Inspiring Innovation through Design
Thinking – III
Experiencing Design Thinking – III
* ‘The food is good, but the service is horrible.’ *
‘Flying is very comfortable, but the allied ones – reaching the airport two
hours in advance, checking in and security check in long queues, waiting for
boarding, sitting tight for half an hour for the take-off, ten minutes to come
out of the aircraft, another wait for the bags to reach the conveyor belt,
booking a taxi – lesser we talk, better it is.’
* ‘Shopping in … is very exciting, but the long queue
at the check-out counter is worst.’ On how many situations we have uttered
similar words?
Experiencing:
When we dine in a restaurant, fly in an airplane, shop
in a super market, checking in a hotel, or listening to a talk, we are carrying
out a function and also having an experience. If the experience is not well
designed, the fun of the function is lost. It is as simple ‘what we say is
important, but how we say is more important.’ And we can recollect on how many
occasions, we have messed, because of the way we have done something.
Three
Themes:
According to Tim Brown of IDEO, there are three themes
that make experiences meaningful and memorable. First, we live in ‘experience
economy’ in which people shift from passive consumption to active
participation. Second, the best experiences are not scripted at corporate
headquarters but delivered on the spot by service providers. And third,
implementation is everything. An experience must be finely crafted and
precision-engineered as any other product.
\
Poor
Execution:
Innovation is executing an idea well. Unfortunately
organisations stress more on the idea and miss on the execution. You can
recollect several examples of brilliant ideas failing miserably because of poor
execution. (Demonetisation?)
Emotional
Experience:
Once the product or service meets the basic need, we
look for emotionally satisfying experiences. So whether it is a movie,
shopping, restaurant or a tourist place, their value is in the emotional
resonance they create. Several shopping malls have understood this and are
doing very well. (You can now understand why many people go to shopping malls
only for the experience and not for shopping.) So the real meaning of
‘experience economy’ is not functional – not shopping or food, but emotional.
Design has the power to enrich our lives by engaging our emotions through
image, form, texture, colour, sound and smell. Through the human-centred nature
of design thinking we can use our empathy and understanding of people to design
experiences for active engagement and participation.
Scripting
Experiences:
Some time back, I went to a grocery shop and took
several items. One particular material, I needed, only a small quantity, 100g.
But the sales people told that I have to buy a minimum of 250g. I reasoned out
with them explaining my requirement. They were not convinced. Then I told them
that I would like to talk to their manager or owner of the shop. “No need, we
have been given clear instructions from our head office.” Even when I
threatened them that I have to leave the other material worth rupees eight
hundred without buying, it didn’t make any difference to them. Yes, the best
experiences cannot be scripted at corporate headquarters, but have to be delivered
on the spot by service providers. Functional benefits alone, are no longer
enough to capture customers and to retain them. Whole Foods Market is one of
the most successful retailers in USA. Their growth is attributed not because of
the growing market for organics, but because of the importance of experience.
Every aspect of the stores – the fresh produce displays, the free samples, the
wealth of information about the preparation and storage of food, the variety of
‘healthy lifestyle’ products – is designed to draw us in, to invite us to
linger and participate. In one store, they have even experimented with allowing
customers to cook.
Process
Innovation:
IDEO adapted
their process methodology of SPARC (See - Plan – Act – Refine – Communicate) to
Mayo Clinic for patient experience. The SPARK laboratory is a design studio
embedded in one of Mayo’s clinical hospital in which designers, business
strategists, medical and health professionals, and patients work together to
develop ideas for improving the patient – provider experience. It operates like
an independent design consultancy for other units in the hospital. SPARC
suggests that design thinking can be applied not only to products and
experiences but to the process of innovation also. *
CS
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