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04 MAY 2012

IDEO Method Cards: a thinking tool for understanding human factors

"IDEO Method Cards is a collection of 51 cards representing diverse ways that design teams can understand the people they are designing for. They are used to make a number of different methods accessible to all members of a design team, to explain how and when the methods are best used, and to demonstrate how they have been applied to real design projects.

IDEO's human factors specialists conceived the deck as a design research tool for its staff and clients, to be used by researchers, designers, and engineers to evaluate and select the empathic research methods that best inform specific design initiatives. The tool can be used in various ways - sorted, browsed, searched, spread out, pinned up - as both information and inspiration to human-centered design teams and individuals at various stages to support planning and execution of design programs.

Inspired by playing cards, the cards are classified as four suits - Ask, Watch, Learn, Try - that define the types of activities involved in using each method. Each approach is illustrated by a real-life example of how the method was applied to a specific project. As new methods are developed all the time, the deck will grow and evolve over time.

In its first year, the Method Cards appeared to have unexpected relevance to groups that are not necessarily engaged in design initiatives. Clients report using the tool to explore new approaches to problem-solving, gain perspective, inspire a team, turn a corner, try new approaches, and to adapt and develop their own methods."

(IDEO)

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2003ability to focus • asking • browsed • cards • conceptualisationcreativitycultural probesdecision making • deck of cards • design inspirationdesign methoddesign process • design research tool • design science • design teamdiscovery • empathic research • empathyengineers • evaluate and select • high performance thinkinghuman factorshuman-centred designIDEOlearning • mental block • method • method cards • methods for design practice • pinned up • playing cards • problem-solving • searched • sorted • spread out • thinking tooltooltools for thinking • trying • turn a corner • understanding • user perspective • watchingways of thinking

CONTRIBUTOR

Simon Perkins
23 MARCH 2012

Autumn 2012: Design and Social Innovation

"There is a growing interest in the role that design can play in catalysing, harnessing, spreading and scaling social innovation around the world. This is expressed in two key ways:

> by a growing number of professional designers and design disciplines applying their skills to addressing social issues; and

> by the adoption of design tools, techniques and methods by a growing number of other disciplines focused on developing social innovation.

Perhaps the most recognisable facet of this interest has been the rise of 'design thinking' not only in business, but increasingly in public service and policy fields. Fuelled by design agencies such as IDEO in the US, non-profit bodies such as the Design Council in the UK, and education institutions such as Stanford's 'd.school', design thinking has begun to be recognised as a key ingredient underpinning innovation (whether that be social innovation or not). Indeed, according to Sir George Cox, past chairman of the Design Council, design is what bridges creativity (the generation of new ideas) and innovation (the successful implementation of new ideas). In other words, design could be described as:

'the human power to conceive, plan, and realize products that serve human beings in the accomplishment of any individual or collective purpose' (Richard Buchanan, 2001)."

(Ingrid Burkett, Knowledge Connect)

Fig.1 AT.AW [http://www.at-aw.com]

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2012action learning • catalysing social innovation • change observercitizenshipcivil societyclients • collective purpose • community services • conceive ideas • constituents • consumersCourtney Drake • critical insight • critical literature • critical thinking • cross-sector • d.school • deign approaches • design agencies • design approaches • design bridges creativity and innovation • Design Council (UK)design disciplinesdesign fielddesign innovationdesign methodsDesign Observer (magazine)design techniquesdesign thinkingdesign toolsdesignersdifferent perspectives • diversity of disciplines • education institutions • George Cox • harnessing social innovation • idea generationIDEO • individual purpose • Jacqueline Wechsler • Joanne Hutchinson • logframe • logframe analysis • long-term change • NESTAnew ideas • Open Book of Social Innovation • plan ideas • political reactionism • previous learning • professional designersprototypingpublic policy • public service • public services • real change • realise products • Richard Buchanan • scaling social innovation • School of Management • School of Visual Arts in New York • service implementation • serving human beings • significant change • social design • social ills • social innovation • Social Innovation Branch in DEEWR • social innovation. • social intervention • social issuessocial policysocial sciencesocial sector • spreading social innovation • Stanford Universitystrategic planning • strategy and planning • successful implementation • the role that design • underpinning innovation • user-centred designusers • Vera Sacchetti • William DrenttelYale University • Young Foundation

CONTRIBUTOR

Simon Perkins
21 MARCH 2012

The Future of the Book: design speculation

"The Future of the Book is a design exploration of digital reading that seeks to identify new opportunities for readers, publishers, and authors to discover, consume, and connect in different formats.

As more people consume pages in pixels, IDEO designers wondered why we continue to discover and consume the written word through the old analog, page-turning model. We asked: what happens when the reading experience catches up with new technologies?

The team looked at how digital and analog books currently are being read, shared and collected, as well as at trends, business models and consumer behavior within related fields. We identified three distinct opportunities - new narratives, social reading with richer context, and providing tools for critical thinking - and developed a design concept around each one.

The first concept, 'Alice,' turns storytelling on its head by making narratives non-linear and participatory. With Alice, the story world starts bleeding into the everyday life of the reader. Real-world challenges, like acting on a phone call from the lead character, or participating in photo based scavenger hunts, unlock new aspects of the story, and turn other readers into collaborators or competitors. Alice is a platform for authors to experiment with narratives, to allow their stories to transcend media, and to engage fans in the storytelling process.

The second concept, 'Coupland,' makes book discovery a social activity by allowing readers to build shared libraries and hear about additional texts through existing networks. Coupland makes it easy for busy professionals to stay on top of industry must-reads. Businesses can assign book budgets to their employees and build collective libraries through a group-licensing model. Personal recommendations, aggregation of reading patterns, and the ability to follow inspiring individuals and groups help ensure that Coupland users always are tapped into the latest essential content within and outside of the organization.

The third concept, 'Nelson,' connects books to commentary, critique, and contextual information, letting readers explore a topic from multiple perspectives. Nelson reinforces the role of books as carriers of knowledge and insight. Readers can explore polarizing material and see whose word currently has the greatest impact on popular opinion and debate. Layers of connected commentary, news, and fact-checking augment the core book content - providing greater context and encouraging debate and scrutiny.

Each concept features a simple, accessible storytelling format and a particular look and feel. We believe that digital technology creates possibilities, so our solutions truly adapt to the new environment, rather than emulate analog qualities onscreen. For example, we resisted any temptation to move books closer to the bite-sized character of other digital media, because longhand writing encourages immersion (deep reading) and reflection."

(IDEO, 2010)

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2010Alice in Wonderland • analogue book • books • collective libraries • connected commentary • consumer behaviour • contextual information • convergence • deep reading • design concept • design exploration • different formats • digital booksdigital mediadigital readingdigital technology • Douglas Coupland • end of printenvisioningformatfuture of the bookgo digitalhybrid formIDEO • inspiring individuals • intertwingularity • longhand writing • look and feel • media forms • multiple perspectives • must-reads • narrative • new narratives • new opportunities • new technologiesnon-linearoff the pagepage-turning model • pages in pixels • personal recommendation • pictures under glass • reader • readersreading experience • reading patterns • rich context • shared libraries • social activity • social readingspeculative designstorystorytellingstorytelling formattechnology convergenceTed Nelsonthe future of the booktrendswritten word

CONTRIBUTOR

Simon Perkins
23 APRIL 2010

IDEO & Air New Zealand: rethinking the long-haul travel experience

"To prepare for the launch of its new Boeing 777-300 aircraft in November 2010, Air New Zealand scrutinized its current long-haul offering. The company asked IDEO to rethink the entire experience - from the cabin's layout and equipment, such as the seating in economy and business class, to the in-flight service and entertainment and even their customers' experience inside and beyond the terminal. ...

Together, Air New Zealand and IDEO revamped the airline's equipment, service, and technology strategy. Innovative seats will allow travelers one of two desired experiences: connection and socialization or solitude and retreat. Their reconfigurable design permits each passenger a level of interaction with (or privacy from) others that was previously reserved only for those in first class. In addition to best-in-class video and gaming, in-flight entertainment will allow travelers, Kiwi and foreigner alike, to share their experiences, photos and recommendations with each other, making plans and preserving memories for the life that follows disembarkation. The airline's service strategy, both onboard and on the ground, will shift to celebrate the people, rather than the landscape, of New Zealand - giving crew and passenger alike opportunities to interact and form meaningful connections. Policies and procedures were crafted to give travelers more control of their space, of their time, of meeting their demands and ultimately over having an enjoyable and memorable flight. Creating their own technology platform was essential to delivering on this promise of improved and individualized in-flight experiences at scale. IDEO worked with Air New Zealand to understand what they could do - build, buy, or partner - with a view towards near-term implementation.'"

(IDEO)

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2010 • Air New Zealand • aircraftairlineAotearoa New Zealand • best-in-class • Boeing • Boeing 777-300 • cabin • case studycustomer experienceexperience designhigh-fidelity prototypehuman-centred designIDEO • in-flight • in-flight experience • long-haul • onboard • passengerprototype • reconfigurable design • seating • service and entertainment • socialisationtraveller

CONTRIBUTOR

Simon Perkins
24 APRIL 2009

Design Thinking: a methodology that imbues the full spectrum of innovation activities with a human-centred design ethos

"Design thinking is ... a discipline that uses the designer's sensibility and methods to match people's needs with what is technologically feasible and what a viable business strategy can convert into customer value and market opportunity. Like [Thomas] Edison's painstaking innovation process, it often entails a great deal of perspiration. ...

Historically, design has been treated as a downstream step in the development process - the point where designers, who have played no earlier role in the substantive work of innovation, come along and put a beautiful wrapper around the idea. To be sure, this approach has stimulated market growth in many areas by making new products and technologies aesthetically attractive and therefore more desirable to consumers or by enhancing brand perception through smart, evocative advertising and communication strategies. During the latter half of the twentieth century design became an increasingly valuable competitive asset in, for example, the consumer electronics, automotive, and consumer packaged goods industries. But in most others it remained a late-stage add-on.

Now, however, rather than asking designers to make an already developed idea more attractive to consumers, companies are asking them to create ideas that better meet consumers' needs and desires. The former role is tactical, and results in limited value creation; the latter is strategic, and leads to dramatic new forms of value."

(Tim Brown, 2008, Harvard Business Review)

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2008 • aesthetically attractive • applied researchbest practice • brand perception • business machine • business savvy • business sense • business world • communication strategiescompetitive advantageconsumer desireconsumer electronics • consumer packaged goods • consumerscreativity • customer value • design ideasdesign methodologydesign methodsdesign thinkingdesigners • designers sensibility • development process • dictation • direct observation • discovery through design • discrete device • electric light bulb • electric power generation • electric power transmission • envision • evocative advertising • experimental investigationgeneralistgenius • gifted tinkerers • Harvard Business Reviewhuman-centred designhumanisation of technologyIDEOimprovisationinnovation • innovation activities • innovation processintegrationinventioninventoriterative design • lightbulb • lone genius • market growth • market opportunity • marketplace • Menlo Park • needs and desires • new forms of value • new productsnew technologies • parlour trick • phonograph • prescient • product differentiation • products are made • products are marketed • products are packaged • products are sold • products are supported • recording dictation • replaying dictation • research and development • research and development laboratory • strategic thinking • substantive work of innovation • team-based approach • technologically feasible • Thomas Edison • trial and error • twentieth century • viable business strategy • what people want

CONTRIBUTOR

Simon Perkins
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