3. Empathic Design: the background
“We think the Mac will sell zillions, but we didn’t build the Mac for anybody
else. We built it for ourselves. We were the group of people who were
going to judge whether it was great or not. We weren’t going to go out and
do market research. We just wanted to build the best thing we could
build.”
Steve Jobs
Copyright of Bart Clarysse and Sabrina Kiefer
The Smart Entrepreneur
4. Some inventors and
entrepreneurs are gifted with
an ability to foresee what
people will like in the future,
based on their
experience and
observation of the world....
Many, on the other hand,
make assumptions
about users based on
superficial information –
and fail to make
successful products
Copyright of Bart Clarysse and Sabrina Kiefer
The Smart Entrepreneur
5. On the other hand...
“For something this complicated, it’s really
hard to design products by focus groups.
A lot of times, people don’t know what they
want until you show it to them. […]
The broader one’s understanding of the
human experience, the better design we will
have.”
Steve Jobs
Copyright of Bart Clarysse and Sabrina Kiefer
The Smart Entrepreneur
6. Empathic design is a user-centred design research
• Peoples’ needs at the centre of your project
• A process which looks carefully at the way people do things to
find out what they might really want
Copyright of Clare Brass
RCA
7. A user - anyone who
comes into contact with a
product.
They may choose, touch
or use your product -
including internal staff,
installers, buyers,
specifiers, distributors etc
USERS?
Copyright of Clare Brass
RCA
8. Empathic design is useful for serving
• special interest groups such as children,
diabetics, people in highly specialised jobs
• people whose needs you may not fully understand
if you are not one of them yourself
Copyright of Bart Clarysse and Sabrina Kiefer
The Smart Entrepreneur
9. Understanding the consumer is the aim
What does it feel like to be
short-sighted?
What does it feel like to be
old? Or disabled?
Copyright of Clare Brass
RCA
10. Copyright of Clare Brass
RCA
Clear your mind of pre-conceptions…
… look more closely with a fresh view
(are you sure women over 60 prefer beige?)
11. Empathic design is not a complete replacement
for more traditional market research, but rather a
valuable guide for early product development
before committing to prototypes.
Copyright of Bart Clarysse and Sabrina Kiefer
The Smart Entrepreneur
12. 10 things Many insights
Market Research Design Research
Comparing research methods
Lots of people
few people
Copyright of Clare Brass
RCA
13. Focus groups
Questionnaires /surveys
Comparing research methods
Ethnography
User Centred
Design research
Great for innovationGreat for validation
Market Research Design Research
Copyright of Clare Brass
RCA
14. Great for validation!
Focus groups
Questionnaires /surveys
Comparing research methods
1. Users don’t behave as we
expect
2. They often find great
solutions to their own
problems
3. They don’t say what they
feel and don’t know what
they want next
If you just do
this…
You might miss out.
Why?
Clare Brass, RCA
Copyright of Clare Brass
RCA
15. Users often ‘solve’ things without saying there is a
‘problem’
User behaviour with existing product
Possible source of a better solution?
(Borrowing from the honey spoon)
Credit: designrecherche
on IDEO ‘Thoughtless Acts’ page
For this and other examples see:
http://www.flickr.com/groups/thoughtlessacts/
Copyright of Bart Clarysse and Sabrina Kiefer
The Smart Entrepreneur
16. The Empathic Design Process
• Step 1: Observation
• Step 2: Capturing data
• Step 3: Reflection and analysis
• Step 4: Brainstorming for solutions
• Step 5: Developing prototypes of possible solutions
Source: Leonard & Rayport 1997
Copyright of Bart Clarysse and Sabrina Kiefer
The Smart Entrepreneur
17. Step 1: Observation
• WHO is observing?
People with different backgrounds or expertise are likely to notice
different things
• WHAT are you observing?
observe users in a live setting
take notes, take pictures or use video/audio recording that you
can revisit later
Copyright of Bart Clarysse and Sabrina Kiefer
The Smart Entrepreneur
19. Ask people to record what they
do
…allow them to make discoveries
Copyright of Clare Brass,
RCA
20. Different approaches to observe
• Inventing personas
• Inclusive design:
• margins to mainstream
• market-centred design: targeting the average
• Extreme users
• Virtual observation: observation over the Web or an
electronic network (e.g. a company’s internal network)/
observing and gathering metrics
Copyright of Bart Clarysse and Sabrina Kiefer
The Smart Entrepreneur
21. What if you can’t find a real user?
Inventing Personas
Copyright of Clare Brass,
RCA
22. How to do it ?
• Think of a person you know (not you)
• Give them a name, and invent some basic
facts about them
• Start by telling a story about the life of your
persona then make up the rest to explore
unexpressed needs and desires that they
might have
• Think of what they might say or do that fit with
the story
Inventing Personas
Copyright of Clare Brass,
RCA
23. How do personas help innovate?
Personas are imaginary people
They help innovating by:
• Helping to avoid “grounding”
• Creating visual profiles with which to tell stories
• Enabling simulation real life situations
• Building empathy and understanding of a user
• Providing a perspective of different users
Personas can uncover ideas for products as well as services.
Help to communicate ideas through stories
Inventing Personas
Copyright of Clare Brass,
RCA
24.
25. Step 2: Capturing data
• During observation/note taking:
visual, sound and sensory clues!
• During conversation:
ask open-ended instead of Yes/No questions
»e.g. ‘Why are you doing that’
• Look back over pictures and recordings – you may
capture extra detail not noticed during the live session
Copyright of Bart Clarysse and Sabrina Kiefer
The Smart Entrepreneur
26. Need for
Reassurance
Nesting
Playfulness
Isolation BoredomWaking up too
early to catch
plane
Worries I may
miss the plane
Taking a taxi to the airport
Cabbie says we will make it
Worrying I may
have forgotten
something
Get to the airport
and check-in
Big relief
On plane
Excited about
the trip
Food
Food
Food
Lost in airport
Poor signage
Shared ride from
airport
nice people
At hotel, at last, nice room
Relax!
Traffic jams
Frustrating
Queuing for
customs
“landing in 10
minutes”
Check time: still a
long way to go
Not spoken to in
English again
An hour with
nothing happening
Award-winning global design firm that takes a
human-centered, design-based approach to
helping organizations in the public and private
sectors innovate and grow.
Copyright of Clare Brass,
RCA
A Mood-o-gram: One Person’s Emotional Journey
by IDEO
27. Step 3: Reflection and analysis
When reviewing and analysing the information:
• Ask other people who were not present at the observation
session: no bias/ different point of view
• What problems, habits and/or preferences have you and
your colleagues observed in users?
Copyright of Bart Clarysse and Sabrina Kiefer
The Smart Entrepreneur
28. Brainstorming:
a process for generating new ideas
• No criticism of ideas
• Go for large quantities of ideas
• Build on each others ideas – “yes, and…”
• Encourage wild and exaggerated ideas
Step 4: Brainstorm solutions
Copyright of Clare Brass,
RCA
29. • Fast
• Fun
• Visual
• As wild as you want
Purpose: to create as many ideas as possible in a short
amount of time. Limiting any ideas during a brainstorm only
hampers the process, and sometimes, a bad idea can lead
to a great idea.
Brainstorming:
a process for generating new ideas
Copyright of Clare Brass,
RCA
Step 4: Brainstorm solutions
30. Prototyping?
Not only a highly finished model
Step 5: Develop prototypes of possible solutions
Copyright of Clare Brass,
RCA
31. Proof-of-Principle Prototype
Tests broad aspects of the intended design
Form Study Prototype
Size, shape, look & feel
User Experience Prototype
Active human interaction – not aesthetic
Visual Prototype
Appearance, colour, texture etc not functional
Visual Prototype / working prototype
May be smaller but fully working
Different types of prototypes
Copyright of Clare Brass,
RCA
33. Prototyping
• Fail early to succeed later
• Rough prototypes – better to be quick, dirty and early rather than slow,
perfect and late
• Use ‘just enough’ technology to get going - e.g. use PowerPoint to fake
software, cardboard to fake interiors, etc
• ‘Throwing away’ prototypes is important and takes courage - more
reason to put in minimum effort
• Involve your users in your prototyping
Copyright of Clare Brass,
RCA
34. Example: weaning baby bottles
Design Continuum designed a line of
bottles for Chicco, the Italian baby
products brand
• By observing babies and mothers at home
and small children in their kindergarten
classes, the designers conceived a
progressive line of bottles that would
gradually encourage and help the child to
become more independent on the path from
breast feeding to drinking from a glass.
• The bottles were conceived to meet the
needs of children, mothers and pre-school
teachers alike.
Source:
http://www.icsid.org/news/year/2006_news/articles267.htm
Product names:
‘Take Up’, ‘Pull Up’, ‘Twist and Turn’
Copyright of Bart Clarysse and Sabrina Kiefer
The Smart Entrepreneur
35. More information on Methods
More information and examples of methods can be found on
the ‘Designing With People’ website of the RCA’s Helen
Hamlyn Centre
http://designingwithpeople.rca.ac.uk/methods
Copyright of Bart Clarysse and Sabrina Kiefer
The Smart Entrepreneur
36. Ethics
The Market Research Society sets out in its Code of
Conduct:
The [research] team will adhere to an ethical code when carrying out research
and executing the project:
• We will declare our intentions and what we are looking for from participants
and why it is valuable as clearly as we can.
• We will let participants know they can refuse to answer any questions and
choose to discontinue research at any point.
• We value participants as collaborators, but all participants’ identities will be
kept confidential, unless otherwise requested.
• Participants will be asked for permission before any images or videos are
taken.
• Compensation for participants’ time will be offered where possible.
• We will not be judgmental of participants.
Copyright of Bart Clarysse and Sabrina Kiefer
The Smart Entrepreneur
37. Ethics – a few exceptions
There are some grey areas, for example:
• It’s allowable to take pictures of people without asking permission
in public spaces where people can expect to be observed;
• However, technically it is said you should have signage stating
what you are doing, so you may find it easier to just ask if you can
take their picture.
Copyright of Bart Clarysse and Sabrina Kiefer
The Smart Entrepreneur
38. Conclusion
Empathic design is a powerful tool in the early stages
of product development and ideation to:
• Gather information and insight which target users may not even
know about themselves
• Understand what clients really need and think of how to provide
it, along with solving problems more effectively
• Think of product requirements, uses and features that may not
have occurred to you before
• Create products which users can connect with emotionally
• Probably beat the competition as a result!
Copyright of Bart Clarysse and Sabrina Kiefer
The Smart Entrepreneur
39. Further reading and info
• Clarysse, B. and Kiefer, S., 2011. The Smart Entrepreneur.
London: Elliot & Thompson, Ch. 9.
• Leonard, D. and Rayport, J.F., 1997. Spark Innovation through
Empathic Design. Harvard Business Review, Nov-Dec.
• Royal College of Art’s ‘Designing with People’ website:
http://designingwithpeople.rca.ac.uk/
• University of Loughborough’s ‘design-behaviour’ site:
http://www-staff.lboro.ac.uk/~cddl/index.htm
• Helen Hamlyn Centre for Design:
http://www.hhc.rca.ac.uk/301/all/1/Industry.aspx
Copyright of Bart Clarysse and Sabrina Kiefer
The Smart Entrepreneur
Editor's Notes
Empathic design is about observing and understanding specific people’s experiences, in order to conceive and design products which will fit their needs…
… especially needs which sometimes, because of habits, users haven’t perceived by themselves.
Key Points
Comparing research methods (c)
Looking at the return on investment for innovation work
CB transcript
Another way to compare the two is to think of the number of people you engage with to in comparison to what you get back out of it - the return on research investment, if you like…
In market research you probably go and speak to in the order of a hundred or hundreds of people and that what you hope to get out of that is something in the order of ten things that you’re pretty certain are true.
In design research what you tend to is go with a sample size of about ten people. I’ve done very valuable user design research with samples of six people and gone up to as many as 20 or 30 people, but essentially it’s a much smaller number of people. And what you get out of this is something like a hundred interesting or insightful things…
Now, there may only be one truth in there and the job you have as a user centred designer is finding out which of these hundred insights is the one truth that will become your next product.
What’s attractive with this small sample approach is that it’s obviously a lot quicker and cheaper to go and talk to ten people and you’re going to get a lot more interesting stuff out of this process in terms of innovation direction than you would in market research.
Key Points
Comparing research methods (b)
CB transcript
Methods to left great for validation.
Methods to the right best for inspiration and innovation. So everything on the left-hand side is great for validation.
Everything on the right-hand side works better for innovation. This is where most of the ‘leap-frog’ type innovation or so-called ‘break through’ ideas are actually going to come from.
Any questions about the matrix?
Key Points
Comparing research methods (b)
CB transcript
Methods to left great for validation.
Methods to the right best for inspiration and innovation. So everything on the left-hand side is great for validation.
Everything on the right-hand side works better for innovation. This is where most of the ‘leap-frog’ type innovation or so-called ‘break through’ ideas are actually going to come from.
Any questions about the matrix?
Clare Brass - RCA
Clare Brass- RCA
Clare Brass - RCA
Marketing has found endless ways of classifying people, but people are complex and every person is different. Single market segmentation may not reveal the true depth of individual human beings.
Grounding is the natural behavior of initially finding a known reference point in a foreign information space. Once the person has grounded themselves, they can then use the starting point to understand the rest of the space. While grounding helps people adjust to complex situations, it can be detrimental when it happens during the design process. If, while conjuring up an interface, designers ground themselves in the design, they run the serious risk of creating an interface that only they can use. Personas are not YOU!
Clare Brasse- RCA
1941 Alex Osborn, advertising executive
1941 Alex Osborn, advertising executive
Proof-of-Principle Prototype (Model) A Proof of concept prototype is used to test some aspect of the intended design without attempting to exactly simulate the visual appearance, choice of materials or intended manufacturing process. Such prototypes can be used to "prove" out a potential design approach such as range of motion, mechanics, sensors, architecture, etc. These types of models are often used to identify which design options will not work, or where further development and testing is necessary eg in film: Pixar created several short films to test new techniques for water motion for Finding Nemo
Form Study Prototype (Model). This type of prototype will allow designers to explore the basic size, look and feel of a product without simulating the actual function or exact visual appearance of the product. They can help assess ergonomic factors and provide insight into visual aspects of the product's final form. Form Study Prototypes are often hand-carved or machined models from easily sculpted, inexpensive materials (e.g., urethane foam), without representing the intended color, finish, or texture. Due to the materials used, these models are intended for internal decision making and are generally not durable enough or suitable for use by representative users or consumers.
User Experience Prototype (Model). A User Experience Model invites active human interaction and is primarily used to support user focused research. While intentionally not addressing possible aesthetic treatments, this type of model does more accurately represent the overall size, proportions, interfaces, and articulation of a promising concept. This type of model allows early assessment of how a potential user interacts with various elements, motions, and actions of a concept which define the initial use scenario and overall user experience. As these models are fully intended to be used and handled, more robust construction is key. Materials typically include plywood, REN shape, RP processes and CNC machined components. Construction of user experience models is typically driven by preliminary CAID/CAD which may be constructed from scratch or with methods such as industrial CT scanning.
Visual Prototype (Model) will capture the intended design aesthetic and simulate the appearance, color and surface textures of the intended product but will not actually embody the function(s) of the final product.
Functional Prototype (Model) (also called a working prototype) will, to the greatest extent practical, attempt to simulate the final design, aesthetics, materials and functionality of the intended design. The functional prototype may be reduced in size (scaled down) in order to reduce costs. The construction of a fully working full-scale prototype and the ultimate test of concept, is the engineers' final check for design flaws and allows last-minute improvements to be made before larger production runs are ordered.
James Dyson developed 5,127 prototypes before finally launching the Dyson Dual Cyclone bagless vacuum cleaner in 1993. In two years, it became a best-seller in the UK.
Key points
Prototyping
The main UCD process to reduce 10 promising ideas down to the one that will go forward.
The prototypes take the least amount of time required to make a useful assessment
More about “Blue Peter” prototyping in this phase of User Centred innovation than the type of Rapid Prototyping using computer controlled tools.
CB Transcript
As I think I said earlier, one of the knacks to any design project is to get the failure out of the project as early as possible. Every project is full of failure, just make sure you do it nearer the beginning than the at the product launch.
In general, people are reluctant to try things early – but rough is good, you cab get a great deal of useful user response from prototypes that are much rougher than most engineers or designers are comfortable making.
e.g. in building software – I see teams spend a lot of time create a prototype platform for 3 weeks before spending another few weeks building something - I could rough something up in PowerPoint as a really crummy “click through” in 3 days and get a huge amount of early response before the other lot have really got started..
Perfect can be a waste of time – perfect also gets people too bought in, which results in teams pushing poor ideas through - they can’t bear to see their baby stumble…
Throwing away ideas is hard – it needs lots of encouragement from you as UCD innovation managers…
You will see in a Design Council video coming up soon that involving your users or your customers in testing is essential. Remember that bit yesterday when we said that users are a bit unpredictable? Let them help you try things out