the time of first reading. From a reader's perspective, obviously, the second is preferable since with our busy lives it might be a while before you get to starting a book.)

But Barnes & Noble should also take a lesson from Zune and apply the lending rules universally across all titles. Don't let happen what happened to Microsoft where the studios placed restrictions on certain songs and artists who were hot at the time. Barnes & Noble is in the fortunate (for them) position, however, that book publishers are in a much weaker state than music labels.

nook lending graphic

I can't help wondering if Barnes & Noble is pitching the wrong angle of lending, though. Lending is altruistic, whereas borrowing is selfish. If I'm a prospective Nook buyer, I'm more thinking about what's in it for me than how I can be beneficent to my fellow Nookies (Nook owners).

October 26, 2009 11:34 PM PDT

Social media count shows how active the social web is

by Tim Leberecht
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Gary Hayes little flash application shows how active the social web is. Hayes built the application based on data he pulled from a range of social media sources, which he compiled at the end of September 2009.  You can download his Social Media Count here.

October 22, 2009 4:49 AM PDT

Berlin Twitter Wall lets you write on history

by Tim Leberecht
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Upon the 20-year anniversary of the fall of the Berlin Wall, the city of Berlin has launched a remarkable “living” online memorial: the Berlin Twitter Wall.

Using the hashtag #fotw, people can share their thoughts on the Fall of the Berlin Wall and tell the world “which walls still have to come down to make our world a better place.” The Web site scrolls messages along a backdrop of the East Side Gallery, a famous stretch of the wall still standing and painted with murals. By clicking "stop" and "play", older tweets are shown. A click on the cameras up on the wall displays a selection of the domino-artwork that will fall in a symbolic act on Nov. 9, 2009 at the "Fest der Freiheit" (festival of freedom) at the Brandenburg Gate in Berlin.

I love how the Berlin Twitter Wall intersects history and real-time action, memory and instant gratification, gravitas with graffiti, concrete architecture and virtual realm--and make all of that open and social.

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About Matter/Anti-Matter

Tim Leberecht and Adam Richardson both work for Frog Design, a consulting firm specialized in designing innovative products and services for Fortune 500 clients. On the Matter / Anti-Matter blog, they engage in a debate around questions they face day-to-day in their work, using convergence/divergence as a lens through which to look at the pressing issues in business, culture, and technology. What makes a successful convergent product or a successful divergent innovation? Is convergence a myth that users don't really care about, or is the current state of convergence just not satisfying enough for them to embrace? How much divergence of innovation is good, and when does it just become confusing? How do you stay on top of people's ever changing needs and wants?

They are members of the CNET Blog Network and are not employees of CNET.

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