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Viewpoints

Consumers Are Not Humans, but Humans Are Consumers

 

By Andy Schechterman, PhD, Andy Schechterman, PhD & Associates, LLC

 

Andy Schechterman
Andy Schechterman

From the corporate world to the design studio, often we’re left to formulate design strategies based on high-level aggregate market research numbers or qualitative focus group opinions, neither of which seem to provide much guidance or inspiration. Worse, is when our teams must deliver for an internal or external client, with no time or budget for any research.

 

Human-Centered Design Research provides a healthy alternative to the above. Its goals, methods, and outcomes are distinctively different from market research. Completing “deep dive” human-centered research prior to any design activity yields untapped opportunity for strategic planning for brands, products, services and environments, and the increasing blur between them all. Real-world human experience, when discovered, correctly interpreted and applied to the design challenge, also yields a gestalt from which we can deconstruct, then creatively reconstruct the design opportunity.

 

Non-linear realities
Human-Centered Design Research is a process grounded in the complex, non-linear realities of everyday lives. It clarifies the differences between what people say they would do, or think they have done, and what they actually do, or did. Done with skill, sensitivity and genuine empathy, it provides an abundance of evidence-based data from which information and knowledge can be conceptualized and framed. When brands, products, services or environments are tailored to specific context-in-culture human needs, they respect, satisfy, potentially even delight their “markets of one,” (e.g., Pine & Gilmore, 2000). To be meaningful, executed research results must be deeply rooted in an understanding of the everyday choices of individuals operating in their everyday worlds. Such unearthed data can be startling, humbling, and best of all, remarkably inspirational.

 

Walking the customer’s mile
East Asian thought suggests that maturity and wisdom come with “an ego-less heart” and the ability to see “with one’s eyes closed” (e.g., Tzu, 1955). This is akin to successfully overcoming some of the distance between subject and object, or the designer and the end-user, and taking the time and exerting the effort to form a deep understanding of the user’s needs, and the user’s world, in contrast to our own. Sometimes confused as symbiotic, it is actually genuine empathy (and if fulfilled at the end of the day, it will feel like hard work). The ability to learn from—and with—individuals for whom we will design, can gently and gradually uncover the “why” of human motivation in addition to the “who, what, where, when, and how.” To do this means that every individual can be extremely interesting, and every human life can provide opportunity for conceptual inspiration, refinement, and innovation (e.g., Rogers, 1956; Polster, 1973).

 

The key—walking in another’s shoes—demands a high degree of self-knowledge and self-honesty, a sociological and psychological understanding of human nature, quasi-experimental rigor, and interpersonal acumen. Alas, after the design team has done this a few dozen times, they find that the average person, just like themselves, is not average at all.

 

Twin sons, different mothers
Traditional market research helps segment consumers and identify buying patterns. Hypotheses are offered based on statistical projections of sampled opinions, and audience models are conceived based on psychographic analyses. Such research may be effective at forecasting consumer demand, informing which products and services should be marketed to whom. Market research answers, in part, “Now that we have this offering, to whom should we offer it?”

 

Marketing professionals focus on consumers, whereas Human-Centered Design Research professionals focus on humans as, well, humans (of which consumers are a subset or a particular sub-role). Both types of research study actual or potential customers in different ways, for different purposes, guided by different, but equally important and complementary philosophies. Some research inspires design, other research validates design—it depends on the questions you’re asking, and the goals you’re seeking. Some research methods are about details and subtle differentiation, other methods are about effective generalities and mass tendencies.

 

Back to the future
The emergence of Human-Centered Design Research is a natural outgrowth of a changing economy and advancing technologies—from industrial commodities of the pre-90’s, to more modularized, holistic, multi-channel offerings of the post-90’s. It is reminiscent of the days where a village craftsman made shoes just for you and off-the-rack did not exist. The result has been a dramatic rise in the power of individual choice—which can directly affect the bottom line. For all of us involved in design management, “know thy user, for they are not me” is now paramount.

 

Our teams, our clients, and our client’s teams can be most stimulated by a textured and granular understanding of the individual lives we wish to or have been tasked to design for—and the methods and patterns by which those individuals attain relevant and meaningful goals. Designing for experience makes our jobs easier and allows us to get the concept and its design “more right,” the first time. It is a win-win. While marketing researchers provide a comprehensive list of customer needs, validate this list, and size the associated market accordingly, human-centered design researchers utilize expertise in the social and behavioral sciences, design strategy and design planning.

 

During the process, seasoned researchers frequently discover latent offerings that don’t yet exist; indeed, it is often difficult for individuals to articulate such needs. These tacit insights emerge from field studies and day-in-the-life studies of individuals, couples, families, workplace systems (etc.), wherever and whenever their “world” happens to occur. Data may include: “When I spent the day with Sue, as she took care of her elderly mother, her children, and the family chores, she would often ________,” or “When we spent a week with the Acme Inc. team, we learned that they often accomplished ________ by doing ________.”

 

Once the above terrain is traversed, the question becomes “Now that we deeply understand the everyday tacit needs, wants, and desires of this particular human group, how can we design for their needs, perhaps even needs they can’t quite articulate?” Within this critical circle of human-to-human, human-to-artifact, human-to-environment interaction is gritty real-world experience, and keys to wonderful business innovation and value. Helpful indeed for firms seeking competitive differentiation in a marketplace of fast (expensive and typically ineffective) cycles, and associated thin margins.

 

Bridging the gap from data to design
How do you turn naturalistic human field design data into real world brands, products, services and environments? Here’s one way, albeit quite abbreviated:

 

The first step (1) is to complete exhaustive bench or secondary research (e.g., literature and field-based competitive reviews, industry best practices, state-of-the-art and case studies of notable exceptions) in order to avoid reinventing the wheel.

 

(2) Plan for and carefully obtain your human-centered field data. (3) Study the array of obtained information (e.g., photos, video, drawings, quotes, and/or artifacts) to extract: (a) salient data points—objective, observable points in time that the end-user encounters; (b) touch points—the end-user’s initial experience of being exposed to the data point; and (c) moments of truth—when the end-user makes a decision about the touch point. It’s important to note that even the label “end-user” implies that the design may already exist, and the end-user acts upon the design. In fact, the most powerful data may emerge from everyday settings where the end-user is simply an individual operating in their everyday world, without the benefit of the design.

 

From here, (4) Personas are created to vividly characterize the end-user (e.g., Sue) operating in her world and interacting with the product, service and/or environment. An Archetype is then constructed from the thoughtful combination of multiple Personas: Sue + Marianne + Robyn + Beth + Julie = “Evelyn”. The litmus test for a correctly designed Archetype is finding relevant end-users who “meet” the Archetype and agree that it embodies their primary thoughts, feelings, and behaviors.

 

Next, (5) “Experience Landscapes” or “Rich Pictures” provide a densely crafted low-fidelity projection of a moment or sequence of time of Evelyn’s interaction with the brand, product, service and/or environment. This can be a picture of Evelyn’s existing situation (“What is”) and/or an evidence-based potential situation (“What could be”).

 

Depending on the maturity and fidelity of the deliverable desired, (6) “Experience Models” can be crafted, bringing the prior Experience Landscapes or Rich Pictures to life. The form of the Experience Model will depend on the nature of the offering: Models may be low, medium, or even high-fidelity paper, digital, kinetic, film, three-dimensional, even theatre-like representations.

 

To further validate the Models, (7) Scenarios of Use (text-based) and (8) Pathways of Experience (visually-based) may be produced. These reflect realistic positive and negative data-driven aspects of Evelyn’s interaction. These offer planning teams a sobering and very clear perspective of what really matters to end-users, and thus are a powerful “experiential blueprint” or roadmap to the end-user’s inner world.

 

Combined with quantitative research, from all of the above efforts emerge “interactive designs for experience” which, when deployed, can yield safe surprise and fulfillment of specific end-user needs (“Hey, wow, that’s great, I love it, can’t wait to tell the folks in LA!”). These designs work because they are borne directly out of “deep dive” human-centered field studies—and real-world human’s lives.

 

Note that the actual planning for field studies may occupy up to 40% of your time allotted, obtaining the data may occupy up to 20% of the time allotted, and analyzing, synthesizing, conceptualizing, and framing the data may occupy up to 40% of the time allotted. Like a scientist planning and then conducting an experiment, be sure not to cut any corners, or rush through any phase. Unearthing even one-degree of difference of human experience can have far-reaching implications for the success of your design (it’s the cumulative difference between taking a jet from New York and landing in Sydney, rather than Tokyo).

 

Creating indispensable offerings
Human-Centered Design Research is fundamentally strategic but its methods are unfamiliar to the corporate world, to branding firms, even product design teams. Yet, as we know, many imaginative and successful offerings in the market today were actually developed this way: the Chrysler Minivan, the Palm Pilot, Nordstrom service, the Virgin brand, Stew Leonard’s supermarkets, to name a few.

 

Technologies change every day, but humans don’t change much at all. Taking the time to do deep dive, Human-Centered Design Research gets you closer than you ever thought possible—to your end-users as humans first—then as consumers. Best of all, it’s impossible not to learn something new.

 

The author extends his appreciation to Michael Eckersley who contributed to an earlier version of this article.

 

Andy Schechterman, PhD is a Medical Psychologist, applied social scientist and design strategist. His firm provides user research and evidence-based design planning for domestic and international client teams with interests in health and medicine, travel and transportation, architecture and environment, industrial design, business to business and consumer products & services. He welcomes your thoughts. Please write him at aschechterman@yahoo.com.

 

This article appeared in the January 2003 eBulletin.

 

Feedback on DMI Viewpoints and article proposals are always welcome! Please email jtobin@dmi.org.