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service design terminology
Keyword       Definition                                                 Reference and further reading

Service       Service design addresses services from the                Mager, B. (2008): Service Design
Design        perspective of clients. It aims to ensure that service    definition in the Design Dictionary.
              interfaces are useful, usable and desirable from the      Design Dictionary (Board of
              client’s point of view and effective, efficient and        International Research in Design)
              distinctive from the supplier’s point of view. Service    Michael Erlhoff (Editor), Timothy
              designers visualise, formulate, and choreograph           Marshall (Editor)
              solutions to problems that do not necessarily exist       Publisher: Birkhäuser Basel
              today; they observe and interpret requirements and        http://www.service-design-network.
              behavioural patterns and transform them into              org/system/files/Mager_Serv-
              possible future services. This process applies            ice%20Design_0.pdf (1.5.2009)
              explorative, generative, and evaluative design
              approaches.
                 The restructuring of existing services is as much a
              challenge in service design as the development of
              innovative new services. Service design stands in the
              tradition of product and interface design, enabling
              the transfer of proven analytical and creative design
              methods to the world of service provision. In
              particular, there are close ties to the dimensions of
              interaction and experience that originated in
              interface design. (Mager 2008)
Service       System in which the service is integrated: i.e. a         Mager, B. (2009): Introduction to
Ecology       holistic visualisation of the service system. All the     Service Design. Digital communica-
              factors are gathered, analysed and visualised:            tions tool. Culminatum Innovation
              politics, the economy, employees, law, societal           2009.
              trends, and technological development. The service        http://www.share2solve.org/
              ecology is thereby rendered, along with its attendant     introtosd/start/Main.html
              agents, processes, and relations. (Mager 2009)            (1.5.2009)
                 By analysing service ecologies, it is possible to      Live|work (2008): http://www.
              reveal opportunities for new actors to join the           servicedesign.org/
              ecology and new relationships among the actors.           (1.5.2009)
              Ultimately, sustainable service ecologies depend on
              a balance where the actors involved exchange value
              in ways that is mutually beneficial over time.
              (Live|work 2008)

Customer      Consuming a service means a consuming an                  Mager, B. (2009): Introduction to
Journey       experience, a process that extends over time. The         Service Design. Digital communica-
              customer journey thus illustrates how the customer        tions tool. Culminatum Innovation
              perceives and experiences the service interface along     2009.
              the time axis. It also considers the phases before        http://www.share2solve.org/
              and after actual interaction with the service. The first   introtosd/start/Main.html
              step in creating a customer journey is to decide its      (1.5.2009)
              starting and stopping points. The customer journey
              serves as the umbrella under which the service is
              explored and, with various methods, systematised
              and visualised. (Mager 2009)

     designing services with innovative methods                                         15
Keyword             Definition                                                  Reference and further reading
Service     Service touchpoints are the tangibles, for example,                Live|work (2008): http://www.
Touchpoints spaces, objects, people or interactions (Moritz                    servicedesign.org/
                    2005), that make up the total experience of using a        (1.4.2009)
                    service. Touchpoints can take many forms, from             Moritz, S. (2005): Service Design:
                    advertising to personal cards; web-, mobile                Practical Access to an Evolving
                    phone- and PC interfaces; bills; retail shops; call        Field. Köln International School of
                    centres and customer representatives. In service           Design. University of Applied
                    design, all touchpoints need to be considered in           Sciences Cologne. http://
                    totality and crafted in order to create a clear,           stefan-moritz.com/Stefan%20
                    consistent and unified customer experience.                 Moritz/Service%20Design_files/
                    (Live|work 2008)                                           Practical%20Access%20to%20
                                                                               Service%20Design.pdf (20.4.2009)
                                                                               Further reading:
                                                                               Saffer, D. (2005): Designing for
                                                                               interaction: creating smart
                                                                               applications and clever devices.
                                                                               Berkeley. CA: New Riders
Front               The time and place in which customers come in              Morelli, N. (2002): “Designing
office/              contact with the service, for example, the website,        product/service systems. A
Frontstage          the person serving you at the restaurant, etc.             methodological exploration.”
                    (Morelli 2002)                                             Design Issues 18(3): 3-17.
                                                                               http://servicedesign.wikispaces.
                                                                               com/ (1.5.2009)
                                                                               Further reading:
                                                                               Pine, B. J. II & Gilmore, J. H.
                                                                               (1999): The Experience Economy.
                                                                               Boston: Harvard Business School
                                                                               Press
Line of             When the customer is experiencing the service she/         Mager, B. (2009): Introduction to
interaction,        he is facing the line of interaction (examples:            Service Design. Digital communica-
line of IT          receptionist greeting at the hotel reception and           tions tool. Culminatum Innovation
interaction,        guiding to your room, conference registration staff        2009.
line of             greeting the delegate and giving information).             http://www.share2solve.org/
visibility             The customer faces the line of IT interaction when      introtosd/start/Main.html
                    she/he is using the IT services (examples: hotel           (1.5.2009)
                    television, information in the parking area through
                    the IT system, hotel and conference website and
                    booking system). The line of IT interaction is still
                    part of the frontstage activity.
                       There is a line of visibility for the service actions
                    that the customer is not able to see. There services
                    happen in the backstage (examples: staff working
                    with the reservation internally in the hotel booking
                    system, registration of the hotel customer in the
                    conference system, acceptance of the credit card in
                    the customer management system).

               16                                                                       satu miettinen
service design terminology
Keyword       Definition                                                 Reference and further reading

Back office/   How services are facilitated inside the organisation:     Morelli, N. (2002): “Designing
Backstage     for example, the food production chain inside the         product/service systems. A
              restaurant not visible to the customer. The design of     methodological exploration.”
              the service may involve a re-organisation of these        Design Issues 18(3): 3-17. http://
              back office activities performed by the service            servicedesign.wikispaces.com/
              provider. (Morelli 2002)                                  (1.5.2009)
                                                                        Further reading:
                                                                        Pine, B. J. II & Gilmore, J. H.
                                                                        (1999): The Experience Economy.
                                                                        Boston: Harvard Business School
                                                                        Press
Service       Mapping out of a service journey identifying the          The British Standard for Service
Blueprint     processes that constitute the service, isolating possi-   Design (BS 7000 -3, BS 7000 -10,
              ble fail points and establishing the time frame for       BS EN ISO 9000).
              the journey. (The British Standard for Service            Morelli, N. (2002): “Designing
              Design)                                                   product/service systems. A
                 Service blueprinting is a process analysis             methodological exploration.”
              methodology proposed by Shostack (Shostack 1982,          Design Issues 18(3): 3-17.
              1984). Shostack’s methodical procedure draws upon         http://servicedesign.wikispaces.
              time and motion method engineering, project               com/
              programming and computer system and software              Shostack, L. G. (1982): How to
              design. The proposed blueprint allows for a               Design a Service. European Journal
              quantitative description of critical service elements,    of Marketing, 16(1), 49-63.
              such as time, logical sequences of actions and            Shostack, L. G. (1984): Design
              processes, also specifying both actions and events        Services that Deliver. Harvard
              that happen in the time and place of the interaction      Business Review (84115), 133-139.
              (front office) and actions and events that are out of      Further reading:
              the line of visibility for the users, but are fundamen-   Saffer, D. (2005): Designing for
              tal for the service. Service blueprinting involves the    interaction: creating smart
              description of all the activities for designing and       applications and clever devices.
              managing services, including schedule, project            Berkeley. CA: New Riders
              plans, detailed representations (such as use cases)
              and design plans, or service platforms. (Morelli
              2002)




     designing services with innovative methods                                         17
Method                 Description                                       Reference and further information
Bodystorming           The idea in bodystorming is to act as though      Oulasvirta, A., Kurvinen, E. and
                       the service would exist, ideally in the context   Kankainen, T. (2003): Understanding
Prototyping method,    where it would be used. This method gives         contexts by being there: case studies
creating, generating   the opportunity to test the proposed service      in bodystorming. Pers Ubiquit Comput
and modelling new      and its interactions either inside the service    (2003) 7: 125–134
service features       design team or including the participants.        DOI 10.1007/s00779-003-0238-7.
Empathic design        Different service situations can be acted out,    London: Springer-Verlag.
method                 for example, the customer service situation at    http://www.cs.helsinki.fi/u/oulasvir/
                       the hotel reception. Service designers create     scipubs/bodystorming_AO_EK_TK.pdf
                       the service situation, cast the roles, practise   (2.5.2009)
                       with the professional or on their own and play
                       the situation. The purpose is to prototype and    Iacucci, G., Kuutti, K. and Ranta, M.
                       come up with new solutions, test new              (2000): On the Move with a Magic
                       interactions and make ad hoc innovations.         Thing: Role Playing in Concept
                       (Oulasvirta el al 2003, Iacucci et al 2000)       Design of Mobile Services and
                       See Mager (2009): Service Design as an            Devices. DIS ’00, Brooklyn,
                       Emerging Field. In this publication.              New York. http://users.tkk.fi/~giulio/
                                                                         P1_jacucci.pdf
                                                                         (2.5.2009)
Context                This method reveals users’ conscious and          Sleeswijk Visser, F., Stappers, P.J., van
mapping                latent needs, experiences, hopes and              der Lugt, R. and Sanders, E. B.-N.
                       expectations. Users participate in a workshop     (2005): Context Mapping: experiences
Identifying,           facilitated by a tutor. They use make-tools:      from practice. ID-Studiolab, Faculty of
discovering and        pictures, drawing, creating with different        Industrial Design Engineering, Delft
understanding the      materials and storytelling to generate ideas.     University of Technology, Delft, The
service context and    There can be a preparatory phase before the       Netherlands; MakeTools, Columbus,
the users              workshop when the users are working with          Ohio http://www.maketools.com/
                       creative thematic assignments on their own.       pdfs/Contextmapping_
Participatory design   Make-tools aim at gathering data from people      SleeswijkVisseretal_05.pdf (20.4.2009)
method, co-design      about issues that are not easy to verbalise.
                       The tools support the users to express            Stappers, P.J. and Sanders, E. B.-N.
                       themselves and reveal subconscious and still      (2003): Generative tools for context
                       relevant thoughts with metaphors and              mapping: tuning the tools. ID-Studio-
                       associations. (Sleeswijl el al 2005, Stappers     lab, Faculty of Industrial Design
                       and Sanders 2003)                                 Engineering, Delft University of
                       See Miettinen (2009): Service Designers’          Technology, Delft, The Netherlands;
                       Methods. In this publication.                     MakeTools, Columbus, Ohio and
                                                                         SonicRim
                                                                         http://www.maketools.com/pdfs/
                                                                         GenerativeTools_Stappers_
                                                                         Sanders_03.pdf (2.5.2009)




                18                                                                    satu miettinen
service design methods
Method                 Description                                        Reference and further information
Experience             An experience prototype is a representation of     Moggridge, B. (2006): Competitive-
prototyping            a design, made before the final solution            ness Summit. Design Council. UK.
                       exists. We need prototyping for electronics,       http://www.designcouncil.org.uk/
Prototyping method,    we need to think about a more total                AutoPdfs/DesignCouncil_2303.pdf
creating, generating   experience like designing a service or             (3.5.2009)
and modelling new      designing what happens with the chips and
service features       the people, then you need something which is       Buchenau, M. and Fulton Suri, J.
                       more to do with storytelling, using video of       (2000): Experience Prototyping. San
                       how to tell a story or theatre for enactment or    Francisco: IDEO. http://www.ideo.
                       computer simulations. All of those become a        com/images/uploads/thinking/
                       necessary part of our prototyping vocabulary.      publications/pdfs/FultonSuriBuchen-
                       The rapidness of a prototype cycle between         au-Experience_PrototypingACM_8-00.
                       trying something out and testing it with           pdf (20.4.2009)
                       people, trying it out with people, is what
                       makes the relationship between design and
                       business successful. We can make a small
                       prototype very inexpensively, we can try it out,
                       test it and if it’s successful perhaps we’ll
                       move forward to the next stage. (Moggridge
                       2006)
                       The aim of experience prototyping is to test
                       the feasibility of the service, the logistics,
                       customer experience and financial impact of
                       the service product in a cheap and quick way.
                       An experience prototype is any kind of
                       representation, in any kind of medium, that is
                       designed to understand, explore or communi-
                       cate what it might be like to engage with the
                       product, space or system we are designing.
                       (Buchenau & Fulton Suri 2000)
                       See Miettinen (2009): Service Designers’
                       Methods. In this publication.




      designing services with innovative methods                                            19
Method                 Description                                        Reference and further information
Fieldwork:             Ethnography appeals to designers because it        Wasson, C. (2000): Ethnography in
observation            provides a window onto the ways consumers          the field of design. Human Organiza-
and                    interact with products in their everyday lives.    tion.
documentation          (Wasson 2000) When using ethnographic              http://findarticles.com/p/articles/mi_
                       methods it is good also to focus on                qa3800/is_200001/ai_n8895749/
Identifying,           documentation of the process, communica-           (3.5.2009)
discovering and        tion within the design team as well as on          Sperschneider, W. and Bagger, K.
understanding the      expected results.                                  (2003): Ethnographic Fieldwork Under
                       Ethnographic fieldwork methods: observation         Industrial Constraints: Toward
service context and
                       and documentation are very much present in         Design-in-Context. http://www.mci.
the users
                       identifying, discovering and understanding         sdu.dk/m/Research/Publications/
Industrial ethnogra-
                       the service context and the users. These           UCD/KB.PDF (20.4.2009)
phy
                       methods need to be applied in the working
                       context and timeframe of the project.
                       (Sperschneider and Bagger 2003)
                       Shadowing is an ethnographic technique
                       used to understand a person’s real-time
                       interactions. Shadowing often focuses on
                       particular events or tasks that participants are
                       willing to share.
                       See Hämäläinen and Lammi (2009): Service
                       Design as a Tool for Innovation Leadership.
                       In this publication.
Five Whys              The method known as “5-Whys” is an analysis        Ammerman, M. (1998): The Root
                       method used to dig below the outward               Cause Analysis Handbook: A
Identifying,           symptoms of a problem in order to find its          Simplified Approach to Identifying,
discovering and        real root cause. Five Whys is also known as        Correcting and Reporting Workplace
understanding the      the why-why chart (Ammerman 1998). It              Errors. New York: Quality Resources.
service context and    allows the individual or group to drill down
the users              through the causal pathway. It is a simple and     Root Cause Analysis Tool Kit. NHS.
                       effective tool that works well in groups and       National Patient Safety Agency.
                       also when undertaken by an individual.             http://www.clean-safe-care.nhs.uk/
                       Example of the method:                             ArticleFiles/Files/Root-Cause-Analysis/
                       A patient had the wrong leg amputated              Doc-13-Five-whys.pdf
                       1. Why: Patient gave consent for amputation        (3.5.2009)
                       the night before the proposed surgery to
                       Registrar (who was not going to undertake
                       procedure).
                       2. Why: Amputation site marked with a biro
                       (wrong leg).
                       3. Why: Registrar unaware of hospital policy
                       on amputation sites being marked with a skin
                       pencil and with bodily part being fully visible
                       to Doctor.
                       4. Why: The department had no induction
                       procedures for new medical staff working in
                       the department.
                       5. Why: Because “we’ve never been asked to”.
                       (Root Cause Analysis Tool Kit. NHS)
                       See Samalionis (2009): Can designers help
                       deliver better services? In this publication.
service design methods
Method                 Description                                       Reference and further information
Personas               Personas, fictional user profiles based on          Williams. K. L. (2006): Personas in the
                       research data (interviews, participatory          design process: A tool for understand-
Identifying,           observation, data analysis), have gained          ing others. Georgia Institute of
discovering and        popularity in the design field over recent         Technology. August, 2006
understanding the      years. These profiles include names,               http://etd.gatech.edu/theses/
service context and    personalities, behaviours, and goals that are     available/etd-07102006-101208/
the users              representative of a unique group of               unrestricted/Williams_
                       individuals. Personas are a tool for under-       Karen_L_200608_Mas.pdf
                       standing others. (Williams 2006, Amdahl and       (3.5.2009)
                       Chaikiat 2007, Ndiwalana et al 2005)              Amdahl, P. and Chaikiat, P. (2007):
                       See Stickdorn (2009): Service Design in           Personas as drivers. An alternative
                       Tourism. In this publication.                     approach for creating scenarios for
                                                                         ADAS evaluation. Department of
                                                                         Computer and Information Science,
                                                                         Linköping University, Sweden.
                                                                         Ndiwalana, A., Chong Lee, J., Smith, J.
                                                                         L., Wahid, S., Hobby, L., Chewar, C. M.
                                                                         and McCrickard, S. D. (2005):
                                                                         From Personas to Design:
                                                                         Creating a Collaborative Multi-discipli-
                                                                         nary Design Environment.
                                                                         Center for Human-Computer
                                                                         Interaction and Department of
                                                                         Computer Science
                                                                         Virginia Polytechnic Institute and State
                                                                         University, USA.
                                                                         http://people.cs.vt.edu/~mccricks/
                                                                         papers/ndiwalana-hcii05.pdf
                                                                         (3.5.2009)
Probes                 Design probes are a user-centred approach to      Mattelmäki, T. (2006): Design Probes.
                       understanding human phenomena and                 University of Art and Design Helsinki
Identifying,           exploring design opportunities. They are          A 69.
discovering and        based on user participation by means of           Hulkko, S., Mattelmäki, T., Virtanen, K:
understanding the      self-documentation. Probes can also be built      and Keinonen, T. (2005): Mobile
service context and    on mobile or on online platforms. Probes          Probes. University of Art and Design
the users              look at the user’s personal context and           Helsinki.
Participatory design   perception, and they have an exploratory char-    http://akseli.tekes.fi/opencms/
method, co-design      acter. Self-documenting diaries or self-photog-   opencms/OhjelmaPortaali/ohjelmat/
                       raphy are typical examples of this method.        MUOTO_2005/fi/Dokumenttiarkisto/
                       (Mattelmäki 2006)                                 Viestinta_ja_aktivointi/Julkaisut/
                        The core of the probes approach is to give       MobileProbes_Nordichi_finx1x.pdf
                       people (possible future users) tools to           (3.5.2009)
                       document, reflect on and express their
                       thoughts on environments and actions. One
                       of the aims of the approach is to create a
                       communication link between the users and
                       the designers, and to inform and inspire the
                       design team. (Hulkko et al. 2005)
                       See Miettinen (2009): Service Designers’
                       Methods. In this publication.
Method                 Description                                       Reference and further information
Scenario-              A scenario is a synonym to the screenplay,        Heinilä, J. (Ed.), Strömberg, H., Leikas,
based design           manuscript, copy or a script. The elements of     J., Ikonen, V., Iivari, N., Jokela, T., Aikio,
                       a scenario are virtually the same both in the     K. P., Jounila, I., Hoonhout, J. and
Prototyping method,    original notion and in the scenario definition     Leurs, N. (2005): User Centred Design
creating, generating   applied as a method in the user-centred           Guidelines for Methods and Tools.
and modelling new      product development process. These basic          VTT Information Technology;
service features       elements include: the actors (users), the         University of Oulu, Dept. of Informa-
                       scene (context) and the scheme (the story         tion processing science;
                       including the background, tasks, goals and        Philips Research, Philips Applied
                       action). The goal of the scenario work is to      Technologies. The Nomadic Media
                       visualise the main service concept for the        consortium, November 2005.
                       client. Scenarios help express the require-       http://www.vtt.fi/inf/julkaisut/
                       ments of the different stakeholders in a          muut/2005/UCD_Guidelines.pdf
                       format that can be easily understood by the       (3.5.2009)
                       other stakeholders. Scenarios are stories
                       about people and their activities in particular
                       situations and environments (contexts). They
                       can be textual, illustrated (e.g. picture books
                       or comic strips), acted (e.g. dramatised usage
                       situation) or even filmed (e.g. videos) descrip-
                       tions of usage situations. They describe
                       current or envisioned work practises or tasks
                       of the users and thus help different
                       stakeholders (including the users themselves)
                       understand the tasks in their contexts,
                       evaluate the practises and suggest changes to
                       these practises in parallel to designing new
                       tools. Scenario generating aims to predict
                       how people could act in particular situations.
                       That is why it is well suited for designing new
                       product concepts, when the context of use
                       and the intended users are not strictly
                       defined. Scenario building is a flexible and
                       cost-effective way to generate design ideas for
                       new products and to identify the potential
                       user groups and contexts of use for the
                       service. It is desirable to develop and
                       compare several concepts. (Heinilä et al
                       2005)
                       See Miettinen (2009): Service Designers’
                       Methods. In this publication.




                22                                                                     satu miettinen
service design methods
Method                 Description                                        Reference and further information
Storyboarding          The storyboarding method has several uses.         Gruen, D. (2000): Storyboarding for
                       It can facilitate product and service design       Design: An Overview of the Process.
Prototyping method,    processes. Storyboards can illustrate a visual     Lotus Research. IBM Research.
creating, generating   storyline of a service or product use situation    http://domino.watson.ibm.com/
and modelling new      in its context(s) for users and clients or they    cambridge/research.nsf/0/ebcd159a81
service features       can help in illustrating interface interactions    a43e36852569200067d59e/$FILE/
                       for the design team or users.                      Techreport%202000.03.PDF
                       The process of creating a storyboard helps         (3.5.2009)
                       designers put themselves in the shoes and
                       setting of the people for whom they are            Heinilä, J. (Ed.), Strömberg, H., Leikas,
                       designing. It often prompts invention and          J., Ikonen, V., Iivari, N., Jokela, T., Aikio,
                       ingenuity, as problems end-users encounter         K. P., Jounila, I., Hoonhout, J. and
                       are recognised and opportunities to solve          Leurs, N. (2005): User Centred Design
                       them are devised. The story can serve as a         Guidelines for Methods and Tools.
                       “user experience testbed” as prototypes are        VTT Information Technology;
                       developed and critiqued. Take a proposed           University of Oulu, Dept. of Informa-
                       design for the system, and run through the         tion processing science;
                       story imagining the protagonist using it. Does     Philips Research, Philips Applied
                       the system solve the problems the protago-         Technologies. The Nomadic Media
                       nist encounters? Does it “fit in” with the story    consortium, November 2005.
                       and the protagonist’s environment? Does the        http://www.vtt.fi/inf/julkaisut/
                       solution provide the intended value to the         muut/2005/UCD_Guidelines.pdf
                       people in the story? What changes to the           (3.5.2009)
                       system should be made so it does? (Gruen
                       2000)                                              Landay, J. A. and Myers, J. A. (1996):
                       Storyboards are sequences of images, which         Sketching Storyboards to Illustrate
                       demonstrate the relationship between               Interface Behaviors. HCI Institute,
                       individual displays and actions within a           School of Computer Science. Carnegie
                       system. A typical storyboard contains a            Mellon University.
                       number of images depicting features such as        http://www.cs.cmu.edu/afs/cs.cmu.
                       menus, dialogue boxes and windows. A               edu/user/landay/pub/www/research/
                       sequence of these screen representations           publications/CHI96/short_storyboard.
                       conveys further information on the structure,      ps
                       functionality and navigation options available     (3.5.2009)
                       within an intended system. The storyboard
                       can be shown to colleagues in a design team
                       and to potential users. This allows users and
                       design team members to offer critical
                       feedback about the composition and scope of
                       the intended interface. Storyboarding can be
                       used early in the design cycle, in which case it
                       supports the exploration of design possibili-
                       ties and the early verification of user
                       requirements. (Heinilä et al 2005, Landay J.A.
                       and Myers J.A 1996)
                       See Oosterom (2009): Who do we think we
                       are? In this publication.

       designing services with innovative methods                                                23
Method                 Description                                         Reference and further information
Storytelling           Stories are effective tools for design, useful      Gruen, D. (2000): Beyond Scenarios:
                       both in facilitating collaboration around the       The Role of Storytelling in CSCW
Prototyping method,    service and in exploring and conveying the          Design. Lotus Research. IBM
creating, generating   value the service will bring to the people who      Research.
and modelling new      use it. It is often helpful to explain an idea, a   http://domino.watson.ibm.com/
service features       product, service or an opportunity through a        cambridge/research.nsf/0/35aea10dcc
                       story. Stories enhance the design process in        a07906852569200066e970/$FILE/
                       many ways. Stories capture in detail the            Techreport%202000.02.PDF
                       real-world context in which a new technology        (3.5.2009)
                       will be used; they help determine which
                       functions will be useful, how they should be
                       presented, and what integration with other
                       tools, people and information will be
                       important. Stories can be an effective way of
                       communicating to others problems with
                       current work processes and the value of new
                       interaction being proposed. Stories are useful
                       with multidisciplinary or cross-organisational
                       teams because they tend to serve as a
                       “common language” that spans differences
                       in background and organisational status and
                       focuses attention on the people who will use
                       the system (a constituency often absent from
                       many design discussions). Stories are particu-
                       larly valuable for conveying the benefits of
                       collaborative systems, whose full value is not
                       in any individual user task, set of screens or
                       specific functionality, but in the real world
                       consequences of the collaboration they
                       enable among multiple people. (Gruen 2000)
                       See Hämäläinen and Lammi (2009): Service
                       Design as a Tool for Innovation Leadership.
                       In this publication.
Vox pops               Vox pop: the man in the street, unrehearsed         Hardman, L. (2005): Research
                       persons, not selected in any way. As such,          FactSheet. Centrum voor Wiskunde en
Identifying,           broadcast journalists almost always refer to        Informatica.
discovering and        them as the abbreviated, vox pop. The               http://homepages.cwi.nl/~media/
understanding the      interviewees are shown in public places and         demo/VoxPopuli/FactSheet.pdf
service context and    supposed to be giving spontaneous opinions          (4.5.2009)
the users              in a chance encounter. Each person is asked
Participatory design   the same question; the aim is to get a variety
method, co-design      of answers and opinions on any given
                       subject. Journalists are usually instructed to
                       approach a wide range of people to get varied
                       answers from different points of view. The
                       interviewees should be of various ages,
                       genders and communities so that the diverse
                       views and reactions of the general public will
                       be known.
                       See Thurston (2009): Designing Public
                       Services. In this publication.

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Service Design Terminology, Service Design Methods

  • 1. service design terminology Keyword Definition Reference and further reading Service Service design addresses services from the Mager, B. (2008): Service Design Design perspective of clients. It aims to ensure that service definition in the Design Dictionary. interfaces are useful, usable and desirable from the Design Dictionary (Board of client’s point of view and effective, efficient and International Research in Design) distinctive from the supplier’s point of view. Service Michael Erlhoff (Editor), Timothy designers visualise, formulate, and choreograph Marshall (Editor) solutions to problems that do not necessarily exist Publisher: Birkhäuser Basel today; they observe and interpret requirements and http://www.service-design-network. behavioural patterns and transform them into org/system/files/Mager_Serv- possible future services. This process applies ice%20Design_0.pdf (1.5.2009) explorative, generative, and evaluative design approaches. The restructuring of existing services is as much a challenge in service design as the development of innovative new services. Service design stands in the tradition of product and interface design, enabling the transfer of proven analytical and creative design methods to the world of service provision. In particular, there are close ties to the dimensions of interaction and experience that originated in interface design. (Mager 2008) Service System in which the service is integrated: i.e. a Mager, B. (2009): Introduction to Ecology holistic visualisation of the service system. All the Service Design. Digital communica- factors are gathered, analysed and visualised: tions tool. Culminatum Innovation politics, the economy, employees, law, societal 2009. trends, and technological development. The service http://www.share2solve.org/ ecology is thereby rendered, along with its attendant introtosd/start/Main.html agents, processes, and relations. (Mager 2009) (1.5.2009) By analysing service ecologies, it is possible to Live|work (2008): http://www. reveal opportunities for new actors to join the servicedesign.org/ ecology and new relationships among the actors. (1.5.2009) Ultimately, sustainable service ecologies depend on a balance where the actors involved exchange value in ways that is mutually beneficial over time. (Live|work 2008) Customer Consuming a service means a consuming an Mager, B. (2009): Introduction to Journey experience, a process that extends over time. The Service Design. Digital communica- customer journey thus illustrates how the customer tions tool. Culminatum Innovation perceives and experiences the service interface along 2009. the time axis. It also considers the phases before http://www.share2solve.org/ and after actual interaction with the service. The first introtosd/start/Main.html step in creating a customer journey is to decide its (1.5.2009) starting and stopping points. The customer journey serves as the umbrella under which the service is explored and, with various methods, systematised and visualised. (Mager 2009) designing services with innovative methods 15
  • 2. Keyword Definition Reference and further reading Service Service touchpoints are the tangibles, for example, Live|work (2008): http://www. Touchpoints spaces, objects, people or interactions (Moritz servicedesign.org/ 2005), that make up the total experience of using a (1.4.2009) service. Touchpoints can take many forms, from Moritz, S. (2005): Service Design: advertising to personal cards; web-, mobile Practical Access to an Evolving phone- and PC interfaces; bills; retail shops; call Field. Köln International School of centres and customer representatives. In service Design. University of Applied design, all touchpoints need to be considered in Sciences Cologne. http:// totality and crafted in order to create a clear, stefan-moritz.com/Stefan%20 consistent and unified customer experience. Moritz/Service%20Design_files/ (Live|work 2008) Practical%20Access%20to%20 Service%20Design.pdf (20.4.2009) Further reading: Saffer, D. (2005): Designing for interaction: creating smart applications and clever devices. Berkeley. CA: New Riders Front The time and place in which customers come in Morelli, N. (2002): “Designing office/ contact with the service, for example, the website, product/service systems. A Frontstage the person serving you at the restaurant, etc. methodological exploration.” (Morelli 2002) Design Issues 18(3): 3-17. http://servicedesign.wikispaces. com/ (1.5.2009) Further reading: Pine, B. J. II & Gilmore, J. H. (1999): The Experience Economy. Boston: Harvard Business School Press Line of When the customer is experiencing the service she/ Mager, B. (2009): Introduction to interaction, he is facing the line of interaction (examples: Service Design. Digital communica- line of IT receptionist greeting at the hotel reception and tions tool. Culminatum Innovation interaction, guiding to your room, conference registration staff 2009. line of greeting the delegate and giving information). http://www.share2solve.org/ visibility The customer faces the line of IT interaction when introtosd/start/Main.html she/he is using the IT services (examples: hotel (1.5.2009) television, information in the parking area through the IT system, hotel and conference website and booking system). The line of IT interaction is still part of the frontstage activity. There is a line of visibility for the service actions that the customer is not able to see. There services happen in the backstage (examples: staff working with the reservation internally in the hotel booking system, registration of the hotel customer in the conference system, acceptance of the credit card in the customer management system). 16 satu miettinen
  • 3. service design terminology Keyword Definition Reference and further reading Back office/ How services are facilitated inside the organisation: Morelli, N. (2002): “Designing Backstage for example, the food production chain inside the product/service systems. A restaurant not visible to the customer. The design of methodological exploration.” the service may involve a re-organisation of these Design Issues 18(3): 3-17. http:// back office activities performed by the service servicedesign.wikispaces.com/ provider. (Morelli 2002) (1.5.2009) Further reading: Pine, B. J. II & Gilmore, J. H. (1999): The Experience Economy. Boston: Harvard Business School Press Service Mapping out of a service journey identifying the The British Standard for Service Blueprint processes that constitute the service, isolating possi- Design (BS 7000 -3, BS 7000 -10, ble fail points and establishing the time frame for BS EN ISO 9000). the journey. (The British Standard for Service Morelli, N. (2002): “Designing Design) product/service systems. A Service blueprinting is a process analysis methodological exploration.” methodology proposed by Shostack (Shostack 1982, Design Issues 18(3): 3-17. 1984). Shostack’s methodical procedure draws upon http://servicedesign.wikispaces. time and motion method engineering, project com/ programming and computer system and software Shostack, L. G. (1982): How to design. The proposed blueprint allows for a Design a Service. European Journal quantitative description of critical service elements, of Marketing, 16(1), 49-63. such as time, logical sequences of actions and Shostack, L. G. (1984): Design processes, also specifying both actions and events Services that Deliver. Harvard that happen in the time and place of the interaction Business Review (84115), 133-139. (front office) and actions and events that are out of Further reading: the line of visibility for the users, but are fundamen- Saffer, D. (2005): Designing for tal for the service. Service blueprinting involves the interaction: creating smart description of all the activities for designing and applications and clever devices. managing services, including schedule, project Berkeley. CA: New Riders plans, detailed representations (such as use cases) and design plans, or service platforms. (Morelli 2002) designing services with innovative methods 17
  • 4. Method Description Reference and further information Bodystorming The idea in bodystorming is to act as though Oulasvirta, A., Kurvinen, E. and the service would exist, ideally in the context Kankainen, T. (2003): Understanding Prototyping method, where it would be used. This method gives contexts by being there: case studies creating, generating the opportunity to test the proposed service in bodystorming. Pers Ubiquit Comput and modelling new and its interactions either inside the service (2003) 7: 125–134 service features design team or including the participants. DOI 10.1007/s00779-003-0238-7. Empathic design Different service situations can be acted out, London: Springer-Verlag. method for example, the customer service situation at http://www.cs.helsinki.fi/u/oulasvir/ the hotel reception. Service designers create scipubs/bodystorming_AO_EK_TK.pdf the service situation, cast the roles, practise (2.5.2009) with the professional or on their own and play the situation. The purpose is to prototype and Iacucci, G., Kuutti, K. and Ranta, M. come up with new solutions, test new (2000): On the Move with a Magic interactions and make ad hoc innovations. Thing: Role Playing in Concept (Oulasvirta el al 2003, Iacucci et al 2000) Design of Mobile Services and See Mager (2009): Service Design as an Devices. DIS ’00, Brooklyn, Emerging Field. In this publication. New York. http://users.tkk.fi/~giulio/ P1_jacucci.pdf (2.5.2009) Context This method reveals users’ conscious and Sleeswijk Visser, F., Stappers, P.J., van mapping latent needs, experiences, hopes and der Lugt, R. and Sanders, E. B.-N. expectations. Users participate in a workshop (2005): Context Mapping: experiences Identifying, facilitated by a tutor. They use make-tools: from practice. ID-Studiolab, Faculty of discovering and pictures, drawing, creating with different Industrial Design Engineering, Delft understanding the materials and storytelling to generate ideas. University of Technology, Delft, The service context and There can be a preparatory phase before the Netherlands; MakeTools, Columbus, the users workshop when the users are working with Ohio http://www.maketools.com/ creative thematic assignments on their own. pdfs/Contextmapping_ Participatory design Make-tools aim at gathering data from people SleeswijkVisseretal_05.pdf (20.4.2009) method, co-design about issues that are not easy to verbalise. The tools support the users to express Stappers, P.J. and Sanders, E. B.-N. themselves and reveal subconscious and still (2003): Generative tools for context relevant thoughts with metaphors and mapping: tuning the tools. ID-Studio- associations. (Sleeswijl el al 2005, Stappers lab, Faculty of Industrial Design and Sanders 2003) Engineering, Delft University of See Miettinen (2009): Service Designers’ Technology, Delft, The Netherlands; Methods. In this publication. MakeTools, Columbus, Ohio and SonicRim http://www.maketools.com/pdfs/ GenerativeTools_Stappers_ Sanders_03.pdf (2.5.2009) 18 satu miettinen
  • 5. service design methods Method Description Reference and further information Experience An experience prototype is a representation of Moggridge, B. (2006): Competitive- prototyping a design, made before the final solution ness Summit. Design Council. UK. exists. We need prototyping for electronics, http://www.designcouncil.org.uk/ Prototyping method, we need to think about a more total AutoPdfs/DesignCouncil_2303.pdf creating, generating experience like designing a service or (3.5.2009) and modelling new designing what happens with the chips and service features the people, then you need something which is Buchenau, M. and Fulton Suri, J. more to do with storytelling, using video of (2000): Experience Prototyping. San how to tell a story or theatre for enactment or Francisco: IDEO. http://www.ideo. computer simulations. All of those become a com/images/uploads/thinking/ necessary part of our prototyping vocabulary. publications/pdfs/FultonSuriBuchen- The rapidness of a prototype cycle between au-Experience_PrototypingACM_8-00. trying something out and testing it with pdf (20.4.2009) people, trying it out with people, is what makes the relationship between design and business successful. We can make a small prototype very inexpensively, we can try it out, test it and if it’s successful perhaps we’ll move forward to the next stage. (Moggridge 2006) The aim of experience prototyping is to test the feasibility of the service, the logistics, customer experience and financial impact of the service product in a cheap and quick way. An experience prototype is any kind of representation, in any kind of medium, that is designed to understand, explore or communi- cate what it might be like to engage with the product, space or system we are designing. (Buchenau & Fulton Suri 2000) See Miettinen (2009): Service Designers’ Methods. In this publication. designing services with innovative methods 19
  • 6. Method Description Reference and further information Fieldwork: Ethnography appeals to designers because it Wasson, C. (2000): Ethnography in observation provides a window onto the ways consumers the field of design. Human Organiza- and interact with products in their everyday lives. tion. documentation (Wasson 2000) When using ethnographic http://findarticles.com/p/articles/mi_ methods it is good also to focus on qa3800/is_200001/ai_n8895749/ Identifying, documentation of the process, communica- (3.5.2009) discovering and tion within the design team as well as on Sperschneider, W. and Bagger, K. understanding the expected results. (2003): Ethnographic Fieldwork Under Ethnographic fieldwork methods: observation Industrial Constraints: Toward service context and and documentation are very much present in Design-in-Context. http://www.mci. the users identifying, discovering and understanding sdu.dk/m/Research/Publications/ Industrial ethnogra- the service context and the users. These UCD/KB.PDF (20.4.2009) phy methods need to be applied in the working context and timeframe of the project. (Sperschneider and Bagger 2003) Shadowing is an ethnographic technique used to understand a person’s real-time interactions. Shadowing often focuses on particular events or tasks that participants are willing to share. See Hämäläinen and Lammi (2009): Service Design as a Tool for Innovation Leadership. In this publication. Five Whys The method known as “5-Whys” is an analysis Ammerman, M. (1998): The Root method used to dig below the outward Cause Analysis Handbook: A Identifying, symptoms of a problem in order to find its Simplified Approach to Identifying, discovering and real root cause. Five Whys is also known as Correcting and Reporting Workplace understanding the the why-why chart (Ammerman 1998). It Errors. New York: Quality Resources. service context and allows the individual or group to drill down the users through the causal pathway. It is a simple and Root Cause Analysis Tool Kit. NHS. effective tool that works well in groups and National Patient Safety Agency. also when undertaken by an individual. http://www.clean-safe-care.nhs.uk/ Example of the method: ArticleFiles/Files/Root-Cause-Analysis/ A patient had the wrong leg amputated Doc-13-Five-whys.pdf 1. Why: Patient gave consent for amputation (3.5.2009) the night before the proposed surgery to Registrar (who was not going to undertake procedure). 2. Why: Amputation site marked with a biro (wrong leg). 3. Why: Registrar unaware of hospital policy on amputation sites being marked with a skin pencil and with bodily part being fully visible to Doctor. 4. Why: The department had no induction procedures for new medical staff working in the department. 5. Why: Because “we’ve never been asked to”. (Root Cause Analysis Tool Kit. NHS) See Samalionis (2009): Can designers help deliver better services? In this publication.
  • 7. service design methods Method Description Reference and further information Personas Personas, fictional user profiles based on Williams. K. L. (2006): Personas in the research data (interviews, participatory design process: A tool for understand- Identifying, observation, data analysis), have gained ing others. Georgia Institute of discovering and popularity in the design field over recent Technology. August, 2006 understanding the years. These profiles include names, http://etd.gatech.edu/theses/ service context and personalities, behaviours, and goals that are available/etd-07102006-101208/ the users representative of a unique group of unrestricted/Williams_ individuals. Personas are a tool for under- Karen_L_200608_Mas.pdf standing others. (Williams 2006, Amdahl and (3.5.2009) Chaikiat 2007, Ndiwalana et al 2005) Amdahl, P. and Chaikiat, P. (2007): See Stickdorn (2009): Service Design in Personas as drivers. An alternative Tourism. In this publication. approach for creating scenarios for ADAS evaluation. Department of Computer and Information Science, Linköping University, Sweden. Ndiwalana, A., Chong Lee, J., Smith, J. L., Wahid, S., Hobby, L., Chewar, C. M. and McCrickard, S. D. (2005): From Personas to Design: Creating a Collaborative Multi-discipli- nary Design Environment. Center for Human-Computer Interaction and Department of Computer Science Virginia Polytechnic Institute and State University, USA. http://people.cs.vt.edu/~mccricks/ papers/ndiwalana-hcii05.pdf (3.5.2009) Probes Design probes are a user-centred approach to Mattelmäki, T. (2006): Design Probes. understanding human phenomena and University of Art and Design Helsinki Identifying, exploring design opportunities. They are A 69. discovering and based on user participation by means of Hulkko, S., Mattelmäki, T., Virtanen, K: understanding the self-documentation. Probes can also be built and Keinonen, T. (2005): Mobile service context and on mobile or on online platforms. Probes Probes. University of Art and Design the users look at the user’s personal context and Helsinki. Participatory design perception, and they have an exploratory char- http://akseli.tekes.fi/opencms/ method, co-design acter. Self-documenting diaries or self-photog- opencms/OhjelmaPortaali/ohjelmat/ raphy are typical examples of this method. MUOTO_2005/fi/Dokumenttiarkisto/ (Mattelmäki 2006) Viestinta_ja_aktivointi/Julkaisut/ The core of the probes approach is to give MobileProbes_Nordichi_finx1x.pdf people (possible future users) tools to (3.5.2009) document, reflect on and express their thoughts on environments and actions. One of the aims of the approach is to create a communication link between the users and the designers, and to inform and inspire the design team. (Hulkko et al. 2005) See Miettinen (2009): Service Designers’ Methods. In this publication.
  • 8. Method Description Reference and further information Scenario- A scenario is a synonym to the screenplay, Heinilä, J. (Ed.), Strömberg, H., Leikas, based design manuscript, copy or a script. The elements of J., Ikonen, V., Iivari, N., Jokela, T., Aikio, a scenario are virtually the same both in the K. P., Jounila, I., Hoonhout, J. and Prototyping method, original notion and in the scenario definition Leurs, N. (2005): User Centred Design creating, generating applied as a method in the user-centred Guidelines for Methods and Tools. and modelling new product development process. These basic VTT Information Technology; service features elements include: the actors (users), the University of Oulu, Dept. of Informa- scene (context) and the scheme (the story tion processing science; including the background, tasks, goals and Philips Research, Philips Applied action). The goal of the scenario work is to Technologies. The Nomadic Media visualise the main service concept for the consortium, November 2005. client. Scenarios help express the require- http://www.vtt.fi/inf/julkaisut/ ments of the different stakeholders in a muut/2005/UCD_Guidelines.pdf format that can be easily understood by the (3.5.2009) other stakeholders. Scenarios are stories about people and their activities in particular situations and environments (contexts). They can be textual, illustrated (e.g. picture books or comic strips), acted (e.g. dramatised usage situation) or even filmed (e.g. videos) descrip- tions of usage situations. They describe current or envisioned work practises or tasks of the users and thus help different stakeholders (including the users themselves) understand the tasks in their contexts, evaluate the practises and suggest changes to these practises in parallel to designing new tools. Scenario generating aims to predict how people could act in particular situations. That is why it is well suited for designing new product concepts, when the context of use and the intended users are not strictly defined. Scenario building is a flexible and cost-effective way to generate design ideas for new products and to identify the potential user groups and contexts of use for the service. It is desirable to develop and compare several concepts. (Heinilä et al 2005) See Miettinen (2009): Service Designers’ Methods. In this publication. 22 satu miettinen
  • 9. service design methods Method Description Reference and further information Storyboarding The storyboarding method has several uses. Gruen, D. (2000): Storyboarding for It can facilitate product and service design Design: An Overview of the Process. Prototyping method, processes. Storyboards can illustrate a visual Lotus Research. IBM Research. creating, generating storyline of a service or product use situation http://domino.watson.ibm.com/ and modelling new in its context(s) for users and clients or they cambridge/research.nsf/0/ebcd159a81 service features can help in illustrating interface interactions a43e36852569200067d59e/$FILE/ for the design team or users. Techreport%202000.03.PDF The process of creating a storyboard helps (3.5.2009) designers put themselves in the shoes and setting of the people for whom they are Heinilä, J. (Ed.), Strömberg, H., Leikas, designing. It often prompts invention and J., Ikonen, V., Iivari, N., Jokela, T., Aikio, ingenuity, as problems end-users encounter K. P., Jounila, I., Hoonhout, J. and are recognised and opportunities to solve Leurs, N. (2005): User Centred Design them are devised. The story can serve as a Guidelines for Methods and Tools. “user experience testbed” as prototypes are VTT Information Technology; developed and critiqued. Take a proposed University of Oulu, Dept. of Informa- design for the system, and run through the tion processing science; story imagining the protagonist using it. Does Philips Research, Philips Applied the system solve the problems the protago- Technologies. The Nomadic Media nist encounters? Does it “fit in” with the story consortium, November 2005. and the protagonist’s environment? Does the http://www.vtt.fi/inf/julkaisut/ solution provide the intended value to the muut/2005/UCD_Guidelines.pdf people in the story? What changes to the (3.5.2009) system should be made so it does? (Gruen 2000) Landay, J. A. and Myers, J. A. (1996): Storyboards are sequences of images, which Sketching Storyboards to Illustrate demonstrate the relationship between Interface Behaviors. HCI Institute, individual displays and actions within a School of Computer Science. Carnegie system. A typical storyboard contains a Mellon University. number of images depicting features such as http://www.cs.cmu.edu/afs/cs.cmu. menus, dialogue boxes and windows. A edu/user/landay/pub/www/research/ sequence of these screen representations publications/CHI96/short_storyboard. conveys further information on the structure, ps functionality and navigation options available (3.5.2009) within an intended system. The storyboard can be shown to colleagues in a design team and to potential users. This allows users and design team members to offer critical feedback about the composition and scope of the intended interface. Storyboarding can be used early in the design cycle, in which case it supports the exploration of design possibili- ties and the early verification of user requirements. (Heinilä et al 2005, Landay J.A. and Myers J.A 1996) See Oosterom (2009): Who do we think we are? In this publication. designing services with innovative methods 23
  • 10. Method Description Reference and further information Storytelling Stories are effective tools for design, useful Gruen, D. (2000): Beyond Scenarios: both in facilitating collaboration around the The Role of Storytelling in CSCW Prototyping method, service and in exploring and conveying the Design. Lotus Research. IBM creating, generating value the service will bring to the people who Research. and modelling new use it. It is often helpful to explain an idea, a http://domino.watson.ibm.com/ service features product, service or an opportunity through a cambridge/research.nsf/0/35aea10dcc story. Stories enhance the design process in a07906852569200066e970/$FILE/ many ways. Stories capture in detail the Techreport%202000.02.PDF real-world context in which a new technology (3.5.2009) will be used; they help determine which functions will be useful, how they should be presented, and what integration with other tools, people and information will be important. Stories can be an effective way of communicating to others problems with current work processes and the value of new interaction being proposed. Stories are useful with multidisciplinary or cross-organisational teams because they tend to serve as a “common language” that spans differences in background and organisational status and focuses attention on the people who will use the system (a constituency often absent from many design discussions). Stories are particu- larly valuable for conveying the benefits of collaborative systems, whose full value is not in any individual user task, set of screens or specific functionality, but in the real world consequences of the collaboration they enable among multiple people. (Gruen 2000) See Hämäläinen and Lammi (2009): Service Design as a Tool for Innovation Leadership. In this publication. Vox pops Vox pop: the man in the street, unrehearsed Hardman, L. (2005): Research persons, not selected in any way. As such, FactSheet. Centrum voor Wiskunde en Identifying, broadcast journalists almost always refer to Informatica. discovering and them as the abbreviated, vox pop. The http://homepages.cwi.nl/~media/ understanding the interviewees are shown in public places and demo/VoxPopuli/FactSheet.pdf service context and supposed to be giving spontaneous opinions (4.5.2009) the users in a chance encounter. Each person is asked Participatory design the same question; the aim is to get a variety method, co-design of answers and opinions on any given subject. Journalists are usually instructed to approach a wide range of people to get varied answers from different points of view. The interviewees should be of various ages, genders and communities so that the diverse views and reactions of the general public will be known. See Thurston (2009): Designing Public Services. In this publication.