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KWOK, HARRISON & QIN
814
Conclusions
This paper highlighted that although the similarities between
sustainability and luxury are not apparent at first glance, there are
characteristics fundamental to both, such as innovation, timelessness and
durability. The aim of sustainable luxury is to create awareness about the
possibilities that luxury companies could have by integrating sustainability
principles into their practices. Similarly to their products, luxury companies
have an opportunity to set a trend in sustainable luxury in order to make
greener products desirable to the public. While it is more difficult to
integrate sustainability within an industry that is and has been inherently
unsustainable, the principles and practices of sustainable development are
already present in the underlying principles of luxury.
After assessing extant research in ethical consumption and sustainable
luxury, we found that there is a general interest in sustainable products but
not at the expense of functionality or quality. A sustainable product
particularly one sold at a premium cannot overlook key attributes
important to customers when creating ethical derivatives. Trade-offs and
priorities of consumers have to be identified in order to ensure that
customer satisfaction is maintained. Additionally, many studies aiming to
explore the propensity for consumers to consider ethics in their purchase
decisions adopt surveys as their main experimental method. This type of
research method is subjected to the effects of social desirability response
bias, where respondents select the most socially appropriate and obvious
answer that often does not reflect their true buying behaviour. A more
rigorous experimental methodology is required to counter the effects of this
bias and uncover more valid information.
We believe that to tackle the attitude-behaviour gap apparent in ethical
consumption and to achieve successful sustainable luxury products,
emphasis should be placed on understanding consumer purchase decisions
in order to mitigate the risk of product failure. Combining the desirability
inherent in luxury products and systematically identifying baseline needs of
consumers regarding sustainability could provide a safety net for sustainable
luxury product design ensuring that the end result is a product that is
desirable and also sustainable.
UCD in the Sustainable Luxury Design Process
815
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Section 2b: Exploring Collaboration in
Product Development
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823
Editorial: Exploring Collaboration in Product
Development: the good, the bad and the ugly
Nua FAIN and Beverly WAGNER
Innovation is a key driver of competitive and economic growth, but
nurturing it is a challenging task because it involves multiple and constantly
changing actors, linkages and dynamics. Furthermore, although collaboration
and cooperation have come to dominate successful innovation, businesses
often run into information and coordination problems at the different stages.
This means understanding collaboration, coordination and cross-functional
integration processes is essential for effective innovation performance. As
design is an integral part of such collaborations in innovation, contributions
within this track address the challenges that new types of collaboration in
innovation bring to designers. Examples include cross-functional and cross-
disciplinary collaboration with other disciplines and functions, voice of the
designer, working in dispersed design teams, engaging key stakeholders in the
design process, measuring performance and product excellence as a result of
cross-functional involvement.
Initially 29 abstracts were submitted to this track, followed by a
submission of 19 full papers of which 8 will be presented at the conference.
In the opening paper Fain, Wagner, and Lemke discuss the relevant
literature on collaboration in product development and propose a framework
for exploring collaboration proneness in development processes. The
framework provides a valuable insight into managing collaboration in practice
and provides an evaluation tool for managers to determine internal team
competences and gaps to be addressed. Furthermore, it enables companies to
assess potential NPD partners outside company boundaries. A test on an
industrial case demonstrates the applicability in practice of this theoretically
derived framework.
In the second paper, Benker and Raduma explore the possibilities and
constraints of applying the quality function deployment (QFD) method during
the early phases of a product development process in order to facilitate
collaborative design concept evaluation. They investigate the potential of
utilizing the QFD method throughout an iterative design process without
introducing too much complexity to the agile development process by
Exploring Collaboration in Product Development: the good, the bad and the ugly
824
participatory action research. Two separate experiments are discussed that
test the applicability of QFD to facilitate in the evaluation of different design
concepts. This study highlights how the QFD method allows for
communicating design concepts across different functions and facilitates
design concept evaluation during early product development. The study
concludes with suggestions how the method can be further developed to
better manage design concept evaluation in the future.
The third paper in the track examines how designers and managers
cognitive styles influence the outcome of innovation processes. Tabeau,
Gemser, Hultink and Wijnberg collected comprehensive data on 83 projects in
an online survey. Their results indicate that conformist managers enhance
financial product performance, while creative designers contribute to success
by developing products that are both unique and of high quality. Moreover,
designers and managers cognitive styles complement each other, indicating
that for higher levels of product performance, creative designers should not
conform to rules whereas conformist managers should avoid being creative.
However, the results also indicate that product performance is enhanced
when designers and managers are both attentive to details, indicating that
these professionals supplement each others abilities as well.
The track continues with a paper by Johnson and McHattie using a case-
study method to produce an account of design work within a strategic design
intervention with an SME. Drawing on Latourian principles in actor-network
theory, observations and accounts of intervention are grounded use of tools,
artefacts and activities deployed. This allows analysis exploring traceable
influences that design artefacts have on the work being performed and
reflective space for designers to assess their performative agency. The paper
proposes consideration of the constraints and opportunities that design
management encounter concerning matters of concern for organisational
change; and in so doing, how this can inform design practice.
Moreover, Ltzenkirchen explores collaboration between designers and
clients by focusing on three areas of collaboration communication, design
management and motivation for change. On the basis of narrative interviews,
the research study finds two opposite perspectives of interest to designers
and clients in all three explored areas. The paper thus addresses the need for
awareness of these, advising careful analysis and description of the needs and
expectations, as well as the characteristic performances and reactions of both
designers and clients/entrepreneurs. This may open up new ways to bridge
the gap between partly incompatible demands.
FAIN & WAGNER
825
Van Der Linden and Dallagnol take a different approach in the next paper
and explore the question how do designers work?, by addressing the
dichotomy between academically proposed tools and actual practice. They
interview product designers in Brazil and propose the following: they found
different approaches for design processes related to designers field of activity
and experience. Some, mainly companies' internal designers, use formal and
quasi-structured processes, but most adopt a flexible and intuitive approach.
Also problem definition approaches vary among designers, where specifically
marketing and user research, brainstorming and product analysis are some of
the approaches defining a design problem. Finally, they observed that none of
them adopts an explicit and formalized theoretical approach.
The last two papers explore influences of representations and design
space to design processes and designers work.
Stompff and Smulders explore the fidelity of products: the degree to which
representation of an intended product actually corresponds to the eventual
real world product. In a long term participatory study, they observed that
some of the studied representations serve as boundary objects: objects that
have a capability for teams and organizations to transfer, translate and
transform knowledge across difficult epistemological barriers. However, they
also found that the fidelity of these representations varied considerably.
Expressing the intended product is not merely a translation of a preconceived
idea into an appealing visual object, but that might indeed even be said to
influence the social process. The contribution of this paper lies in the
categorization of the representations into four groups, where a
representation is situationaly dependent; situation being formed by the
boundaries and aim of the social interactions. They present the categories and
a framework to explain the findings in relation to the team process.
The final paper by Weinberg, Nicolai, Husam, Panayotova and Klooker
discusses the impact of space on innovation teams as an outcome of the
interaction of team members with their environment. It presents a pilot study
that uses qualitative interviews with facilitators of design processes and non-
participatory observations of innovation teams in design workshops. While
they set up and interact with their team spaces to discover factors influencing
the way teams worked within their space, the results indicate that conducting
innovation workshops outside the usual corporate environment is perceived
as self-made than perfectly designed. Further promoting factors include:
access to raw material for prototyping, the spatial division between different
teams, the possibility of using walls as well as flexible furniture as
presentation surfaces. The opportunity to create the own team space proves
Exploring Collaboration in Product Development: the good, the bad and the ugly
826
highly beneficial for innovation teams. However, evidence was found that
throughout the process more advanced design thinkers showed a higher
iterative interaction with their environment.
19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in the conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
The Right Fidelity: designedly
representations that enhance
multidisciplinary product development
Guido STOMPFF
*a,b
and Frido SMULDERS
b
a
Oc Technologies;
b
Technical University Delft, IDE
In product development, representations of the intended product are needed
to enable specialists to learn about what they develop together. A variety of
representations is deployed, ranging from textual documents like
requirements, up to integrated prototypes. The difference between these
representations is the fidelity: the degree to which a representation
corresponds to the eventual real world product.
In a long term participatory study, we observed that some of these
representations serve as boundary objects: objects that have a capability in
teams and organizations to transfer, translate and transform knowledge
across difficult epistemological barriers. However, the fidelity of these
representations varied considerably. Expressing the intended product is not
merely a translation of a preconceived idea in an appealing visual, but co-
shapes the social process.
We categorized the representations into four groups, and found that the
'right' fidelity of a representation is situational dependent where the situation
is formed by the involved boundaries and aim of the social interactions. We
present the categories and a framework to explain our findings, including the
relation with the team process.
Keywords: Boundary objects, Collaboration, Co design, Boundary Spanning,
visual representations
*
Corresponding author: Guido Stompff | e-mail: guido.stompff@oce.com
STOMPFF & SMULDERS
828
Introduction
Boundary objects are objects that have a capability in teams and
organizations to transfer, translate and transform knowledge across difficult
barriers such as between specialists, between departments or between
disciplinary functions (Star & Griesemer 1989; Carlile 2002, 2004). Consider,
for example, a plan board: even when people do not see each other, or
communicate, they can still instil what they have to do and when and
interact. The term boundary object proved to be particularly valuable in the
context of New Product Development (NPD) (Leonard-Barton 1991; Cook &
Brown 1999; Bechky 2003; Bucciarelli 1994; Carlile 2002, 2004; Levina &
Vaast 2005). These boundary objects for NPD can be sketches; engineering
drawings; models; abstract notions; timelines; charts; spreadsheets and so
on.
Lately, there has been much interest in the notion of 'boundary objects'.
But despite the scholarly interest, there are many questions unanswered for
boundary objects. What objects may become boundary objects, why and
when? How can these objects be improved for their boundary spanning
capabilities? How can boundary objects explicitly be developed and
managed? This leaves practitioners inside NPD teams and managers empty
handed when it comes to developing effective boundary objects.
A specific kind of objects we are interested in are representations of the
product and/or service a NPD team is developing. These enable specialists to
learn about what they develop together. In a six year lasting participatory
study of NPD teams in-the-wild these representations were omnipresent,
ranging from textual documents like requirements and business cases, up to
integrated prototypes. The difference between these representations is the
fidelity: the degree to which a representation corresponds to the eventual
real product. These representations proved to be of particular importance
to facilitate collaboration in those teams (see Figure 1). In this paper we
explore these representations, in order to understand and predict what kind
of representations become boundary objects and in what context.
The Right Fidelity: designedly representations that enhance multidisciplinary NPD
829
Figure 1 An emotional discussion alongside sketches of a user interface. The project
leader on the left discovered by means of the sketches that there was
disagreement on the functionality of the product. It shows how objects are
critical for multidisciplinary collaborative knowledge work.
Theory: boundary objects
In development of complex products, specialists create something none
of them can conceive beforehand, as these products require too much
knowledge to be developed by one person (Schrage 1995). However,
collaboration is not simple, as each specialist has his own practice,
constituted by their occupational and educational background, including
jargon, tools, models, and the like. In short, specialists have different object
worlds (Bucciarelli 1994). These specialists have problems to understand
each other's practices and boundaries can be observed (Doughtery 1992;
Carlile 2002): imaginary/felt demarcations between specialists, departments
or disciplinary functional units. Boundaries are known to stifle innovation
(e.g., Dougherty 1992) and also to incite innovation (e.g., Fiol 1995).
Spanning boundaries is crucial for organizations that develop complex
products and/or services. Not only to enhance its innovative capabilities, but
also to reduce costly errors and iterations as a result of poor cross-
disciplinary collaboration. Several mechanisms are known and studied to
span these boundaries, such as (assigned) roles like boundary spanners; or
specific tools such as 'wikis'. It is found that some objects used in teams also
have boundary spanning capabilities.
STOMPFF & SMULDERS
830
Boundary objects (Star & Griesemer 1989) refer to a wide range of
artefacts, observable by many actors that are robust enough to maintain a
common identity across the divers practices, yet are plastic enough to adapt
to distinctive practices. Although the name suggests that boundary objects
are at the edges of practices, Star & Griesemer (1989) described them
differently. Boundary objects 'sit amidst' all practices, that is are part of the
practices of many specialists. For example, a project planning is shared
among all specialists and is part of all their individual practices. Thus,
boundary objects should be conceived as nodes in a network, where
practices become joint.
Carlile (2002, 2004) developed extensive theories to explain why some
objects enable boundary spanning. He found that knowledge inside NPD
teams is structurally different for specialists and that it is embedded in
practices and cannot be articulated. Carlile identified four categories of
boundary objects: repositories, standardized forms and/or methods;
objects/models and maps. The importance of Carlile's writings is that he
showed that there is a relation between the kind of boundary and the kind
of boundary object. Repositories (as specification databases) and
standardized forms are good for transferring and translating knowledge
across boundaries, but have limited value when e.g. contradictory aims exist
and knowledge has to be transformed. Put differently: when something new
has to be invented.
Ewenstein & Whyte (2009) studied visual representations in
architecture, like drawings and sketches. They highlight that these
representations are characterized by a 'lack' or incompleteness that
precipitates unfolding. In time, the objects change, the meanings shift and
layers of information are added. The drawings serve as boundary objects,
but are in flux, continuously adapted and never complete. These drawings
have an 'unfolding ontology' (Knorr Cetina 2001) and are essentially
mutable. This insight opposes the view that boundary objects are relatively
stable, a view that is implicit in many publications on the subject.
What is lacking in literature are insights in the expressive form of these
boundary objects themselves. For example: it is observed that sketches are
boundary spanning (Ewenstein & Whyte 2009; Henderson 1999), yet what
sketches? Are it 'back-of-the-napkin' kind of sketches, or well crafted and
precise sketches? Do they need to convey beauty and elegance, or has a
clumsy sketch also boundary spanning capabilities? In this paper the focus is
on representations of the final product and/or service in NPD. The research
The Right Fidelity: designedly representations that enhance multidisciplinary NPD
831
question we explore is: what representations have boundary spanning
capabilities, how, why and when.
Method
This paper deploys the data and analysis of a large PhD study conducted
in 2006 - 2012 in the Netherlands. Aim of the large study was to understand
what designers contribute to multidisciplinary teams and organizations. This
paper deploys the same data and shifts the empirical lens from designers to
representations used in the design process, in order to reflect on the
boundary spanning capabilities inherent in some of these representations.
Method and context
The large study (Stompff 2012) was instigated to contribute to the
theory development on design, namely designing in multidisciplinary teams.
There is a large body of literature on design, but design teams in the wild are
rarely discussed. The other way round, there is an even larger body of
literature on innovation, but designers are remarkably absent (Hobday,
Boddington & Grantham 2011). A large, multinational, high tech company
served as the context, developing printers, software and services. These are
developed by a R&D organization of 2000+ employees that is based in nine
different countries around the world. A topic was chosen that well
represents multi-disciplinary NPD teamwork: Operator Recoverable Errors
(ORE). ORE concerns enabling users of printers to solve errors, such as paper
jams. In the company at hand, ORE is known to be a notoriously complex
topic that impacts the work of many developers including mechanical-,
software-, and electrical engineers; product- and interaction designers and
quality assurance specialists.
The study was set up according to a Deweyan inquiry, a method based
on Dewey's pragmatist logic (1938). The method is aimed to deal with a
doubtful situation, being a design situation that is not readily understood
and thus, stalling progress. The study consisted of roughly two stages. First
an analytic stage to instil insights from observations in the everyday
practice, to understand the constituents and the relations. This theory
building stage leads to new or revised theory and associated hypothesis.
Data gathering for the first stage lasted two years, and included 29
interviews; 30 hours of filmed team meetings; and many photos and scans
of objects, sketches, models and so on. In addition, observations by the
participating designer were recorded in a journal. Analysis was done by
STOMPFF & SMULDERS
832
means of five distinctive studies (triangulation of methods) and together
with seven co-researchers that varied across studies (triangulation of
evaluators).
The second stage consists of a range of guided experiments in the same
practice, to validate or falsify the propositions. The second stage consisted
of three guided experiments, that were done in-the-wild in the company at
hand. The data from these stages consists of participatory observations
recorded in a journal, plus photos and sketches of objects, sketches, the
environment and the like.
One set of findings from the large study are subject of this paper and
concern the role of representations in discussions and reflections on
activities of specialists within and across their practices (Stompff 2012;
Stompff & Smulders 2013). These representations seemed to provide a
platform that served as common language for the specialists to relate their
activities to those of others and by that facilitate cross boundary
discussions.
Representations as boundary objects
A range of distinctive representations was observed, including simple
sketches up to beautifully crafted and expressive representations as models.
Several of the experiments in the second stage of the study were geared for
developing and using these representations, to span boundaries inside the
organization at hand. Some of these boundaries that were included in the
experiments are known to be problematic in the company at hand, such as
between R&D and marketing. The experiments done during the studies
showed some mixed results: there were successful and less successful ones.
Consequently, the question arose what kind of representations span
boundaries and in what situations.
Informed by the methodical principle underlying grounded theory
(Glaser & Straus 1967) we moved back and forth between analyzing and
collecting data. While keeping focus on the research question at hand, we
worked inductively in order to instil ideas for a framework until 'theoretical
saturation' was obtained (Glaser & Straus 1967). The framework we looked
for needed to form a combination of sets of representations and design
situations. We categorized the representations and subsequently reflected
on their contribution to the social processes in the design situation. A
striking observation was that the fidelity of the representations seemed to
be highly relevant for the situation and process a NPD team was in.
The Right Fidelity: designedly representations that enhance multidisciplinary NPD
833
Findings
The continuous refinement of our findings enabled to obtain a fine-
grained perspective on representations and design situations. Below we
present and describe four categories of representations, with a varying
fidelity.
Category 1: When every detail counts
The first category concerns representations whereby every detail seems
to be of importance for the specialists involved. Consider for example, an
integrated prototype or integrated CAD models that represented the work
of a group of specialists (see Figure 2). Things that could not be seen were
explained in depth in meetings by the specialists, e.g., such as software
code. The photo of the integrated prototype shows that the team did
experiments with the prototype collectively, interacting heavily with the
prototype. They took much care that all steps for the experiments were
done correctly. They closely scrutinized whatever happened. Discussions,
proposals, experiments and reflections were cross disciplinary.
Interestingly, the interactions with the object itself seemed of particular
value. Or more precise: not only the experiments they performed on the
prototype provided additional information, also the experiences they had
while interacting was important. The team members took parts in their
hands to feel the robustness, sat on their knees to access a specific
situation, listened to the sound of a motor gearing up and so on. The
sensory experiences showed to be relevant. They felt that something inside
was stuck; understood that a motor ran too hot due to the smell of ozone;
or heard how something broke down. Consequently, the fidelity of the
representations needed to be as high as possible. Any abstraction was
considered a nuisance or was mistrusted. Only a detailed prototype allows
to experience real time what the situation is at hand. If no prototype is
available, a CAD model that depicts as best as possible the current situation
is used instead. Put differently, these representations were not solely
abstract boundary objects that represent something; also the interactions
with the object proved to be meaningful and enabled boundary spanning.
STOMPFF & SMULDERS
834
Figure 2 On the left (1) a team meeting is depicted while experimenting with an
integrated prototype. On the right (2) a team meeting is shown when a
review was held behind a CAD station. In both situations, interactions and
(sensory) experiences were important for boundary spanning.
Looking at the situation in which the detailed object fulfilled its boundary
spanning contributions we see the following. In these meetings specialists
were discussing problems that were not understood well; work was
reviewed that was new to others; or situations were discussed whereby the
team members disagreed whether or not it was a problem, or whether or
not a proposal would solve a problem. Often ambiguity prevailed and team
members had different explanations and interpretations of what they
observed before them. They tried to make sense of the doubtful situation
they found themselves in. The many questions, discussions and interactions
with the object were focused on how to interpret the situation at hand and
this lasted until the actors agreed upon what brought them there. Put
differently, the situations concern a social process of problem setting and
making sense of the situation at hand. Sensemaking is devising plausible
explanations of the situation a team faces, retrospectively (Weick 1995).
Once the problem was set, the detailed representations seemed to lose
their value as a boundary object in the discourse and objects of other fidelity
entered the situation as the next category illustrates.
Category 2: A 'little sketch will do'
The second category opposes the first group in almost any conceivable
way. This concerns crude sketches or maps, drawn on paper or on the
whiteboard. A similar kind of representation was for instance a 'carton
prototype' that a mechanical engineer made every now and then. He made
those within few hours, showing, e.g., a cover or sub-frame. He
The Right Fidelity: designedly representations that enhance multidisciplinary NPD
835
subsequently invited others to have a look, which sparked animated
discussion and new ideas. The models were like 3D sketches and clearly
served as a boundary object. The sketches include some words or arrows or
circles to highlight something specific and typically have a very low fidelity.
In Figure 3 one such an example is presented, including what it evolved
into in time. They are so rudimentary that these have hardly any meaning
for those not involved in the meeting were these sketches were created, but
make much sense for those that were part of the social activity. As an
interviewee explained: "a little sketch will do". For example, the sketched
map depicted in Figure 3 has some vertical boxes on the left side that have
no words in it, whereas the boxes on the right have. These boxes with no
text were already discussed and sketched before, so in this sketch just a hint
suffices for the team members to grasp what is depicted. Also information is
added, later in the meeting, adding another layer of meaning to the already
existing sketch. The vertical curly lines were added to group some of the
boxes together, which was done later in time.
These kinds of representations are swiftly created in multidisciplinary
team meeting when collaboration is ongoing. Two or more specialists need
to develop something together, e.g. to solve some problem that has impact
on both their work. They have to find means to express to other disciplines
what ideas they have and what enables the development and reflection on
these ideas. While doing so, they develop a way to express their collective
work in a sketchy way and meanwhile develop a common vocabulary and
discourse. It is the essence of designing: to put forward an idea by means of
a sketch and to reflect on it (Schn 1983). Thereby the sketches are
changed, thrown away, drawn again and in time elaborated, just like a
designer who is sketching, but then in a multi disciplinary setting. To show
that, in Figure 3 also the final 'map' is depicted that evolved from these
crude sketches, few months later. It is not hard to recognize the initial
sketches in this map, although it is much more detailed and layered. The
map enabled the team at hand to show and reflect on the relations between
their activities.
STOMPFF & SMULDERS
836
Figure 3 On top (1) a sketch is shown of a map that was used in a multidisciplinary
team meeting. It provided the means to swiftly sketch ideas for solving a
problem, cross disciplinary. The developed language proved to be fruitful,
as the team stuck to these kind of maps, eventually developing it into a
large map (2) that depicted the relations between physical 'zones' inside
the product; software code for specific error scenarios and the activities of
a user.
The map developed and matured over time, however remained 'open-
ended' until the end of the meeting. The in-between sketches and digitally
drawn versions of the map had 'white spots' that still needed to be filled in;
areas that were still subject of debate. Put differently, the map was an
essentially mutable object that is ongoing adapted to new insights and had
to be co-created. It was a boundary object par excellence, sitting amidst
The Right Fidelity: designedly representations that enhance multidisciplinary NPD
837
practices, but not a static object as the object is coming into being while
progressing. The sketches, with their low fidelity, have an 'unfolding
ontology' (Knorr Cetina 2001): the object is never fully accomplished but
rather "continually 'explode' and 'mutate' into something else, and that are
as much defined by what they are not (but will, at some point have become)
than by what they are"(ibid.:p.182).
As becomes clear from the situational descriptions above, these sketchy
boundary objects proved their value mainly while the various disciplines
were actively involved in a multi disciplinary design process with the aim to
identify solutions to the problem at hand.
Category 3: The essence of an idea
The third category resembles the previous one, as it concerns
representations that have a low fidelity and can be quite abstract. Consider
e.g., hand drawn and computer drawn sketches that are deliberately
iconified, or 3D models that depict a similar abstraction (see Figure 4).
However, these representations lack the open-ended nature of the previous
category. Rather they represent the essence of an outcome of a team
decision, after considerable discussion. So, despite the abstraction and low
fidelity, the aim of these representations is different to the crude sketches
of Category 2: they represent the 'essential idea' a team agreed on - and
nothing else!
Figure 4 Three examples of representations that were created to summarize the
essence of an idea the team agree on. The one on the left (1) is hand drawn
and later 'beautified', whereby unnecessary details were erased. In the
middle a highly 'iconified' picture is shown, and on the right (3) a photo is
shown that was used to explain what was decided on the position of a user
interface.
The representation shows the frame for subsequent design and
engineering activities, a frame that often needs to be approved by others.
The representations depict rightfully what everybody agrees on - across
STOMPFF & SMULDERS
838
practices, and are sufficiently to the point so that everybody 'gets the
picture'. In a way these representations are a visual summary of what
happened in the meeting. At the same time, these representations leave
open ample space for individual specialists to develop their lines of actions
within their own disciplinary practice. Even though at team level a sketch is
the closure of a multidisciplinary discussion, for individuals it leaves open
ample space to manoeuver.
Despite the apparent lack of details and the low fidelity, actually every
detail is meaningful. Much information is deliberately omitted, and thus the
remaining details have relevance. For example, in Figure 4 also an iconified
drawing is shown. Behind the man there is a clock drawn. There is hardly
any information in the drawing, so time is considered very relevant. These
kinds of representations not only summarize, but also attempt to prevent
misinterpretations. These representations serve as boundary objects over
time, establishing a jointly constructed frame for future activities. These
sketches therefore come about in a social process that was termed future
framing (Smulders & Brehmer 2011), a design process in which the actors
aim to develop a satisfactory frame representing the future outcome of
their combined work as well as the solution space for their upcoming
individual design and engineering activities.
These representations were also used to communicate with others, e.g.
management stakeholders. By presenting the core of an idea and nothing
else, it is clear what had been chosen and what is still open. They have
vigour and charm that ensures commitment and invites to participate as so
much is left open for the imagination. We observed that these
representations incite open dialogues and ample space to explore new
aspects. As such, somewhat paradoxically the representations of this
category concern both the end of something in a meeting and the beginning
of something new in separate tracks.
Category 4: Even better than the real thing
The last category concerns extremely well crafted representations and
models that are aesthetical and pleasing. Consider e.g. photographic
renderings of a product; real life models; almost art like kind of scale
models; small movies or animations and so on (see Figure 5). The
representations recall so-called concept cars that are presented at car
shows, to show possible future models, also referred to as projectas (Buijs
2012). Not only what is represented is made with great care, also how it is
shown is deliberately chosen, providing a kind of future reality how the
The Right Fidelity: designedly representations that enhance multidisciplinary NPD
839
object should be seen. For example the lineup of products in Figure 5 is
geared to highlight that the products will share the same user interface,
which was considered a USP for the firm involved. The representations have
an extremely high fidelity as these are often better than the real thing they
refer to, namely the future product.
Figure 5 Three examples of highly stylized representations of a possible future
products. On the left (1) an idea is demonstrated to have one user interface
across a range of products. In the middle (2) a proposal for a new package
design is shown, to leverage the brand. On the right, a proposal for a new
design language is demonstrated. When these representations were made,
none of these product they refer to were planned.
Just as the previous category, these visuals and models point towards
the future but here represent a very detailed end of a design and
development process. These representations serve another goal. Rather
than summarizing what has been decided, this is aimed at getting
commitment from others, such as getting resources and budget. This
category of representations is compelling, clarifying, elegant, coherent,
aesthetical, thought provoking. In short: seductive, if not persuasive. All
means are employed to ensure that others are convinced something is a
good idea. It is not about explaining an idea, it is about ensuring the idea is
framed in a particular and preferred way. As such, these representations are
basically 'selling' ideas to actors outside the team in social processes aimed
at persuading actors from other disciplines or with other roles.
Summarizing the findings
Four categories of representations are discerned that each have
contributions as boundary objects in a social dynamic setting of actors,
inside and outside teams. Thereby the fidelity of these objects varies across
these settings. Consequently, we instilled that the 'right' fidelity of a
STOMPFF & SMULDERS
840
representation is situational dependent where the situation is formed by the
involved boundaries and aim of the social interactions. In Table 1 an
overview of our findings is presented.
Category 1 Category 2 Category 3 Category 4
When every detail
counts
A little sketch will
do
The essence of an
idea
Even better than
the real thing
High fidelity Low fidelity Very low fidelity High fidelity
No abstraction
allowed
Sketchy Iconic Carefully crafted
and expressive
Preoccupation
with failure
Preoccupation w.
problem solving
Preoccupation
with converging
Preoccupation
with commitment
Sensemaking Designing Future framing Gaining
commitment
Table 1 Comparing four categories of representations of the intended product that
serve as boundary object
The category 1 representations like integrated prototypes are used
inside the team when the team experiences doubt and/or uncertainty
around an unexpected situation. Or that someone presents e.g., a newly
devised or adapted module that needs to be reviewed by all in context with
other parts and modules. Such events initiate processes in which teams
resort to those representations that best show their collective work at that
moment in time and that hardly show any abstraction from that. While
assessing the situation, the specialists have a preoccupation with failure,
looking for clues that hint at problems or may provide explanations why
something doesn't work. They set the problem at hand. Of interest is that
the representations pre-eminently refer to past activities. For example, a
prototype is representing what all team members did in the past and
represents those past design decisions that brought them in the situation
they are in. The social cognitive process aptly can be named a sensemaking
process: the "retrospective development of plausible images that rationalize
what we are doing (Weick et al. 2005).
By contrast, category 2 representations like 'back of the napkin' sketches
are used when a problem is well understood and the team engage in solving
it. The low fidelity of the representations is needed because the team needs
to invent, explore and adapt solutions swiftly; reflect on these and -if
necessary - dismiss them. The representations need to be understood by all
The Right Fidelity: designedly representations that enhance multidisciplinary NPD
841
and are often abstract and refer to both past activities (such as existing
parts) and future activities (such as new parts that need to be developed).
Representations serve as boundary objects among the disciplines and
permanently are in flux and adapted to the latest insights and ideas. Layers
of information are added. This category of representations is closely related
to the findings of Ewenstein & Whyte (2009) and Knorr Cetina (2001) on the
unfolding ontology of epistemic objects. These representations are deployed
when team is in the process of developing a solution for a problem, i.e.,
when the team is designing.
Category 3 representations fit very well in a process in which the
robustness of possible lines of action is tested. These representations on the
intended product summarize and capture the core of the idea, and
consequently provide an agreed on frame for future activities. The process
of summarizing is somewhat different from the design process, as the focus
shifts from developing solutions to expressing 'what we agreed on what we
will create'. Of interest is that these representations capture the essence
and nothing more; they have what Weick named the 'charm of the skeleton'
(Weick 2004: p.43). The skeleton of a good idea has a vigour and a charm
that Is persuasive so that individuals can commit themselves; leaves open
sufficient space for individuals to explore solutions and is sufficiently
constrained so that everybody knows the generic line of thought. This class
of representations embodies a frame for future activities without explicitly
spelling out what individuals need to do. We see this social process as
'future framing' (Smulders & Brehmer 2011), rationalizing current and future
activities.
Category 4 representations seem to have much overlap with the
previous category, as these expressive representations also provide a future
frame and are the outcome of a design process. However, the aim for these
representations are fairly different. The persuasive representations are
geared for gaining commitment of others, who are not part of the team.
Consider for example management stakeholders who provide budget and
resources and sales & marketing actors. Or consider potential future clients.
Even though an idea is just premature, it is shown as if it is fully developed
so that others commit themselves. A language is used that is easily grasped
by all involved. It is harder to explain and reflect on the added value of for
example a project description of 100 pages, compared to an expressive
picture that 'sais it all'.
STOMPFF & SMULDERS
842
Conclusions and implications
The research question we explored in this paper is: what representations
have boundary spanning capabilities, how and when? The focus we had was
on representations of the intended product. Our findings show that the
concept of 'boundary objects' is fruitful to study and explain knowledge
work, at least in NPD. What we added to the existing body of literature is
that the fidelity of representations that serve as boundary objects inside
teams has a relation with the social process a team is in.
We observed that the many representations used throughout multi
disciplinary product development have varying fidelity. We categorized
these and in Figure 6, a convenient organizing framework is presented. The
vertical axis depicts the fidelity of the representation being the degree to
which a representation corresponds to the eventual final product. The
horizontal axis depicts whether a representation pre-eminently is used
inside the team, e.g., to span boundaries between specialists. Or that it is
used pre-eminently outside the team, e.g., to span boundaries with
stakeholders or other teams. We projected the four categories onto this
map, showing (1) that the fidelity of these representations that serve as
boundary objects can vary considerably. And (2) that this variation can be
observed for representations that are used inside the team and outside the
team. Consequently, there is no silver bullet, no representation category
that serves boundary spanning independent of its context.
The Right Fidelity: designedly representations that enhance multidisciplinary NPD
843
Figure 6 An organizing framework. An explanation is provided in the text. The
vertical axis concerns the fidelity of a representation. The horizontal axis
depicts whether a representation is pre-eminently used inside the team, or
outside. The four categories are shown, with a relation to observed team
processes.
The process a team is in is an indicator for what kind of representations
are useful to the team members. Consequently the 'right' fidelity is an
appropriate fidelity for the social process a team is in:
If teams are in doubt, experience ambiguity, need to review parts
and/or modules they hardly know yet: they need to make sense of
the situation. The team engages in problem setting and the best
representations get as close as possible to the eventual product,
providing much detail and that enable team members to interact
with it.
If teams are solving problems, i.e., designing; representations need
to have a low fidelity and are highly abstract. Key is that the
specialists must be able to make swift cross disciplinary proposals
that are ongoing improved, changed, and reflected on. These
representations unfold in time.
STOMPFF & SMULDERS
844
If teams 'know' where they are heading, they need to converge and
explain each other and others what they will do in the future. We
name that future framing: construct a guiding frame for all
subsequent activities. Representations need to capture the core of
ideas and nothing more. They are robust enough to maintain a
common identity, yet are plastic enough to adapt to distinctive
specialisms
If teams need to gain commitment of others, representations are
needed that are compelling, self explaining, seductive; if not
persuasive.
Expressing the intended product is not merely a translation of a
preconceived idea in an appealing visual, but co-shapes what the outcome
will be. Also, the message conveyed cannot seen apart from the way it is
expressed. Thus, there is a 'right fidelity' considering the goals and the
process a team is in. The implication of these findings for practitioners in
NPD teams, such as managers, designers, engineers and so on, is first of all
to get awareness for the impact of representations for team processes. And
second, awareness of the impact of the fidelity on these processes. If a
problem needs to be solved cross disciplinary, flashy renderings of the
intended product will not help at all. The other way round, sketches used for
problem solving make much sense to the involved team members, may look
as incomprehensible, awkward and unprofessional to outsiders. Using an
erroneous category for a specific process will not lead to boundary
spanning.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in the conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
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Exploring Collaboration in New Product
Development
Nua FAIN
*a
, Beverly WAGNER
a
and Fred LEMKE
b
a
University of Strathclyde;
b
University of Newcastle
This paper discusses the relevant literature on collaboration in product
development and proposes a framework for exploring collaboration
proneness in development processes. The framework proposes valuable
insight into managing collaboration in practice, as it provides an evaluation
tool for managers to determine their internal team competences and gaps to
be addressed. Furthermore, it enables companies to assess potential NPD
partners outside company boundaries. A test on an industrial case
demonstrates the applicability of the theoretically derived framework to
practice.
Keywords: new product development, cross-functional collaboration, case
study
*
Corresponding author: Nua Fain | e-mail: nusa.fain@strath.ac.uk
FAIN, WAGNER & LEMKE
848
Introduction
Innovation is a key driver of competitiveness and economic growth, but
nurturing it is a challenging task because it involves multiple and constantly
changing actors, linkages between different departments, and dynamics, in
terms of collaboration, communication and decision-making. Although
academic literature emphasises collaboration and cross-functional
integration as determinants of successful innovation, businesses often run
into information and coordination problems at the different stages of
innovation and product development processes. This means understanding
collaboration, coordination and cross-functional integration is essential for
effective innovation performance. Academic literature has identified
collaboration as one of the key aspects of New Product Development (NPD)
effectiveness (e.g., Evanschitzky, Eisend, Calantone, & Jiang, 2012; Gupta,
Raj, & Wilemon, 1986; Jassawalla & Sashittal, 1998). Frameworks have been
proposed that identify mechanisms relevant for achieving effective
collaboration within companies (e.g., M. Song, Kawakami, & Stringfellow,
2010; X. M. Song, Thieme, & Xie, 1998). Furthermore, enablers and barriers
of collaboration have been explored. Companies, however, still struggle in
achieving internal cross-functional collaboration, and as a result, NPD
activities are sub-optimised. This further leads into inadequate collaboration
beyond NPD within the company.
This paper takes a holistic approach and identifies factors and
dimensions that affect cross-functional collaboration in product
development, along with the factors and dimensions that are affected by
such collaboration. The assessment contributes to the innovation field
through the development of a framework for the analysis of collaboration in
product development that can be used in future research and practice,
irrespective of context. This paper will begin with a systematic literature
review that leads to the outline of a collaboration proneness assessment
framework. An extensive pilot study will demonstrate how the framework
performs in an actual organisational context and will highlight the vital
lessons learned. A fresh outlook for managers and theory builders will be
presented in the concluding section.
Literature review and conceptual framework
Although cross-functional integration has been identified as an
important driver of NPD success, it is striking to note that the views of
scholars are fragmented in this regard. A literature meta-analysis of peer-
Exploring Collaboration in New Product Development
849
reviewed innovation journals identified more than 50 articles, when
searching for the following keywords in title, abstract, and keywords
section: cross-functional collaboration, integration, product development. In
this analysis, we identified four emerging themes: (1) determining the cross-
functional integration gap, (2) determining needed levels of functional
involvement in different NPD stages, (3) Influence of integrative
mechanisms on integration and NPD performance, and (4)
information/knowledge management and integration in NPD. To provide
background for the development of the collaboration proneness framework,
these themes are further explored below.
Determining the Cross-functional Integration Gap the
antecedent
Early work within the field of cross-functional integration is solely based
on the framework proposition that Gupta et al. (1986) put forward. Their
framework introduces the cross-functional integration gap and the factors
that contribute to it. The propositions that guide the framework are: (1) the
degree of integration between R&D and marketing can be assessed by
measuring the difference in ideal and achieved levels of integration, (2) the
ideal level of R&D-marketing integration is the level that is perceived by
R&D and marketing personnel as the one at which the highest possible NPD
success can be achieved, (3) the achieved level of R&D-marketing
integration is the level of current cross-functional integration as perceived
by R&D-marketing personnel (Gupta et al., 1986; M. Song & Thieme, 2006),
and (4) the difference between the ideal and achieved levels of integration
is referred to as the cross-functional integration gap, and is suggested to
directly influence NPD success (Gupta et al., 1986).
Although later studies developed scales to measure and assess the cross-
functional gap, little has been done on expanding Gupta et al. (1986) original
framework, consisting of the four constructs influencing the cross-functional
gap. It is apparent from the reviewed literature that industry
competitiveness, firm characteristics and organisational structure and
culture influence cross-functional collaboration in early stages of NPD.
Sherman et al (2005), for example, place importance on integration of
information from past projects as a contributor to NPD performance, and
consequently overall competitiveness. They claim that effective recording of
information from past projects and efficient retrieval of that information,
coupled with effective cross-functional integration result in improved
efficiency in the early and later stages of NPD. Furthermore, firm
FAIN, WAGNER & LEMKE
850
characteristics engage with NPD performance as well. Internal integration as
a single factor has a negative influence on time performance, but when
interacting with vision its effects are positive, meaning that a cross-
functional process is not enough for better time performance (Tessarolo,
2007). Top-management support is critical for achieving effectiveness. It will
influence individual behaviour within the team through the creation of
social cohesion; however, cultural aspects also need consideration. For
example, US and UK goal incongruity is attributed to motivational factors,
whereas in Japan and Hong Kong to facilitative factors (Xie, Song, and
Stringfellow, 2003). This means that effective integration is also linked to
culture and change management and for the processes to be effective,
these need to be considered prior to project development.
Determining Needed Levels of Functional Involvement in
Different NPD Stages the structure
More recent studies can be divided into two separate streams, following
the example of Ernst, Hoyer, and Rbsaamen (2010): behavioural and
attitudinal. The former deals with information sharing between the studied
functions in NPD, whereas the latter is focusing more on the level of
cooperation between functions in the sense of common goals, shared
resources and common vision. In this paper both aspects of integration, are
combined, as both, information sharing and collaboration are understood to
be important parts of successful NPD (L. P. Cooper, 2003). Furthermore, the
process-oriented perspective has been widely researched, as cross-
functional integration has been extensively studied within different NPD
stages (e.g., X. M. Song et al., 1998). There is, however, no consensus on
what exactly the NPD stages are. X. M. Song et al. (1998), for example,
presume that the core of any manufacturing company usually consists of
three major functions, namely R&D, manufacturing and marketing and
therefore, the focus is on defining and investigating NPD stages. They
identify market opportunity analysis, planning, development, pretesting and
launch as the main NPD stages (X. M. Song et al., 1998). By contrast, the
NPD literature (e.g. Cooper 2003) focuses on scoping, building a business
case, development, validation and launch with important intermediate gate
reviews. Every study defines the stages in unique ways, which hampers
benchmarking the outcomes.
NPD success is more likely when the companies employ function-specific
and stage-specific patterns of cross-functional integration (Song, Thieme
Exploring Collaboration in New Product Development
851
and Xie, 1998), which means that both customer and departmental
requirements need to be considered when engaging with NPD projects.
Integration in teams has a positive relationship to NPD performance.
Social cohesion, superordinate identity, market-oriented reward system,
formalization of planning, and encouragement by management are
positively associated with integration (Nakata and Im, 2010). Senior
management policies can enhance the level of involvement between
different NPD functions and can improve the likelihood of NPD success. The
effects, however, depend on national culture, for example, team leader
autonomy, team rewards and job rotation are effective in US, but not Japan
(M. Song et al., 2010). Formalizing integrative mechanisms in terms of policy
practices and structures facilitates inter-functional communication and
knowledge diffusion. Established stages of the process further enable clear
understanding of roles and responsibilities, making it clear to the team
where their expertise is paramount for success (Cooper, 2003).
Influence of Integrative Mechanisms on Integration and NPD
Performance the process
Recent literature suggests environmental uncertainty as one of the
major factors contributing to the need for integration. Interestingly, it
actually does not play a major role in fostering cross-functional integration
in NPD. Thus, the focus of research should shift from investigating external
influence factors towards a better understanding of the links and their
effects internally (Calantone & Rubera, 2012). The centre of research
attention is therefore shifting towards understanding what factors influence
the cross-functional collaboration internally and how they can be
manifested to aid better NPD performance. The initial propositions with
regard to the so-called integrative mechanisms have been put forward by
Gupta et al. (1986), but have not been expanded since. The literature
suggests several important mechanisms for integrating marketing and R&D
(Lu and Chang, 2002; Maltz and Kohli, 2000; Song and Thieme, 2006; Garrett
et al., 2006). Depending on the criteria used, these mechanisms are often
classified differently (Griffin and Hauser, 1996; Cordon-Pozo et al., 2006).
The most widely used mechanisms are formalization, centralization and
organizational climate, along with joint reward systems and social cohesion
(e.g., Nakata and Im, 2010). Although widely researched, there is still no
agreement on the direction these influences have on firstly, cross-functional
integration and secondly, NPD performance. Parry and Song (1993), for
example, have discovered that formalization may aid R&D-marketing
FAIN, WAGNER & LEMKE
852
integration by reducing role conflicts. But it may also impede integration by
restricting the flow of information. Especially in SMEs effective
organizational structures and management development activities tend to
be more informal (Grey and Mabey, 2005). Formality of policies, strategies
and structures is commonly associated with large firms. Other authors
proposed formalization as a mechanism with positive effect on integration
because it facilitates inter-functional information transfer, improves the
awareness of that information by team members, reduces and prevents
conflicts between the functions, reduces ambiguity throughout the NPD
process and improves cooperation between departments (Ruekert and
Walker, 1987; Cordon-Pozo et al., 2006). Similarly, centralisation and
organisational climate have had mixed findings in different studies (e.g., Fain
et al 2011; Song and Thieme, 2006) and have, moreover, not been
investigated beyond cross-functional collaborations. As Nakata and Im
(2010) recently point out, the effects of such integrative mechanisms on
building fully successful NPD teams is still under-researched.
In line with the antecedents and structure, several practices can be
employed to enable effectiveness in the process, such as lessons learned,
project management, clear information storage facilities and effective
teamwork.
Cross-functional integration can be enhanced by actions of senior
management and diminished by goal incongruity (Parry et al 2010). Different
project management practices can help support alignment of goals and
processes, such as detailed plans, active participation of the team in
developing plans and autonomy to respond to unanticipated issues (Thieme,
Song, & Shin, 2003). Furthermore, activities, such as formal audits and
memos contribute to effective retention and application of knowledge
developed in prior NPD projects. This facilitates knowledge retention and
learning from past projects. Activities that promote interpretation of
knowledge in the firms strategic context help uncovering new applications
of existing knowledge and directly increase NPD performance (Marsh &
Stock, 2006), confirming links between situational, structural and outcome
dimensions in NPD.
Information/Knowledge Management and Integration in
NPD the outcomes
By implementing virtual teams into the NPD, organizations get a greater
spectrum of expertise. This process can involve experts beyond the
boundaries of their organizations and even geographical area and
Exploring Collaboration in New Product Development
853
consequently, the NPD effectiveness level can be influenced. With
organizing and distributing human resources in the virtual environment, all
team members are able to contribute their abilities as much as possible. By
the same token, the organisation can acquire, develop and deploy
knowledge as a resource in a dynamic way. Superior performance is often
the result when organisations use their capabilities in these new ways
(Tseng and Abdalla 2006). Due to fast development of Information and
Communications Technologies (ICTs) and other NPD aiding technologies, the
question of knowledge management and information sharing has become of
great interest within the field of cross-functional cooperation in NPD. Song
and Song (2010), for example, study the moderation role of ICTs in NPD and
cross-functional integration. They find that ICTs can be used to reduce the
negative impact of physical separation and cultural differences and
therefore, play a strong moderating role in R&D-marketing integration.
Furthermore, ICTs can help in acquiring information from past projects and
as Sherman at al. (2005) conclude contribute to NPD performance. They find
that effective recording of information and its efficient retrieval contribute
to stronger integration of functions and consequently, to greater NPD
success.
The integration of the above constructs into an effective NPD project
result in the following outcomes: product profitability, enhanced NPD
performance and higher levels of team integration. This consequently
means that cross-functional teams positively impact organizational
performance through their innovativeness, particularly in cost-leadership
organizations (Engelen and Brettel, 2012).
Cross-functional integration substantially impacts product profitability
through a mix of direct and mediated effects (McNally, Akdeniz, &
Calantone, 2011). Trade-offs are made between time, quality and expense
and although speed to market and product quality enhance product
profitability, they also partially mediate the impact of fuzzy front end
expenses on product profitability (Brettel, Heinemann, Engelen, &
Neubauer, 2011).
The framework presented in figure 1 summarizes the discussed literature
and identifies four key dimensions that impact cross-functional
collaboration, namely antecedents, structure, process/enablers and
outcomes.
FAIN, WAGNER & LEMKE
854
Figure 1: Conceptual framework for cooperation proneness
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Exploring Collaboration in New Product Development
855
Context and methodology
Based on the above framework a research protocol was derived to test
its validity on an industrial case. The company involved, is a heavy-
manufacturing organisation, focusing on development of bespoke high-tech
products for a variety of industries and customers. The approach taken for
the purposes of this case study was qualitative, integrating semi-structured
interviews with content analysis of secondary sources for data triangulation.
The interview guide was derived from the key literature themes and was
based on semi-structured questions focusing on industry characteristics,
company structure and culture, team processes and NPD enablers, along
with an assessment of relevant outcomes within the company (Griffin 1997;
Kahn 2006; Kester 2011). Ten interviews were conducted with key
stakeholders within the case company, including the project manager,
marketing manager, production design and development manager, chief
engineer, general sales manager and technology director. The interviews
ranged from 30 minutes to 2 hours and resulted in around 100 pages of
transcripts.
Company reports and operating procedures complemented preliminary
interview data. The combination of such techniques enabled examining
current state within the company, matching the empirical data to the
proposed framework and its alignment with the company needs.
Findings and discussion
The key theme discussed with the interviewees within the company was
the effectiveness of cross-functional integration in their product
development processes. It was determined at the outset of the
conversations, that cross-functional integration is based on informal rules
and regulations, mostly on team participants good will. As outlined by the
project manager It is quite a dynamic thing Basically you bring people
when you need them. Cooperation and information exchange is not strong
enough under such a loose structure. As one of the interviewees said,
Manufacturing wont know what to manufacture. Sales and marketing,
what happens to them? Do people have a forward view of where they want
to go with their products? Ensuring engagement of all relevant
stakeholders throughout the whole NPD procedure is seen as critical in best
practice literature (Page 1993; Griffin 1997), but is currently not given high
enough priority in the company. As outlined in the proposed framework,
this consequently means that there may be a disconnection between the
FAIN, WAGNER & LEMKE
856
four key constructs (antecedents, structure, process/enablers and
outcomes) for effective cross-functional integration.
Interestingly enough, the industry characteristics may have a major role
in this potential disconnect, as described by one of the interviewees It
should be in mind that a lot of our competitors havent changed any of their
technology either within the period of the last 25 -30 years. They are not
changing because they are not required to change. Keeping the technology
stagnant ultimately means that the need for cross-functional integration
might be low in this sector. The literature identifies industry
competitiveness as a relevant antecedent of cross-functional integration in
NPD. Consequently, this case demonstrates the significance of the industry
context as a principle influencing factor for NPD in this organisation. This is
further supported by the marketing managers claim that Everything we do
just now I think is common sense; its been through experience and learning
whats been involved. But we dont have any pre-defined tool set that we
can apply.
There seems to be no drive for change from the industry and customer
side. Thus, the need for a clear formal structure and process is not seen as a
priority in the company. This is supported by the claim: It is a mature
market. The first one who takes that big giant step is very brave indeed
and further strengthened by the notion that most of the NPD activities are
undertaken in a relatively informal way. Large manufacturers in mature
markets often face the inability to match resources, strategy, technology,
etc. with new products (cf. Dougherty & Hardy, 1996), which may explain
why the NPD process of our case company has not become business-as-
usual. The NPD activities including idea generation, development, and
review points are predominately driven by individual projects and are not
standard practice. Idea generation, for example, has been limited to a single
workshop, resulting in prioritizing ideas: There was an idea generation
workshop that took place with representatives of most of the business units,
and supply chain as well. There were like 300 ideas identified, which were
then ranked in order of priorities and impacts. This company approach
diverts from best practice literature: the NPD process should be structured
around customer needs to guide successful product ideas (R. G. Cooper &
Kleinschmidt, 1987; Maidique & Zirger, 1984) [Griffin 1997] and a balance of
newness among projects helps manufacturers to remain competitive in the
long-term [Edgett 2011; Griffin and Page1996]. On the other hand, although
the processes employed are rather informal, the support of the senior
management mediates the effectiveness of the outcomes. As the project
Exploring Collaboration in New Product Development
857
manager stresses we had a commitment from the managing director of
that business unit to support the particular designer assignment. It tends to
be that projects driven by customers needs have slightly higher priority.
Implications and conclusions
The framework of cross-functional proneness outlined on the basis of a
structured literature review presented four key constructs relevant for
effective cooperation: antecedents, structure, process, and outcomes. The
influence of these constructs has been tested within an industrial
environment to firstly examine their relevance for practice and theoretical
implications arising from this. The framework proposes valuable insight into
managing collaboration in practice, as it provides an evaluation tool for
managers to determine their internal team competences and gaps to be
addressed. Furthermore, it enables companies to assess potential NPD
partners outside company boundaries.
The case has shown that all four constructs contribute to cross-
functional integration. It is interesting to note that respondents recognise
the impact of antecedents on NPD performance (e.g., organizational
structure, etc.) and these seem to drive the NPD procedure and influence
remaining constructs. However, the stagnant competition in the heavy-
manufacturing industry (i.e., another antecedent) is overriding the
organisational need and management efforts to fully integrate functions
across the organization. It appears that manufacturers are satisfied with
their relative NPD performances, explaining inertia within this particular
sector. Effective leadership serves as the key enabler to formalize structure
and consequently influence the innovative nature of project outcomes.
Through such actions they are balancing their NPD performance, enhancing
their internal collaboration proneness. Future research will have to look at
other industry settings to help formulise theory development in this area.
With regards to our case company, it would be interesting to see what
happens when one manufacturer begins to utilise its full collaborative
potential to drive NPD to the next level.
References
Brettel, M., Heinemann, F., Engelen, A., & Neubauer, S. (2011). Cross-
Functional Integration of R&D, Marketing, and Manufacturing in Radical
and Incremental Product Innovations and Its Effects on Project
FAIN, WAGNER & LEMKE
858
Effectiveness and Efficiency. Journal of Product Innovation Management,
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in the conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Do Designers and Managers Complement
Each Other? The influence of cognitive style
on product performance
Kasia TABEAU
*a
, Gerda GEMSER
b
, Erik Jan HULTINK
a
and Nachoem M.
WIJNBERG
c
a
Delft University of Technology;
b
RMIT University;
c
University of Amsterdam
Prior research suggests that designers may complement managers in
achieving successful innovation outcomes because of their different ways to
approach problems and opportunities. Designers have, for example, been
ascribed characteristics such as being explorative, future oriented and
intuitive, while managers have been described in terms of a preference for
exploitation, driven by the past and being rational. There is, however, not
much empirical research that examines whether designers and managers
indeed think differently and how this affects innovation outcomes. We
attempt to fill this gap in the literature by examining how designers and
managers cognitive styles (in terms of creativity, conformity, and attention
to details) influence outcomes of innovation projects. Our results indicate that
conformist managers enhance financial product performance, while creative
designers contribute to higher levels of success by developing products that
are both unique and of high quality. Moreover, designers and managers
cognitive styles complement each other, indicating that for higher levels of
product performance creative designers should not conform to rules and
conformist managers should not be creative. However, our results also
indicate that product performance is enhanced when designers and
managers are both attentive to details, indicating that these professionals
supplement each others abilities as well.
Keywords: Designers, managers, cognitive style, co-worker fit, product
advantage, financial product performance.
*
Corresponding author: Kasia Tabeau | e-mail: k.e.tabeau@tudelft.nl
Do Designers and Managers Complement Each Other? The influence of cognitive style on
product performance
861
Introduction
To gain and sustain competitive advantage, more and more
organizations rely on innovation (Song, Im, Bij, and Song, 2011). Successful
innovation requires the generation of new ideas and the implementation of
these ideas into new products, services or processes (Amabile and Fisher,
2009). Designers can effectively assist companies in the development and
successful implementation of innovation (Abecassis-Moedas and Benghozi,
2012; Dell'era and Verganti, 2009, 2010; Perks, Cooper, and Jones, 2005).
The effectiveness of designers in innovation has, in part, been attributed to
designers unique orientation towards the work at hand, and the mental
attitude with which problems are approached and situations responded to.
Indeed, design thinking has gained considerable attention in the
management literature, since designers seem to contribute to innovation in
ways managers cannot (Hassi and Laakso, 2011; Micheli, Jaina, Goffin,
Lemke, and Verganti, 2012). Designers are described as being explorative,
ambiguity tolerant, positive, future oriented and intuitive (Hassi and Laakso,
2011). Beverland and Farrelly (2011) suggest that designers view the
environment as mutable, change as radical and exiting, knowledge as
intuitive and the future as the driver of the present. This mentality is
different from that of individuals working in business functions who tend to
view the environment as fixed and view change as incremental, knowledge
as measurable and the past as basis of their decisions for the present
(Beverland and Farrelly, 2011).
Even though prior research suggests that designers and managers have
different mentalities, there is not much empirical evidence that designers
and managers indeed differ in mentality and the effect this has on
innovation outcomes. This research sets out to explore this topic, and
focuses at how these professionals cognitive styles (in terms of creativity,
conformity and attention to details) influence financial product
performance. Cognitive style is a persons preferred way of gathering,
processing, and evaluating information (Hayes and Allinson, 1998, p. 850),
reflecting how individuals approach problems, process information and
learn (Miron-Spektor, Erez, and Naveh, 2011). When interpreting design
thinking as a mentality that indicates how individuals approach problems
and respond to situations, cognitive styles are a good representation of this
mentality.
The purpose of this study is to explore (i) how managers cognitive styles
influence financial product performance, (ii) how designers cognitive styles
TABEAU, GEMSER, HULTINK & WIJNBERG
862
influence financial product performance and (iii) how the two actors
complement each other in achieving these innovation outcomes. We test
our hypotheses by using a dataset of 83 innovation projects in which new
products and services were developed in cooperation with an external
designer. The dataset contains the responses from both the external
designer and NPD manager that were involved in the project (n=166, 83
designers and 83 managers). The results from our PLS structural equation
model show that for higher levels of financial product performance,
designers should be creative (and not conformist) and managers should
conform to rules (and not be creative), indicating that the two professionals
complement each other. However, our results also show that that both
designers and managers attention to details is important for higher levels
of performance, showing that they supplement each others abilities as well.
This paper is structured as follows. First, we discuss the theoretical
background and present our hypotheses. We then present the method and
discuss our results. In the final section we give conclusions, the limitations of
our study and directions for future research.
Theoretical background and hypotheses
Cognitive styles
Cognitive style refers to the process of problem solving rather than the
content of the activity (Hayes and Allinson, 1994; Miron-Spektor et al., 2011)
and describes how people perceive, think, solve problems, learn and relate
to others (Hayes and Allinson, 1994, p. 53). Prior research has described
individuals cognitive style in terms of two extremes, such as intuition and
analysis (Allinson and Hayes, 1996) or adaption and innovation (Kirton,
1976). This aggregation of the dimensions of cognitive style into one
continuum with two poles, however, has been criticized since such a division
can mask the effects of the underlying attributes on performance (e.g.
Payne, 1987). In response to this criticism, Miron, Erez, and Naveh (2004)
developed and tested a three factor structure of cognitive style. The authors
examine cognitive style in terms of creativity, conformity, and attention to
details. Creativity refers to individuals ability to identify problems, reframe
them and come up with many solutions (Miron-Spektor et al., 2011; Miron
et al., 2004). Individuals who conform to rules seek consensus and generate
ideas which will be likely to be accepted by their group (Miron-Spektor et
al., 2011; Miron et al., 2004). Finally, those that are attentive to details are
efficient, reliable, systematic and precise.
Do Designers and Managers Complement Each Other? The influence of cognitive style on
product performance
863
We hypothesize that the cognitive style of managers responsible for new
product development (NPD) projects will directly influence the financial
performance outcomes of these projects. Managers are involved in the
organization of innovation projects by controlling, among other things, the
budget and planning (Bonner, Ruekert, and Walker Jr, 2002), and by
determining product pricing to ensure profitability (Beverland, 2005;
Beverland and Farrelly, 2011). Therefore, we expect that managers
cognitive style influences the extent to which the product is effectively and
efficiently implemented. We assess that managers creativity will have a
negative influence on financial product performance. Creative individuals
tend to follow an unstructured an unorthodox process when developing
solutions to complex problems (Amabile and Fisher, 2009; Cummings and
Oldham, 1997). Moreover, they tend to navigate away from what is already
known (Amabile and Fisher, 2009; Cummings and Oldham, 1997) and prefer
to develop radical solutions (Miron-Spektor et al., 2011) which may be
difficult to integrate within the organization (Bear, 2012). These
characteristics often result in inefficiency (Kirton and De Ciantis, 1986),
which in turn will negatively affect financial product performance. We assess
that managers conformity to rules and group norms will have a positive
influence on financial product performance. Managers who conform to rules
and norms will be focussed on solutions which will be accepted by their
organization, creating support for these solutions and ensuring these
solutions fit with organizational resources (Kaplan, Brooks-Shesler, King, and
Zaccaro, 2009). Moreover, conformists are likely to abide to project planning
and budget since they consider rules and regulations important (Miron-
Spektor et al., 2011; Miron et al., 2004), aiding how efficient the project is
implemented and stimulating financial product performance. Finally, we
assess that managers tendency to pay attention to details will have a
positive influence on financial product performance. Managers who are
attentive to details are thorough, efficient and enjoy improving rather than
changing the status quo (Miron-Spektor et al., 2011; Miron et al., 2004).
These characteristics aid in bringing an innovation to the market quickly,
which will positively influence the financial performance of the innovation.
Therefore:
H1A. Managers creativity has a negative influence on financial product
performance.
TABEAU, GEMSER, HULTINK & WIJNBERG
864
H1B. Managers conformity has a positive influence on financial product
performance.
H1C. Managers attention to details has a positive influence on financial
product performance
Designers are usually not directly responsible for business aspects that
have a direct effect on financial product performance such as price setting,
budget and planning. This is particularly true for external designers. Rather,
designers will influence, above all, the qualities and features of the outcome
itself (Beverland, 2005; Beverland and Farrelly, 2011). Therefore, we
propose that designers cognitive styles do not directly influence financial
product performance but do contribute to successful innovation through the
development of product advantage. Product advantage is the extent to
which an innovation is unique, superior at meeting customers needs and
has a better quality than competing products (McNally, Cavusgil, and
Calantone, 2010). Designers creativity will have a positive influence on
product advantage since creativity enhances innovativeness (Miron-Spektor
et al., 2011). As described above, creative individuals enjoy developing
radical solutions (Miron-Spektor et al., 2011) and they tend to navigate away
from what is familiar (Amabile and Fisher, 2009; Cummings and Oldham,
1997), enhancing the development of uniqueness in the solution. Designers
conformity to rules and group norms will on the other hand result in less
innovative outcomes. Conformists are strong at developing products that
are likely to be accepted by their group (Kaplan et al., 2009; Miron-Spektor
et al., 2011; Miron et al., 2004). This suggests that conformist designers may
be more incremental in their ideas, proposing ideas that meet current
customer needs, rather than trying to develop future customer needs.
Designers conformity might thus result in developing products that
resemble what is already on the market, reducing product advantage.
Designers attention to details will have a positive influence on product
advantage since attention to details enhances reliability (Miron-Spektor et
al., 2011; Miron et al., 2004). Those individuals that are attentive to details
are thorough, they focus at small details of the task (Miron-Spektor et al.,
2011; Miron et al., 2004) and as such can ensure that the quality of the final
solution is better than that of competing products. Therefore, we propose:
H2A. Designers creativity has a positive influence on product advantage.
H2B. Designers conformity has a negative influence on product
advantage.
Do Designers and Managers Complement Each Other? The influence of cognitive style on
product performance
865
H2C. Designers attention to details has a positive influence on product
advantage.
Person environment fit
Person environment fit theory explains how the fit between individuals
and their environment influences their performance (Kristof-Brown,
Zimmerman, and Johnson, 2005). For example, the more individuals fit the
requirements of a job they have to perform, the higher their satisfaction and
performance in this function (Chilton, Hardgrave, and Armstrong, 2005). The
environment of the individual may include, for example, the organization
someone works in, the team someone is part of or direct co-workers
(Kristof-Brown et al., 2005). In this research, we focus on the fit between co-
workers. Examples include subordinates and supervisors, mentors and
protges and salespeople and their managers (Kristof-Brown et al., 2005).
In this research, we focus on the dyadic relation between designers and
managers, where managers represent the environment in which the
designers have to perform. Depending on the type of dyadic relation, there
are two types of fit that can play a role in performance outcomes:
complementary fit and supplementary fit (Kristof-Brown et al., 2005).
Complementary fit refers to the situation where co-workers have an
offsetting pattern of characteristics, and reflects a situation in which one
person has what the other needs (Kristof-Brown et al., 2005).
Complementary fits plays a large role in performance when the exchange of
resources or services between individuals is key (Kammeyer-Mueller,
Schilpzand, and Rubenstein, 2012). Supplementary fit is reflected by a
situation in which co-workers share similar characteristics, ensuring the
harmonious relation between these two actors (Kammeyer-Mueller et al.,
2012; Kristof-Brown et al., 2005).
We expect that complementary fit between the designer and manager
will play a large role in achieving good product performance outcomes since
designers and managers each will have different capabilities and skills due to
training and experience (e.g. Abecassis-Moedas and Benghozi, 2012; Dell'era
and Verganti, 2009, 2010; Perks et al., 2005). In the case of innovation
projects in which external designers are hired, designers may actually be
selected based on their complementary knowledge and skills. In line with
complementary fit principles, we expect that higher levels of product
advantage will be achieved when designers and managers complement each
other in their creativity: i.e. when one actor is highly creative and the other
TABEAU, GEMSER, HULTINK & WIJNBERG
866
is not. When both actors are creative, the project may focus at developing
new solutions, a strength of creative individuals (Miron-Spektor et al., 2011;
Miron et al., 2004), but fail to implement those solutions. Conformity to
rules and group norms will ensure efficiency but will also result in me-too
products that do not provide superior product advantage. When both the
designer and manager conform to rules, they will not challenge each other
(Nemeth and Goncalo, 2005) and will not challenge what the customers
want anymore, which will negatively influence product advantage.
Therefore, we also expect that the designers and managers should
complement each other for higher levels of performance: i.e. one actor
should conform to rules, while the other should not. While attention to
detail is important for higher levels of product quality, we expect that when
both the designer and manager have high levels of attention to detail, the
project will revolve around improving characteristics of competing offerings
rather than developing unique offerings (Miron-Spektor et al., 2011).
Therefore, we again expect that when designers and mangers complement
each other, product advantage will be positively influenced. Thus, we
propose:
H3A. The extent to which designers and managers complement each
other in terms of creativity has a positive influence on product advantage.
H3B. The extent to which designers and managers complement each
other in terms of conformity has a positive influence on product advantage.
H3C. The extent to which designers and managers complement each
other in terms of attention to details has a positive influence on product
advantage.
Even though we do not propose formal hypotheses, we expect that
designers should have high levels of creativity (and low levels of conformity
and attention to details), while managers should be conformist and
attentive to details (and not creative). This constellation will be most
beneficial for financial product performance since designers creativity will
result in unique products and managers will complement them to ensure
that their conformity and attention to details stimulate the development of
products that are of high quality.
Our final hypothesis concerns the influence of product advantage on
financial product performance. In line with prior research, we expect that
those products that are both unique and have higher levels of quality will
Do Designers and Managers Complement Each Other? The influence of cognitive style on
product performance
867
have higher level of financial product performance (McNally et al., 2010).
We therefore propose:
H4. Product advantage has a positive influence on financial product
performance.
The research model is presented in Figure 1.
Figure 1: Research model
Methodology
Procedure
The empirical focus was on innovation projects completed together by
innovating organizations and design consultancies located in The
Netherlands. The data collection procedure consisted of three steps: finding
participants, selecting appropriate innovation projects and collecting data
through an online survey, which all were completed between November
2012 and January 2014. To identify suitable participants for our study, we
created a list of Dutch design consultancies, consisting of 227 organizations.
We contacted the senior managers of these design consultancies by phone
and, if they were willing to collaborate, asked them to select three or less
collaborative innovation projects for our study that were completed in the
past three years. This resulted in a list of 113 projects and, for each project,
TABEAU, GEMSER, HULTINK & WIJNBERG
868
contact-information of the senior design consultant working on the project
and of the manager of the innovating firm. We collected our data through
an online survey. To increase the response rate, we first contacted all
respondents by phone to ensure their participation and to explain the
research. In the end, we received 213 surveys, resulting in 103 matched
designermanager dyads (for seven projects, only one respondent
answered). Of these 103 dyads, we had to drop 20 due to missing
performance data, resulting in a final sample of 83 projects.
Sample
The majority of the projects were completed between 6 months and two
years (78.3%), had a budget between 50.000 and 1.000.000 Euros (63.8%)
and the project team (i.e., the number of individuals that were involved in
the project at the design consultancy and innovation organization together)
was usually between 3 and 10 FTE (63.9%). The designers in our sample had
an average of 17 years of working experience, are mostly males (78.3%), and
an average age of 41 years. NPD project managers on average had 20 years
of working experience, were also mostly males (75.9%), and were on
average 44 years old.
Measures
Dependent variables: financial product performance and
product advantage
We operationalized financial product performance as the extent to
which the innovation outcome met margin, profitability and return on
investment goals (Griffin and Page, 1993). Product advantage was
operationalized as the extent to which the innovation outcome offered
unique attributes or performance characteristics, met customer needs in a
superior way and had a superior quality as compared to competing products
(McNally et al., 2010). Both constructs were measured on a 7-point Likert
scale.
Independent variable: cognitive style
We operationalized cognitive style in terms of creativity, conformity to
rules and group norms, and attention to details and adopted a 7-point Likert
scale from Miron et al. (2004) to assess each dimension of cognitive style
with four items.
Do Designers and Managers Complement Each Other? The influence of cognitive style on
product performance
869
Measurement validation
We used our sample of 166 respondents to conduct a confirmatory
factor analysis on all items pertaining to the main model. After deleting four
items pertaining to the cognitive style construct due to low factor loadings,
we obtained a model with a good fit (= 85.76 d.f. = 67, goodness-of-fit
index (GFI) = 0.93, comparative fit index (CFI) = 0.98, root-mean-square-
error of approximation (RMSEA) = 0.04), in which all constructs have
acceptable reliability and validity. All constructs have a composite reliably
(CR) which is larger than the critical value of 0.70 (Hair, Black, Babin, and
Anderson, 2010). Moreover, the CR is larger than the average variance
extracted (AVE) for all constructs. The AVE is higher than the critical value of
0.50 (Hair et al., 2010). Finally, the maximum variance shared (MVS) and the
average variance shared (AVS) are smaller than the AVE for all constructs in
our study, giving indication of discriminant validity (Hair et al., 2010).
Common method bias
We used a CFA based version of Harmans single factor test to evaluate
whether common method bias is a problem in our study. A model in which
all variables loaded on one construct had the following fit: = 655.82, d.f. =
77, GFI = 0.62, CFI = 0.32, RMSEA = 0.21, p<0.005. This model is significantly
inferior to our initial model, indicating that common method bias is not a
major problem (cf. McNally et al., 2010).
Analysis and results
Descriptive statistics and bivariate correlations
Table 1 presents the descriptive statistics for our constructs. This table
shows, among other things, that financial product performance is
significantly and positively correlated to product advantage. We also find
significant positive correlations between financial product performance and
managers conformity and between product advantage and designers
creativity.
Structural equation modeling
We analysed our data by using partial least squares (PLS) structural
equation modelling. When creating our structural model, we used the
response of the managers for financial product performance as they are
better informed of how financially successful the innovation was. We used
TABEAU, GEMSER, HULTINK & WIJNBERG
870
the average score of the designers and managers answers to reflect
product advantage since both professionals can give an estimation of how
the innovation compares to competing products. Next, the cognitive style
responses were obtained from the designers and managers themselves (i.e.
designers answered the questions about their own cognitive style).
Table 2 gives a summary of the hypothesis testing, including the signs
and significance of the paths in our models. In the sections below, we
elaborate on these results and the hypotheses we tested, while a detailed
description of the structural model can be found in Appendix 1.
The influence of managers cognitive styles on financial product
performance
Our results show no significant influence of managers creativity and
attention to details on financial product performance and thus we had to
reject hypotheses H1A and H1C. H1B is confirmed since managers
conformity indeed enhances financial product performance.
Do Designers and Managers Complement Each Other? The influence of cognitive style on product performance
871
Table 1: Descriptive statistics and correlations (2 tailed)
Variable Mean S.D. 1 2 3 4 5 6 7
1. Product performance 4.66 1.27
2. Product advantage 5.68 0.83 0.24 **
3. Designers creativity 6.07 0.78 0.02 0.23 **
4. Designers conformity to rules 4.27 1.25 -0.27 ** -0.15 -0.18
5. Designers attention to details 5.09 1.20 -0.15 0.04 -0.12 0.28 **
6. Managers creativity 6.00 0.90 0.10 0.05 0.02 -0.12 -0.06
7. Managers conformity to rules 4.03 1.15 0.25 ** -0.26 ** 0.03 0.05 -0.13 0.06
8. Managers attention to details 4.55 1.61 0.11 0.07 -0.09 -0.03 -0.08 0.09 0.19 *
***p<0.01, **p<0.05, *p<0.10
Table 2: Summary of the hypothesis testing
Hypothesis Path Directions Model estimates Results
H1A Managers creativity product performance - 0.09 (1.28) Rejected
H1B Managers conformity product performance + 0.34 (3.06) *** Supported
H1C Managers attention to details product performance + -0.02 (0.32) Rejected
H2A Designers creativity product advantage + 0.22 (2.07) ** Supported
H2B Designers conformity product advantage - -0.15 (1.67) * Supported
H2C Designers attention to details product advantage + 0.12 91.26) Rejected
H3A Designers creativity x managers creativity product advantage - -0.21 (1.96) ** Supported
H3B Designers conformity x managers conformity product advantage + -0.15 (1.70 * Rejected
H3C Designers attention to details x managers attention to details product advantage - 0.22 (2.07) ** Rejected
H4 Product advantage product performance + 0.36 (3.05) *** Supported
***p<0.01, **p<0.05, *p<0.10
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872
The influence of designers cognitive styles on product
advantage: the moderating role of managers cognitive styles
As hypothesized, we found that designers creativity has a positive
influence on product advantage, providing support for H2A. H2B was
supported as well, showing that designers conformity diminishes product
advantage. We did not find a significant influence of designers attention to
details on product advantage, which caused us to reject H2C. To assess the
complementary fit between designers and managers, we created
interactions between their cognitive styles, which is a procedure common in
research on person-environment fit (Kristof-Brown et al., 2005). We first
studied the direct effect of managers creativity, conformity and attention to
details on product advantage, after which we examined their interactions
with designers cognitive styles. Our results show that managers creativity
does not have an effect on product advantage, while their conformity
diminishes and their attention to details enhances it (see Appendix 1). While
managers creativity does not directly influence product advantage, their
level of creativity does seem to moderate the relation between designers
creativity and this outcome. In line with our expectations, we found that
managers creativity diminishes the effect of designers creativity on product
advantage. These results indicate that designers and managers should
complement each others creativity, enabling us to accept H3A. We however
have to reject H3B since designers conformity to rules seems to be
detrimental to product advantage and managers conformity strengthens
this effect. We concluded earlier that designers attention to detail does not
influence product advantage, but in subsequent analyses we found that this
relation is moderated by managers attention to detail: designers attention
to detail has a positive effect on product advantage when managers
attention to detail is high rather than low, indicating a need for
supplementary fit between the professionals. Finally, our results indicate
that product advantage enhances financial product performance, thus H4 is
supported.
Discussion
This research shows that designers creativity pays off: the ability to
reframe problems and come up with original solutions results in products
that have unique attributes or performance characteristics, and such
products have higher levels of financial performance. We build on the
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product performance
873
findings of Miron-Spektor et al. (2011) by showing that creative individuals
deliver solutions that are unique and of high quality. Moreover, our results
suggest that, to optimize outcomes, creative designers should collaborate
with managers with low levels of creativity. Our findings also suggest that
managers creativity does not directly influence financial product
performance, even though prior research suggests a negative relation
between the two (e.g. Bear, 2012).
Our research also suggests that designers conformity to rules and group
norms has a negative influence on product advantage. Conformist designers
may conform too much to current needs and wants, and as such may be
unable to develop solutions that have high levels of uniqueness. Our results
indicate that designers that do not adhere to rules and do not think about
the acceptance of their ideas by the organization should collaborate with
conformist managers for higher levels of performance. This will result in
high product performance since the direct positive effect of conformist
managers on financial product performance is stronger than the negative
interaction effect of designers and managers conformity. Indeed,
managers conformity seems to positively influence financial product
performance, which is in line with what prior research suggests (e.g. Kaplan
et al., 2009).
As regards to attention to details, designers and managers should
supplement rather than complement each other. Designers attention to
details in itself does not influence product quality. Apparently, only when
both actors are able to supplement each other in terms of what aspects of
the product could and should be improved, product advantage is created.
Finally, even though prior research suggests that attention to detail directly
influences financial product performance (e.g. Naveh and Erez, 2004), our
findings based on NPD managers cognitive style suggest that this is not the
case.
Implications
Our findings have important implications for organizations that seek to
hire external designers in the context of new product and service
development. Our results show that for higher levels of financial
performance of the product, it is important to consider the cognitive styles
of external designers and the NPD managers they will collaborate with. For
high levels of performance organizations may want to select designers with
high levels of creativity and attention to details and low levels of conformity.
TABEAU, GEMSER, HULTINK & WIJNBERG
874
These types of designers should subsequently collaborate with NPD
managers that conform to rules and have high levels attention to details.
Limitations and future research
Our results shed light how designers and managers cognitive styles
influence and complement each other for higher levels of financial product
performance. There are, however, some limitations to our study that
provide interesting avenues for future research. First, the professionals
cognitive style was based on their self-reported scores. Future research can
use the answers of a third respondent, an individual who knows the
professionals well, to assess cognitive style. Second, this research focuses
on cognitive styles and product performance outcomes. Designers and
managers cognitive styles may, however, also have effects on process
performance outcomes. Finally, we focussed at how external designers and
managers complement each other and influence product performance:
future research can study the collaboration between internal designers and
their managers.
ACKNOWLEDGEMENTS: We would like to thank the Creative
Industry Scientific Program and the Dutch Ministry of OCW for
their financial support.
Do Designers and Managers Complement Each Other? The influence of cognitive style on product performance
875
Appendix 1: Results from the structural equation model
The results from the structural model are shown in Table 3 and 4. Table 3 shows the influence of product advantage and
managers cognitive styles on product performance, while Table 4 details the stepwise inclusion of designers cognitive styles,
managers cognitive styles and their interaction and their influence on product advantage. For the sake of clarity: the results in
Table 3 and 4 come from the same model but to simplify interpretation they are presented in two tables.
Table 3:The influence of product advantage and managers cognitive styles on product performance
Model Dependent variable Antecedents R Model estimates
Model 1 Product performance 0.20
Product advantage 0.36 (3.05) ***
Managers creativity 0.09 (1.28)
Managers conformity 0.34 (3.06) ***
Managers attention to details - 0.02 (0.32)
***p<0.01, **p<0.05, *p<0.10.
TABEAU, GEMSER, HULTINK & WIJNBERG
876
Table 4: Moderating influence of managers cognitive styles on the relation between designers cognitive styles and product advantage
Model Dependent variable Antecedents R Model estimates
Model 1 - step 1 Product advantage 0.09
Designers creativity 0.22 (2.07) **
Designers conformity -0.15 (1.67) *
Designers attention to details 0.12 (1.26)
Model 1 step 2 Product advantage 0.19
Designers creativity 0.26 (2.47) ***
Designers conformity - 0.13 (1.55)
Designers attention to details 0.10 (1.15)
Managers creativity 0.02 (0.29)
Managers conformity - 0.31 (2.84) ***
Managers attention to details 0.18 (1.95) *
Model 1 step 3 Product advantage 0.28
Designers creativity 0.24 (2.41) ***
Designers conformity - 0.12 (1.47)
Designers attention to details - 0.03 (0.45)
Managers creativity 0.03 (0.38)
Managers conformity - 0.08 (2.58) ***
Managers attention to details -0.26 (1.80) *
Designers creativity x managers creativity -0.21 (1.96) **
Designers conformity x managers conformity -0.15 (1.70) *
Designers att.to details x managers att. to details 0.22 (2.07) **
***p<0.01, **p<0.05, *p<0.10.
Do Designers and Managers Complement Each Other? The influence of cognitive style on
product performance
877
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
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the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Making Design Explicit in Organisational
Change: Detour or Latour
Michael Pierre JOHNSON
*
and Lynn-Sayers McHATTIE
The Glasgow School of Art
This paper explores a Latourian approach in addressing the challenge for
Design Management to integrate design strategically within small, medium
enterprises (SMEs). Design thinkings positioning towards providing an
accessible and open process for organisational change is argued to currently
manifest a rhetorical detour around the role of design practice. The proposal
is that the role of design can be expressed in the repeated interactions
between participants and design artefacts, and how these are then translated
into the organisation.
The paper uses a case-study method to produce a situated account of design
work within a strategic design intervention with an SME. Drawing on
Latourian principles around actor-network theory (ANT), observations and
accounts of the intervention are grounded in the use of tools, artefacts and
activities deployed. This allows for analysis exploring the traceable influences
design artefacts have on the work being performed and a reflective space for
designers to assess their performative agency.
The paper proposes an approach to the constraints and opportunities that
design management encounter around the matters of concern for
organisational change; and in so doing, how this can inform reflective design
practice.
Keywords: actor-network theory; design artefacts; performativity;
participatory design; cultures of innovation.
*
Corresponding author: Michael Pierre Johnson | e-mail: mpjohnson@live.com
Making Design Explicit in Organisational Change: Detour or Latour
881
Introduction
Design is performative, a divergent process of repeatedly engaging
people and things in order to devise and engender new things. When these
things are tangible, such as artefacts, its relatively simple to show how
design has contributed. When these things are intangible, such as change in
an organisations behaviours and culture, designs contribution is much less
clear. This paper explores how a shift in perspective towards design
contribution could be made more explicit in future interventions for
organisational change.
The paper lays out the background context of change management and
cultures of innovation where design thinking has rhetorically sought to
demonstrate value. This is argued to be a misrepresentative detour in
articulating designs contribution for change and instead identifies the gap in
literature between Service Science and Co-Design. The paper then presents
a position around actor-network theory (ANT) in relation to design and the
organisation and proposes a perspective towards articulating the
performative agency of design artefacts. The paper then presents a case
study representing a situated account of an on-going exploratory design
intervention with an SME and draws on key analysis from the case study to
argue how an ANT approach can help make design more explicit within the
matters of concern for organisational change.
Design in the Discourse of Change
Design is being performed on an ever-increasing spectrum of levels with
complex practices arising in response to developing markets and
technologies, co-design, digital interaction, service design and cultures of
innovation; design itself is under constant disruption. This expansion is no
longer restricted to artefacts but encompasses how designers participate in
the distribution of production (Atkinson, 2006), mediate social change
(Papanek, 1983; Saul, 2011) and innovate organisational processes (Brown,
2009; Martin, 2008; Neumeier, 2008). As a result there is demand on the
management and articulation of designs application across disciplinary
boundaries, which has led to many layers of abstraction in the
communication and practice of design. As design becomes increasingly
multi-disciplinary, the scrutiny of design from management theory has
dominated the subject of delivering innovative change for organisations.
Hayes (2002) summarises two types of change predominant in
management theory: firstly, incremental change, associated with periods of
external equilibrium where the focus is on continuous improvement; and
JOHNSON & McHATTIE
882
secondly, discontinuous change, occurring in periods of disequilibrium and
involves a break from the past based on new relationships (Hayes, 2002:7-
8). This echoes Norman and Vergantis (2012) distinction of designs capacity
to innovate in their paper, Incremental and Radical Innovation: Design
Research Versus Technology and Meaning Change. Verganti emphasises
design research having more potential to influence radical innovation by
focusing research methodologies towards meaning-driven rather than
technology-driven innovation, as he claims currently happens through
human-centred design (Norman and Verganti, 2012:16). Norman and
Vergantis reflection on designs impact for change points towards a
dynamic role for designers free of incrementally gaining knowledge. Here is
an initial example of the rhetorical detour positioning design; permitting
intuitive and speculative indicators for what is incremental or what is
radical. Pre-determining these indicators of innovation during a design
intervention is potentially misrepresentative of the change design can
perform.
A telling commonality that Hayes notes in the methods and concepts for
change management is the approach of developing models to simplify the
complex phenomenon of organisational behaviour at different levels. These
focus on key elements that are seen to offer a good representation of the
real world, the ways these elements interact with each other and the
outputs produced by these interactions (Hayes, 2002:71). These models try
to summarise an understanding of the cultural factors within an
organisation in order to maximise the ability to bring about preferred
futures. As highlighted by New and Kimbell (2013), much of managing
consultancy is positioned as trading in specific knowledge; they understand
the problem better than you (they do a diagnosis) and they understand the
prescription better than you (they provide the solution) (New and Kimbell,
2013:3). This reductive modelling of a chosen context is left very much to
the key actors and their acceptance of the model involved, leaving the
process open to misrepresentation of individual relationships and
interactions.
An important distinction that emerged within change management was
between the role of managers and the role of leaders in affecting change.
Kotters (1999) influential text, What Leaders Really Do, argues that both
managers and leaders have to attend to three functions: deciding what
needs to be done, developing the capacity to do it, and ensuring that it is
done. Kotter distinguishes a marked difference in the way that managers
and leaders attend to these functions: managers focus on a process of goal
Making Design Explicit in Organisational Change: Detour or Latour
883
setting, whereas leaders focus on setting a direction; managers develop
capacity by organising and staffing, leaders focus on aligning and
empowering people to make the vision happen; managers ensure
accomplishment by controlling and problem-solving, leaders are concerned
with motivation (Kotter, 1999). Kotter believes leaders can overcome the
inevitable barriers to change that they will encounter as the initiative
unfolds by articulating the vision, involving people in decisions, supporting
others efforts, and recognition and reward (Kotter, 1999). These can be
argued to have influenced design thinkings approach to organisational
change up to now, how to influence people to think differently and inspire
creativity, with an emphasis on human-centred innovation (Brown,
2009:18). Despite the significant role of tools and prototyping, the
relationship between designers and these artefacts is still greatly
underrepresented in such approaches.
Design Management has positioned itself firmly within the field of
change for organisations by linking design, innovation, technology,
management and customers to provide competitive advantage through
effectively designed products, services, communications, environments and
brands. A major influence in this positioning has been the rise in design
thinking, which professes to take shape as an attitude, as a methodology
and as a philosophy that can bring customers and clients into the design
process (Beacham and Shambaugh, 2011). The success of design thinking is
interpreted by Press (2012) as a strategy for companies such as IDEO to be
taken more seriously by the business community and by government. There
is a conscious attempt in the literature to distance itself from the analytical
and quantitative, to the intuitive and qualitative, while still being framed in
business-speak (Press, 2012). The designer is more an expert in a process
rather than in a specific problem (New and Kimbell, 2013). Its increasing
adoption suggests the message is getting through to both business and
government helping to diversify and strengthen the markets of the design
industry.
Browns (2009), Change by Design, positions design thinking as a vehicle
for change, writing that it uses the designers sensibility and methods to
match peoples needs with what is technologically feasible and what a viable
business strategy can convert into customer value and market opportunity
(Brown, 2009:18). This aims to position designers as empathic leaders within
strategic decision-making and to bring design into the boardroom (Brown,
2009:37), allowing greater influence to use design methods to implement
change. Martin (2009) presents design thinking as a term being used today
JOHNSON & McHATTIE
884
to define a way of thinking that produces transformative innovation. Martin
attributes its popularity in making it easier for those outside the design
industry to focus the idea of design as a way of thinking about solving
problems; a way of creating strategy by experiencing it rather than keeping
it an intellectual exercise, and a way of creating and capturing value (Martin,
2009). According to Martin, the design thinking organisation applies the
designers most crucial tool to the problems of business. That tool is
abductive reasoning (Martin, 2009). This is not specifically expressed in
terms of looking to designers to meet these problems, but their methods
and processes proliferated throughout an organisation, expressed as
building a culture of innovation (Brown, 2009; Neumeier, 2009; Martin,
2009; Kelley, 2005 and others). A problem arises therefore in that the
designer no longer embodies value, but the tools and approach an
organisation is told it can acquire, as though the designer and the methods
were distinct from each other. The authors critique of design thinking is
that it represents a rhetorical repackaging of design methods for the
purposes of management culture, rather than a genuine innovation of
organisational culture based upon values in design practice developed in
and through the innovation of research.
Sanders (2006) highlights the mutual influences of the American-led
Human-Centred Design, from which design thinking emerged, and the
European-led Participatory Design that have begun to shape contemporary
notions of co-design. The debate in the changing role of designers and their
methods in a co-design process (Brandt, Binder and Sanders, 2012;
Atkinson, 2006) pivot around design as a leader of innovation (Verganti,
2011) or design as the democratisation of innovation (von Hippel, 2006).
With Participatory Design in particular, this has been influenced by methods
of integrating new technologies and systems development within
organisations, showing greater emphasis on designers and the tools and
techniques they use. Bjgvinsson, Ehn and Hillgren (2012) recognise
parallels in the appealing rhetoric of design thinking and many of the
concepts explored in Participatory Design, but distinguish their approach to
social innovation through engagement with the socio-material, as opposed
to fluid notions of design intuition (Bjgvinsson et al., 2012:103).
Sanders and Stappers (2008) summarise the mixing of roles in co-design
providing an indication of the blurring disciplinary boundaries in the design
process:
Making Design Explicit in Organisational Change: Detour or Latour
885
the person who will eventually be served through the design process
is given the position of expert of his/her experience, and plays a large role
in knowledge development, idea generation and concept development. In
generating insights, the researcher supports the expert of his/her
experience by providing tools for ideation and expression. The designer and
the researcher collaborate on the tools for ideation because design skills are
very important in the development of the tools. (Sanders and Stappers,
2008:6).
Sanders and Stappers recognise the designer as able to occupy the
researcher role in a co-design process, but also identify the rising challenge
for designs relevance as a profession by emphasising the wider skills future
designers will need to adopt, such as conducting creative processes relevant
at larger levels of complexity; using generative design thinking to address
change in the future; maintaining expert knowledge on emerging
technologies, production processes and business contexts; while
maintaining recognised specialisations in product, interaction and
communication design (Sanders and Stappers, 2008:15). There is a sense of
a gamble for designers in the increasingly complex combinations of skills
they will be expected to employ that are less and less rooted in design. This
is an additional detour designers risk continuing to follow without some way
of being able to make their design contribution explicit across the
disciplinary boundaries they encounter.
An alternative approach is presented by the discipline of Service Science,
which first emerged in 2004 from the efforts of researchers at IBM and
associated academics, based on a call for more research in areas related to
services (Chesbrough, 2004). There has been an increased service
orientation in todays business practices that departs from the traditional
manufacturing paradigm (Oliva & Kallenberg, 2003). Services are defined as
the application of competences (knowledge and skills) for the benefit of
another entity (Spohrer & Maglio, 2009). A service economy is hence
bringing new managerial issues, which are linked to an intensification of not
only knowledge, but also information technologies, innovation and the
demand for highly qualified people (Hipp & Grupp, 2005).
Equally central to the development of service science is the complexity
of business environments, which can be addressed through a focus on
service innovation in a cross-disciplinary context. The service science
premise is that no single discipline or philosophy can successfully be used to
face complex systems, and a cross-discipline approach to decision making is
required (Paton and McLaughlin, 2008b). In order to reach success in such
JOHNSON & McHATTIE
886
adverse and complex contexts, service science uses service innovation,
which is now gaining recognition in academic and commercial research
circles, as a key driver of sustainable socio-economic growth (Paton and
McLaughlin, 2008a). Service innovation is based on the identification,
support, development and delivery of meaningful service exchanges to
achieve sustainable growth. A notable point of interest in the application of
service science research through service innovation is the possibility to offer
a means of securing knowledge leadership, which can be achieved through
value-added knowledge exchanges, regardless of industry boundaries (Paton
& McLaughlin, 2008a).
This paper sits within this gap of how we can infuse design principles
from design thinking and participatory design with service science to
stimulate and sustain value during cultural organisational change. The
contribution proposed is that, following the emergent value discourse of
service innovation, an actor-network theory (ANT) approach, already
influential in Participatory Design, can better evidence the meaningful
exchanges of design grounded in the matters of concern that can inform
reflective design practice.
Representing Matters of Concern
ANT is a sociological body of theory that attempts to overcome the old
sociological dilemma of structure and agency by positing that structure and
agency arise together (Mewburn, 2010:365). It is derived from Science and
Technology Studies (STS) research exploring object-oriented ontologies
(Morton, 2011), which seeks to understand the complex connections and
networks that emerge between objects, or as Latour termed them, non-
human actants (Latour, 2005b). ANT emerged from STS as an approach to
observing and describing the associations between human and non-human
actants that produce the effects of agency we observe around us (Latour,
2005b). All effects of agency are phenomena often assumed as facts such
as a newspaper, an industrial sector, or perhaps the discipline of design
management itself and all can be thought of as actor-networks arising
from the work of people and things that become visible or perceptual when
performed. The focus of attention in ANT then is on the work of people and
things which perform the reality of an organisation into being (Mewburn,
2010:365). As emphasised by Latour (2005a), it is the work, the movement,
the flow, and the changes that should be stressed collectively as
performative.
Making Design Explicit in Organisational Change: Detour or Latour
887
Butler (1990) associates the performative with a normalising power. The
repetitive nature of work and language engenders actors in processes,
structures, roles and artefacts that are perceived to stabilise the network.
Performativity is recognised as having an increased influence within
Management Studies through following the actions within an organisation
and how these connect into stabilised patterns (Diedrich, Eriksson-
Zetterquist, Ewertsson, Hagberg, Hallin, Lavn, Lindberg, Raviola,
Rindzeviciute and Walter, 2013:16). Performativity, therefore, represents a
particular articulation of the phenomena producing the effects of agency,
pointing to the very world-making [] effects of hybrid, heterogeneous,
multi-agent practices such as designing (Holert, 2011:28).
Key to this articulation for design are design artefacts, which draw on the
position of Binder, De Michelis, Ehn, Jacucci, Linde, and Wagner (2011)
what designers deliver is not an object, but just its embodiment what they
deliver is a thing, (Binder et al., 2011:77). The design thing is explored
through various representations to engage with the design problem, what
they refer to as constituents of the object of design (Binder et al., 2011:59).
These constituents are not the object they [designers] are designing, but
each of them allows them to interact with the object and to discuss its
different features (Binder et al., 2011:59). In this scenario, the various tools,
sketches, drawings, maps, diagrams, blueprints, storyboards, models and
prototypes, are constitutive of the object of design, referred to in this
paper as design artefacts.
Latour argued that through our will to modernise technologically,
scientifically and economically, we rendered more and more explicit the
fragility of the life support systems that make our spheres of existence
possible (Latour, 2007); what Sloterdijk (2004) called, explicitation. In other
words, what earlier was taken for granted has now become explicit matters
of concern; an expression used by Latour to distinguish from matters of fact:
While highly uncertain and loudly disputed, these real, objective,
atypical and, above all, interesting agencies are taken not exactly as
object but rather as gatherings. (Latour, 2005b:114)
It is from this concept of explicitation that the following case study
attempts to articulate the matters of concern and any role design artefacts
play in gathering and representing them. The suggestion is that any notions
of strategic value generated through design should be assessed in line with
notions of the matters of concern that emerge.
JOHNSON & McHATTIE
888
Case Study
ANT uses qualitative methods including observation of the work being
performed and interviews with the actors within the network (Mewburn,
2010) to tell stories of how things, objects, actors, come to be how they
are through a process of interaction with other actors; how interaction
changes actors and translates actors (Kraal, 2007:6). These stories, in ANT,
are traditionally textual accounts with the main tenet being that actors
themselves make everything, including their own frames, their own
theories, their own contexts, their own metaphysics, even their own
ontologies (Latour, 2005a:150). This dedicated objective approach to
describing the network, including allowing participants to inform what work
they do in their own words, is not to say that they are describing the
network for you, but in the process of interview and observation they help
to describe what work they are doing, for what reasons, in response to, or
association with, what things.
The descriptive textual account produced through ANT is not a nice
story but the functional equivalent of a laboratory [] a place for trials,
experiments, and simulations (Latour 2005a:149). The analogy of the
laboratory is suitable for cases of disciplined social sciences towards
hypothesis and theory, but for design research there is a need to
demonstrate the value of such an approach in practice. The suggestion is
that the analogy of the laboratory could be appropriated towards the design
studio through an act of translation by the designer in practice. By using
embedded observations and accounts of the participants experience in the
intervention, a descriptive ANT account emerges grounded in the tools and
activities deployed. This allows for analysis exploring the traceable
influences of work being performed and a reflective and reflexive space for
designers to assess and value the affect they have. This paper presents a
summary of the key observations alongside selected images representing
key activities and artefacts in order to articulate the matters of concern that
arose and how this affected the work during the intervention.
New Ways of Working with Design
The case study presented in this paper is from a design research project
working with an SME textile manufacturer based in Peebles, Scotland, who
produce high quality woollen fabrics for apparel and transport markets. The
company agreed to undergo a design intervention to develop a more
creative and innovative organisational culture. The design intervention took
place over nine one-day sessions, one session delivered per month between
Making Design Explicit in Organisational Change: Detour or Latour
889
October 2013 and July 2014 with a final tenth session scheduled for January
2015 to capture the progress made. The intervention involved a cross-
diagonal slice of twelve of the companys personnel from management to
the factory floor, who are referred to as the slice in this paper, to help
embed the methods and approaches conducted throughout the company.
The sessions were delivered by two design practitioners with the lead
author as an embedded researcher. The embedded researcher observed the
sessions through: note taking, photography and conversations with all
participants. The sessions also included a change management consultant
and academic who supported the delivery and reflections throughout the
intervention. Before and after each session the delivery team would meet to
discuss the design of the plan of activities, what was achieved, what wasnt
achieved and what occurred outside the plan. A summary of selected
methods and key artefacts are presented in the following account. The
intention is to provide a notional indication of their interrelations and
performativity through an actor-network theory approach.
Making Design Explicit in Organisational Change: Detour or Latour
Fig. 1 Detail from the Underlay
Fig. 2 Product Journey from Bakery
Fig. 3 Initial Yarn Journey Iteration
Priority areas of workforce
development through a topic of
yarn stock were agreed with the
companys management team. This
informed a structure for the
intervention referred to as the
underlay (fig. 1): a live, digital
document serving as a reference
when designing each session and
the methods to address each area
for improvement. Each method was
referred to as a beanpole meaning
the designers would not implement
them, but introduce them and allow
the company to appropriate them
as they saw fit.
From the underlay, a key
method chosen was based upon a
user journey, which was translated
into a product journey that yarn
undertakes in the factory. The slice
would first practise dry runs
visualising the journey of beef and
bread after visiting a local
butcher/baker (fig.2).
The slice selected a best-selling,
problem fabric with the intention of
capturing the issues that occur
along the entire yarn journey. The
slice split themselves into pairs for
gathering details of the yarn journey
throughout the factory, including
departments and processes that
were unfamiliar. Initial pathways
were text-based flow diagrams on
flip chart paper (fig.3) upon which
post-its were placed highlighting
gaps and questions to be asked.
Making Design Explicit in Organisational Change: Detour or Latour
891
Fig. 4 Developed Yarn Journey
Fig. 5 Identifying Delays
Fig. 6 Mind-mapping Quick Wins
During a second iteration of the
yarn journey, different ways of
visualising the information
emerged. A linear, box-based,
process diagram with drawings or
photographs of each stage and
colour-coded annotations above
and below were chosen and
constructed. This was led by key
members and put up on one of the
factory walls, though all members
were able to input information (fig.
4).
The session immediately
following the construction of the
yarn journey was rich with
identifying the delays that typically
occur along the production process
and the frequency at which they
happen (fig. 5). Employees from the
factory floor also added their own
contributions to the detail in the
yarn journey with post-its. A video
was also requested to explain the
journey to board members.
The process then focused on
identifying how the group could
achieve quick wins among the
problems and delays identified. The
designers introduced six hats, mind
mapping (fig. 6) and methods of
scoring issues across multiple
criteria. The design team spent a
long time with the slice with these
techniques and how to action the
quick wins, prompting an entire
session to practice them and create
guidelines on how to perform them.
JOHNSON & McHATTIE
892
Fig. 7 Journey with Quick Wins
Fig. 8 Reformatted Quick Wins
Fig. 9 Populating the Honeycomb
Three quick wins were selected
with attempts across the group to
action them. The mind maps and
action points for each one were
encouraged to be displayed
alongside the yarn journey (fig. 7).
This produced a messy display of
large flip chart sheets positioned
below and above the central
journey, which was deemed to be
unclear for the rest of the factory.
To address this lack of clarity,
the slice developed a new format of
A4 single sheets for each quick win
with coloured panels containing: the
problem identified, why it was
important, the action taken and the
results achieved (fig.8). This was
seen as an improvement by the
designers, but still not an exciting
way of communicating the
achievements of the slice with each
quick win.
In the very first session, the
design team had introduced an A0
printed honeycomb diagram,
based on the Design Councils
double diamond, as a scaffold of the
process the slice would learn to
undertake and related to the aims
of the underlay. The honeycomb
was used in session 6 to reflect on
the progress the slice had made.
The group annotated and
positioned polaroids of earlier
activities onto the honeycomb to
understand their relation to each
other in the process and present
this to others in the factory (fig. 9).
Making Design Explicit in Organisational Change: Detour or Latour
893
Fig. 10 Quick Wins on the
Honeycomb
Fig. 11 Quick Win Fabric Board
Fig. 12 Dream Vision
The honeycomb template was
then provided on A3 sheets to
reflect on the process for each of
the quick wins (fig. 10). Slice
members would use the language
from the honeycomb to describe
the activities they undertook. Wider
members of the factory asked for
this to be disseminated as a
reference to engage with the slice.
There was a perceived lack of
celebration of the fabric in the
factory and within the slice. The
design team requested a further
iteration of communicating quick
wins, challenging the slice to use
fabric from the factory on pin
boards. The slice split into three
groups, each following different
approaches. The most appreciated
used the original problem fabric of
the yarn journey, re-visualised two
quick wins as diamonds and
mounted it on the entrance to the
yarn store (fig. 11).
A late method introduced by the
design team was the dream vision
(fig. 12), which responded to
requests from the slice on how to
recruit members across the factory
into the process. A visual structure
was devised by which to capture
what workers thought was possible
and the assets needed to get there.
The slice immediately adopted it
with management to reiterate their
own vision and members began to
find hooks to which they could
assign methods they had learnt.
Making Design Explicit in Organisational Change: Detour or Latour
894
Insights and Opportunities
The summarised observations above represent only a selection of the
techniques used around the development of quick wins. A key challenge
during the intervention was relating the tools and techniques to each other
and understanding how they can flow to achieve the goal of developing the
workforce around issues of yarn stock. The process of constructing plans of
action developed slowly through trial and error, pointing towards a need for
deeper articulation of how they perform together. The honeycomb and
dream vision emerged as key artefacts in representing that need and are
perceived as central means of embedding some of the activities across the
wider factory.
Each activity was introduced at a democratic level where each
participant had an equal stake in the process, but once details and processes
of decision-making arose, a core group of management staff often took
control of discussions. Part of this behaviour was recognised in the variation
in language across the group. When managers were referencing their
current projects as already addressing issues identified, they referred to
intangible processes of assessment or performance improvement that
abstracted the matters of concern. When the weavers, darners or yarn store
workers demonstrated their knowledge, reference to disruption in their
equipment, tasks or techniques would inspire questions across the group to
understand the process more. This was facilitated in part through
constructing the yarn journey and discussion centred on understanding
specific delays or issues. Seeing a problem in relation to the entire process,
as well as the workers day-to-day routine, has helped articulate it as a more
immediate matter for concern. The problem is immediately expressed in
relation to potential causes, or at least signposts where to investigate the
causes.
Building confidence in adopting and adapting a flow between the
methods and wider process introduced during the intervention has been
slow to take hold. There have been multiple occasions when the preparation
work asked from the slice between sessions had not been fully or accurately
done, indicating that the required leadership from participants was not
happening. Few participants would lead in taking the activities to the wider
factory. From a service innovation perspective this would look to build in
additional responsibilities and requirements for workers, through the
relevant design artefacts, to help facilitate each interaction. In an
exploratory intervention such as this, however, such organising principles
needed to emerge as an outcome at the end of the process. With the
Making Design Explicit in Organisational Change: Detour or Latour
895
delivery team there for no more than a couple of days a month, this
depends on members of the slice understanding and repeating parts of the
process to gain confidence.
Capturing knowledge on how best to perform activities was encouraged
for the slice, with guidelines and criteria being produced on activities such as
mind mapping and discussions following reflections on early attempts. The
intention was for them to be a reference each time, but they often got
forgotten among multiple sheets of flip chart paper and post-its. The
performative qualities of such information struggled to translate effectively
outside the sessions, raising the question of whether the visualisation, the
scripting, the staging, the roles around such activities could be more
explicitly represented.
In the design team meetings between sessions, the underlay was seen as
an important reference tool by the lead designer for discussing and
designing each session. A printed A4 page summary of each session plan was
brought as reference, but more often than not a new plan would evolve on
the day in response to how the slice progressed with preparation work left
from the previous session. When the quality of the work performed by the
slice on individual activities would become the focus it disrupted an
experience of the flow of how the techniques relate to each other.
Discussions around the underlay were limited in representing the actor-
networks of participants in adopting techniques, but the opportunity would
be to make a structure such as the underlay more explicit within such actor-
networks and account for these emergent indicators.
Early Impressions
The ANT account of the work performed in the intervention brings the
design artefacts into sharper focus in relation to the wider goals and
behaviours of the design team and the participants. The dynamism of
certain artefacts, such as the visualisations of the yarn journey or the dream
vision, emerge as initial evidence of performative agency. The yarn journey
helped reveal key matters of concern such as the impact of delays across
departments. The visual nature was easily understood by people from the
factory floor to the boardroom and potentially even suppliers, gathering
interest and insights that built up a demand and potential to integrate it into
the wider factory process. The dream vision emerged late on, after
reflection on the intervention, to become a crucial representation of the
context of the process. The managing director even began referring to the
honeycomb and dream vision as potentially shaping their business model,
JOHNSON & McHATTIE
896
assessing current management projects with the stages it represents,
identifying the value such artefacts could provide.
In contrast, but just as compelling, there was initial discomfort in trying
to mind map the complexity around the quick wins identified on the yarn
journey. Emergent matters of concern included externalising blame,
departmental language and low communication skills within the quick wins
activities. More often than not the slice fell into old habits of talking around
problems with some of the management or department-specific language
infiltrating discussions. The identity of the slice, Culture Club, also showed
limited impact on the rest of the factory, rather than an embraced part of
the intervention. When design artefacts are not made explicit in relation to
the matters of concern as they arise they can become lost, forgotten or ill
understood. Their performative agency is bound by the meaning gathered in
their repeatable nature in context and translation into the wider
organisation.
The challenge an ANT approach represents to the designers is not only
how to embed design artefacts and methods within the existing flow of
work so that it gathers interest in the arising matters of concern, but that
the quality of that representation translates across those actors that are
gathered to inform calls to action.
Research Limitations
As an embedded researcher within the intervention, the lead author has
only been able to observe the participants during each monthly one day
session. The work between sessions has not been able to be followed
according to the immersive demands of actor-network theory. As a result,
only a second-hand insight into the uptake and engagement with tools and
design artefacts was possible for these long periods in between. While
presentations of this work, and reflections on their value in sessions, have
provided some data in this regard, much of the influence on the factory is
largely anecdotal and subject to interpretation in the account obtained.
The tone of the intervention has been exploratory, with a mix of design
methods and management methods provided alongside each other. This
means any interpretation by the lead author into the performativity of
certain artefacts has to be quite specifically situated and associated to the
activities using management methods. The identification of design artefacts
is therefore a fluid process after the event as identified by participants and
the delivery team.
Making Design Explicit in Organisational Change: Detour or Latour
897
There was no prior audit of the existing culture at the company done by
the authors, so any attempt to infer the influence of the intervention on the
wider company can only be contrasted by the emergent impressions of the
existing culture during the intervention and impressions of change offered
by participants themselves. Any full assessment of design successfully
eliciting meaningful change within the organisation can only be gleaned
after the intervention is complete with a visit planned for January 2015, six
months after the final session.
Future Research
The research for this case study is part of a wider thesis continuing to
collect data up until the final session is complete and will conclude with
interviews with selected participants from the slice, wider members of the
organisation, as well as the delivery team. A more thorough analysis of the
performative agency captured in the ANT account uses methods from
grounded theory to evidence and identify designs capacity to implement
new ways of working within an organisation.
While the role of an embedded researcher in the sessions themselves
has produced rich data for the purposes of ANT, the lack of data acquired in
between the sessions represents a significant gap in telling the wider story
of the intervention. Future research on similar interventions would look to
obtain continuous data from the organisation during and in between
sessions in order to more accurately represent the flow and nature of the
work being performed by the participants and, more importantly, the work
performed with the methods within the actor-network of the organisation.
Finally, the aim of this research was to capture some indicators of
innovation to help make design explicit for the purposes of reflective design
practice and thus reduce the rhetorical detour engaged by many designers.
As a result, future research would look to bring ANT explicitly into a strategic
design intervention for SMEs as action research, in order to test how some
of the insights can be folded into the production and delivery of design
strategy.
Conclusion
This paper set out to explore a Latourian approach in addressing the
challenge for design management to express design strategy within SMEs.
The paper presented a gap in literature within change management and
cultures of innovation where design has sought to demonstrate value,
aligning to the direction and gap in literature of Participatory Design and
JOHNSON & McHATTIE
898
Service Science. The paper then presented a position around actor-network
theory (ANT) in relation to design and the organisation, the effects of agency
through the network of associations between people and things, and argued
it provided a method articulating the performative agency of design. An on-
going case study was then presented representing a situated account of
design work within a strategic design intervention with an SME,
summarising the interrelations and trials of strength across key methods.
Finally, the paper provided key insights and outcomes from the case study
to argue how an ANT approach can make design more explicit and how this
could inform the delivery of design interventions for organisational change.
This has been presented in response to the call seeking contributions on
understanding collaboration, coordination and cross-functional integration
processes as essential for effective innovation performance.
Acknowledgements: The paper is supported by the AHRC
Knowledge Exchange Hub Design in Action and The Institute
of Design Innovation, The Glasgow School of Art.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
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on each copy. For other uses, including extended quotation, please contact the author(s).
The Impact of Space on Innovation Teams
Ulrich WEINBERG, Claudia NICOLAI, Danjela HSAM
*
, Dora
PANAYOTOVA and Marie KLOOKER
Hasso Plattner Institute School of Design
Thinking in Potsdam Design thinking is an approach addressing wicked
problems in the age of disruption. A flexible working environment enables the
ability of teams to innovate, create and design. This paper outlines the impact
of space on the team wellbeing and performance as an outcome of the
interaction of team members with their environment. The pilot study used a
multi-method approach. It includes qualitative interviews with facilitators of
design processes and non-participatory observations of innovation teams in
design workshops while they set up and interacted with their team spaces.
The results indicate that conducting innovation workshops outside the usual
corporate environment in an atmosphere that is rather perceived as self-
made than perfectly designed is very beneficial. Further promoting factors
include: access to raw material for prototyping, the spatial division between
different teams, the possibility to use walls as presentation surfaces and
flexible furniture. The opportunity to create the own team space proves
highly beneficial for innovation teams. However, evidence was found that
more advanced design thinkers showed a higher iterative interaction with
their environment throughout the process. The authors conclude that there is
a need for teams to develop a core competence in terms of creating,
adapting, iterating and evolving the innovation space due to the teams
changing needs throughout the process.
Keywords: Design thinking, team performance, space
*
Corresponding author: Danjela Hsam| e-mail: Danjela.huesam@hpi.de
WEINBERG, NICOLAI, HSAM, PANAYOTOVA & KLOOKER
902
Introduction
Globalization, the acceleration of technology innovation, and the
dramatic increase of interconnectedness through communication and
transportation raise challenges of a vast scale for leaders and designers
alike. They result in the trends of dramatically increasing complexity (IBM,
2010, p. 15) and speed (Mootie, 2013, p. 3). The immense complexity is
determined by the substantial number of multifaceted interdependencies.
These interrelationships cause so-called wicked problems. Wicked problems
are defined as a "class of social system problems which are ill-formulated,
where the information is confusing, where there are many clients and
decision makers with conflicting values, and where the ramifications in the
whole system are thoroughly confusing" (Rittel cited in Buchanan, 1992, p.
15)
Beside complexity, the dramatic increase of speed causes another
business and design challenge: disruption. Design thinking is one of the
approaches addressing wicked problems in addition to disruption, and has
gained significant popularity in the context of higher education and business
(Dunne & Martin, 2006, pp. 512-523). Buchanan (1992) formulates a broad
definition of the term as a method to attend to intractable human
challenges through design. Large organizations increasingly adopt the
approach in order to sustain competitiveness (Mootie, 2013, p. 3).
A flexible working environment enables and supports the ability of
design thinking teams to innovate, create and design (Thoring & Mller,
2011, p. 137). Beside the rising number of design thinking spaces in
organizations, there seems to be a current overall trend in the corporate
world to establish effective workspaces in order to enable appropriate
spatial interactions as well as to create physical environments for diverse
innovation activities (Moultrie, Nilsson, Dissel, Haner, Janssen, & Van der
Lugt, 2007, p. 53). Peters (1992, p. 413) depicts space management as
probably the most ignored and simultaneously the most powerful tool for
the implementation of cultural change and to foster innovation and learning
within organisations.
Regardless of the importance of the topic and the increasing emergence
of innovation environments within organisations, there is limited scientific
proof of their benefits or the wider effects on team performance. Moreover,
there seems to be only insufficient and rather fragmented academic
research on the attributes of effective physical environments supporting
creativity and innovation. Seemingly, organisations tend to design
innovation environments based on intuition and personal judgement or in
The Impact of Space on Innovation Teams
903
general highly rated examples of best practice (e.g. IDEO in the 2000s, now
Google), rather than on well-founded research indications. (Moultrie,
Nilsson, Dissel, Haner, Janssen, & Van der Lugt, 2007, p. 54)
The overall goal of the research project is to identify beneficial and
unfavourable spatial factors of creative spaces in order to generate a
practical framework and a catalogue of guiding criteria for the design and
use of spaces that support collaborative design processes. The following
paper focuses on the basis of the topic and aims to lay the groundwork for
further academic research. The first section of the article presents the terms
used and a literature review. It delineates the role of space in design
thinking. The segment describes the working modes typically transported
with innovation environments as well as the factors influencing the creation
and use of such environments. The authors demonstrate the definitions of
the terms team wellbeing and performance used in the context of this
paper. The theoretical section concludes with the topic of spaces as a
medium and an outcome of interaction and the need for more academic
research on their impact on team wellbeing and performance.
The second part focuses on the methodology of the applied multi-
method approach of a pilot study as it applies to the large research project
on innovation spaces. It includes five qualitative interviews with facilitators
of collaborative design processes as well as an observation of eight teams of
design thinking workshops while they set up and interacted with their team
spaces. The pilot study participants were selected based on their diverse or
lack of respective experience in design thinking as well as their wide age
range, working experience and educational background. The analysis of the
pilot study focuses on the general estimation of the impact of space on the
working process, key moments in the interaction between individuals and
their environments as well as specific beneficial and unfavourable spatial
characteristics. The interpretation of the conducted research includes
insights on the need of facilitators and teams to design and adjust their
space according to their own requirements as well as the difference of
interaction with the space based on the different experience with design
thinking. The authors first outline findings that reflect the needs of
facilitators and team need for spaces, which support the overall and specific
requirements as well as the different phases of the design process. The
conclusion summarizes the study insights in terms of interior design
(atmosphere and mobility), the use of creative team spaces (diversity of
tasks and behavioural patterns) as well as the need for further academic
research.
WEINBERG, NICOLAI, HSAM, PANAYOTOVA & KLOOKER
904
Theoretical Background
The following section introduces the role of space in design thinking. It
presents the working modes typically transported with innovation
environments. The authors depict the factors influencing the creation and
use of such environments. They are followed by the definitions of team
wellbeing and performance used in the context of this paper. The
theoretical section concludes with the topic of spaces as a medium and an
outcome of interaction and the need for more academic research on their
impact on team wellbeing and performance.
Design thinking and space
As outlined in the introduction, design thinking has gained popularity in
the business context as a way to address wicked problems resulting from
rising complexity and to sustain competitiveness in the high-speed age of
disruption. Brown (2008, p. 85) argues that design thinking could transform
the way corporations develop products, services, processes- and even
strategy. He defines the approach as a discipline that uses the designers
sensibility and methods to match peoples needs with what is
technologically feasible and what a viable business strategy can convert into
customer value and market opportunity. (Brown, 2008, p. 86)
The facilitation of design thinking is enabled and supported by four basic
aspects:
a multi-step iterative process,
multidisciplinary teams,
a setting of the work environment, such as the work space and
specifically used and produced artefacts and prototypes, and
A particular (team) culture.
These elements are perceived as essential to every design thinking
project. However, they might vary depending on the organization in which
they are implemented (Thoring & Mller, 2011, p. 137). The current paper
focuses on one of the aspects of design thinking: the work environment. It is
a crucial and often underestimated factor in the effort to foster innovation.
The Impact of Space on Innovation Teams
905
Working modes transported through spaces in innovative
organizations
Groves (2010) assessed innovative organisations and detected spaces for
knowledge creation enabling four different working modes: stimulation,
reflection, collaboration and play. In order to empower the staff in their
process of knowledge creation Gensler (2008) underlines the need for
facilities that enable socialising, sharing, learning and connecting.
Creation and use of innovation environments
Beside the working mode that should be promoted through the space,
there are multiple factors influencing the creation and use of innovation
environments. The process of creation incorporates the envisioned use of
facilities such as the intended links within the innovation process, the
planned creative activities, the potential users of the space, the allocated
resources as well as the intended events. After the creation phase,
innovation spaces typically evolve in order to accommodate multiple uses.
Such developments aim to enable, support and serve the actual innovation,
creative activities, design and events taking place as well as the concrete
users and facilitators (Moultrie at al., 2007, p. 58).
Spaces, team wellbeing and performance
There appears to be a general consensus that the office environment has
an effect on productivity (Oseland, 1999; Clements-Croome, 2006; Leaman
& Bordass, 2006).
For the purpose of the pilot study as the starting point of a large
research project, the authors decided to focus on the influence of
innovation environments on the broad terms of team wellbeing and
performance. The Chartered Institute of Personnel and Development (CIPD),
a professional association for human resource management, promotes the
effort of creating wellbeing in companies as the balance of the employees
needs with those of the organisation. This encompasses creating an
environment to promote a state of contentment which allows employees to
flourish and achieve their full potential for the benefit of themselves and
their organisation (CIPD, 2007, p. 4). Furthermore, wellbeing represents a
broader bio-psycho-social construct that includes physical, mental and social
health (CIPD, 2007, p. 4). Corporations focusing on employee wellbeing
increase the opportunity for organisational success. Studies indicate that
environments focusing on wellbeing have a positive effect on employee
engagement. This results in higher employee retention, customer
WEINBERG, NICOLAI, HSAM, PANAYOTOVA & KLOOKER
906
satisfaction, financial productivity and profitability (Harter, Schmidt, &
Keyes, 2003).
Spaces as a medium and an outcome of interaction
This paper concentrates on the use of already created spaces and how
they evolve in the course of the teams innovation activities. McEwan (2013)
depicts value- and knowledge-creating processes as dynamic and developing
through the interaction among individuals and their environments. Hence,
space is both the medium and outcome of the actions it recursively
organizes: what space is experienced as being limits and enables the
possibilities of further social construction within it. (Rosen, Orlikowski, &
Schmahmann, 1990)
There is a current research gap on the effects of the physical innovation
environment and the teams interaction with it. Furthermore, there is a
need to investigate the consequences of these interrelations for the teams
wellbeing and performance in terms of creativity and innovation
effectiveness. The next section of the article presents the methodology of
the conducted pilot study.
Research Approach
As already described above, a working environment supporting the team
and execution of the iterative process is a crucial part of the method of
design thinking. The outcome of this qualitative pilot study serves further
investigation and experimental research in the future.
The research team formulates the following questions: How do
environments, designed for design thinking activities, influence teamwork?
How do the spaces evolve throughout the process of use as a result of the
team interaction within them? Which spatial factors hinder or foster
creative teamwork? Which challenges and recommendations for further
courses of action can be derived from the outcomes of these research
questions?
The team conducts a pilot study in the form of a multi-method approach,
including two parts:
1. Five qualitative interviews with facilitators of creative collaborative
processes
The Impact of Space on Innovation Teams
907
2. Non-participatory observation of workshop participants setting up and
interacting with their own team workspace for a Design Thinking
Workshop, and spatial adjustments throughout design thinking process.
On the one hand, the interviews generate an overview of knowledge
hold by workshop moderators as representation of a meta-level of spatial
factors. On the other hand the observation of workshop participants
provides insights on hidden aspects about the behaviour in and interaction
with space.
Qualitative interviews
Altogether five qualitative interviews with facilitators of collaborative
(work-) methods for creative processes were conducted. The interviewees
were selected based on their diverse or respective lack of experience in
design thinking and other collaborative methods, as well as working
experience in different spaces.
The interviewees included three coaches of design thinking workshops,
one workshop moderator for agile working methods and one kindergarten
teacher. If similarities were found in spite of the diverse experience of the
chosen interviewees, this would indicate a general tenet. The interviewees
were between 28-64 years old with 3-30 years of work experience. The
structure of the interviews was threefold. The first part included open-
ended questions about key positive and negative experiences with spatial
settings. The second part consisted of a questionnaire with 48 questions
about characteristics of workspace set-ups. The selection was based on
previous interviews and previous studies (von Thienen, Noweski, Rauth,
Meinel, & Lang, 2011; Stegmeier 2008; Flueglistaller, 2005). The moderators
were asked to evaluate the characteristics as very hindering, hindering,
neutral, beneficial or very beneficial for the outcome of collaborative
creative processes.
The 48 characteristics were grouped in three dimensions of spatial
design, ranging from fixed to adjustable:
1) Architecture referring to the building, including fixed, and/or build
in elements
2) Furniture referring to interior design elements such as movable
furniture
3) Resources further equipment and work material
WEINBERG, NICOLAI, HSAM, PANAYOTOVA & KLOOKER
908
The third part of the interview addressed the importance of spatial
settings by using the laddering technique (means-end-analysis;
Grunert/Grunert 1995). The interviews were recorded and transcribed.
Observation of design thinking workshops
The other part of the pilot study consisted of a non-participatory
observation of two Design Thinking Workshops at the Hasso Plattner
Institute School of Design Thinking in Potsdam, one for design thinking
beginners and one for more experienced design thinkers. Both workshops
consisted of 4 teams of 5-6 members each. The design thinking beginners,
all rather used to classical office configuration, received an introductory
presentation on the influence of space on work processes. The group of
experienced design thinkers was used to typical HPI D-School set up. All
teams were asked to each set up their own team space that was best suited
for a collaborative creative work process.
The teams could choose from the following furniture: stand-up tables
and chairs, cubes to sit on, movable whiteboards, movable sofas and
beanbags for seating. Additionally, flowers, soft cloth in different colours
and other material could be added to adjust the atmosphere and
appearance of the teams space. The selection of the items was based on
the experience from best practice at HPI D-School.
The different workspace designs and their adjustments throughout the
workshops were documented by a non-participatory observer and
documented by means of field notes and photography.
Analysis
The following section describes the findings from the two applied
methods, semi-structured interviews and non-participatory observations.
Based on our qualitative approach we will highlight identified spatial aspects
that foster team wellbeing and performance as described in the section on
the theoretical background.
Qualitative Interviews
The aim of the semi-structured interviews with facilitators was to
identify hindering and beneficial spatial factors that influence creative
teamwork in order to foster innovation processes.
The Impact of Space on Innovation Teams
909
The Importance of Space
Overall all interviewees evaluated the influence of space on collaborative
creative processes as very important. Quite often the atmosphere and the
interplay of different spatial factors were mentioned as playing an important
role to foster collaborative teamwork: Not a single factor is important, it is
rather the whole atmosphere including size, light, and space climate.
Additionally, the transformability and flexibility of the workspace and the
possibility to adjust it to different working modes during the innovation
process were mentioned as well. Besides that the influence of spatial
settings on individual wellbeing was highlighted: The space represents my
inner self - both are related to each other. A transformation of space brings
along a transformation of me.
When asked for key positive and negative experiences of facilitating
innovation processes in different spatial settings two interviewees referred
to experiences outside the usual workspace in the company: I remember a
setting in a town that was very provisional with construction fences, beer
crates, wooden boards, etc. The reason for the exceptional results and
atmosphere within the teams was, as it seems, that everyone was taken out
of his or her out of their usual behavioural comfort zone. A moderator for
agile work methods remembered the following: The worst case was: the
workshop is located in the basement, with only artificial neon light, heavy
curtains, fixed conference tables and chairs that cannot be moved, and little
space around them; musty and impossible to ventilate with fresh air. Even
worse it gets if the chairs are fixed, then the whole process becomes stuck.
You dont get close to the people if furniture is always in between.
Evaluation of Spatial Elements
In the following the moderators were asked to assess the influence of
different spatial elements as hindering or beneficial for the collaborative
teamwork of innovation teams. Interestingly out of 48 presented elements
only 14 elements were assessed as beneficial or very beneficial on
average and only 8 elements were assessed as hindering or very
hindering. 6 spatial elements received contradictory evaluations, thus they
were perceived as fostering or hindering innovation processes. Figure 1
shows the spatial elements assessed as beneficial or very beneficial. The
sum is based on the ratings as very beneficial(2), beneficial(1),
neutral(0), hindering(-1) and very hindering(-2).
WEINBERG, NICOLAI, HSAM, PANAYOTOVA & KLOOKER
910
Figure 1 Promoting Spatial Factors for Creative Teamwork in Innovation Teams
It is interesting to notice that an open space at a different place than the
usual setting within an organisation that offers a flexible setting of furniture
and is well equipped with resources is seen as most supporting for
collaborative teamwork of innovation teams.
With regard to spatial elements that are hindering collaborative
teamwork the innovation experts focused in particular on the architectural
element of an over-designed space that quite often comes along with
perceiving it as a space not inviting to touch it or to move anything (design
expression do not touch). The other spatial elements perceived as
hindering or very hindering can be described as an expression of different
aesthetical preferences: some interviewees do not like cold or warm
colours, some do not like vinyl or carpet as a spatial setting. Figure 2
summarizes the evaluations.
0 1 2 3 4 5 6 7 8 9 10
natural light
access to nature
open space
outside company
mobile tables
flexible furniture
high tables
sofas
material for prototyping
big paper rolls
coloured papers
soft Drinks
beamer / projection screen
music / sound-system
Architecture:
Resources:
Furniture:
The Impact of Space on Innovation Teams
911
Figure 2 Hindering Spatial Factors for Creative Teamwork in Teamwork
The influence of aesthetical preferences on assessing an innovation
space as promoting or hindering collaborative teamwork can also be found
by having a closer look at those elements that were evaluated in both
directions by different interviewees: e.g. the elements of indoor plants,
decoration, and wooden walls. Regardless the differences in professional
backgrounds and work environments, the interviewees over all shared a
common perception concerning spatial factors for collaborative team
processes.
Identifying Patterns of Spatial Settings
Based on the qualitative content analysis of the interview transcripts the
authors identified three key insights due to their frequency of mentions.
The findings are in many aspects interrelated, but have their unique
attributes that are underlined by using quotes from the interviews.
Outside: Getting out of the Company and the Comfort Zone
Innovation processes and teams seem to be supported by an
environment that is new to the participants and located outside their typical
workplace: Getting out of the usual environment I think is crucial to
create something new. Outside, its easier to find a good working
atmosphere, the best are surprising things. If I want to build the team or
solve a conflict, I always do it outside of the company, e.g. in a cabin, a tent
everything thats simple. If a workshop lasts only one day, I would start in
-10 -9 -8 -7 -6 -5 -4 -3 -2 -1 0
overdesigned space
cold colours
< 2 qm/person
warm colours
carpet
vinyl floor
chair with armrest
digital whiteboard
ARCHITECTUR
Furniture:
Resources:
Architecture:
WEINBERG, NICOLAI, HSAM, PANAYOTOVA & KLOOKER
912
the afternoon. You always get different results, if they exchange their
thoughts in a different setting at night. One day within the company is fine,
but if its too close to the usual work environment, theres too much
distraction.
Additionally having access to nature or being able to relocate the
teamwork outside was evaluated as a beneficial enhancement of innovation
spaces: Working outside, fresh air, sun - all widens the sphere of thoughts
the best is on ground level: beanbag for seating, whiteboard, chairs, cubes,
table outside, up to 30 minutes is perfect. Warm-ups outside bring an
additional push of energy.
Inside: Creating an Open Atmosphere
A design expression and atmosphere that supports creative teamwork is
rather self-made than perfectly designed: A space with a design expression
dont touch does not work for being creative. Nothing ready-made and
no laboratory white; rather raw steel, wood oiled or waxed , something
like that. Rather back-to-basics than over-designed, a self-made
atmosphere. Everything thats loaded with meaning from the outside, I find
difficult. Neutral is better: Wood, stone elements that get painted
during the process.
Nonetheless a self-made space should provide orderliness in order to be
able to function as an inviting space for collaborative teamwork: In
disorder, nothing new can evolve. Concentrated work and play is, I believe, a
precursor of innovation. If a team comes into a messy and covered room, it
cannot create anything anymore. On the other hand, team has to be
allowed to make a certain mess, in order to be able to play and create. It
depends on the setting - prototyping plus disorder is fine. Bricks, stone,
exposed concrete plus disorder would be a clash.
Change: Enabling Different Work Modes
Specific spatial elements, lighting, surfaces, and colours, are perceived as
in particular helpful to foster not only collaborative teamwork, but also to
trigger the needed changes to different work modes during the innovation
process. The key enabler is that these elements have to be easily adjusted
by the innovation teams themselves.
The lighting should be adaptable to create different illuminations at the
work place of a team: It depends on the source [of light]. Light from the
ceiling with very bright light doesnt work at all. Standing lamps are better,
ceiling light presses you down, takes your air to breeze, and destroys the
The Impact of Space on Innovation Teams
913
atmosphere. I prefer to make the change physically comprehensible, so
rather candle light or standings lamps for mindfulness reflection. Window
blinds for obscuration are crucial to change the work mode.
The surface of the floor has to be inviting to change between work-
modes: Switching between working modes at a table and on the floor keeps
teams focused. This resonates with their different needs. New ideas come
up, if one does something that makes them see the room from a different
perspective lying on the floor, standing on a ladder. Prototyping on floor
has a better atmosphere, its warm and grounding. Wooden floors and
carpet seem to be good for sitting right on it to change perspectives and
mode.
The colours and colouring of a space seems to influence the team mood
and wellbeing: One needs different colours, for different expressions.
Warm colours foster emotion, cold colours foster rationality. Too many
colours are not ideal. Possibility of changing colours is important. It is the
task of the teams to design these.
Non-Participatory Observations
An experimental design with non-participatory observation was
conducted in order to better understand if and how different spatial settings
affect team wellbeing and performance of innovation teams. The research
participants were divided in two groups: one consisted of young
professionals working in innovation departments in different industries with
no experience in the design thinking (design thinking novices). The second
group went through a six-month training program in design thinking (design
thinking experts). Each group was divided into four teams. Both groups were
assigned to an innovation project. For the duration of the innovation project
the teams were asked to set up and alter their own creative workspace of
approximately 20 m
2
in the same open space environment. All four teams in
both groups were working next to each other. During the experiment the
observers were passive and had minimal interactions with the research
participants (Spradley, 1980). Both groups had access to the same repertoire
of furniture and resources.
Furniture included:
High chairs, normal chairs, sofas, sitting cubes and beanbags,
Normal rectangular tables, moveable rectangular high tables,
Mobile whiteboards.
WEINBERG, NICOLAI, HSAM, PANAYOTOVA & KLOOKER
914
Resources included:
Prototyping boxes,
Time timers,
Snack and drinks.
Creating and Changing Spatial Settings: Design Thinking
Beginners
The innovation teams of design thinking beginners used all the available
furniture except the normal chairs and the normal rectangular tables and
all provided resources to equip their innovation team space. Except one
team the initial spatial setting remained untouched for the duration of the
innovation project, although all furniture was easy to move (both
lightweight and easy to carry around or flexible and on wheels). All teams
set up their team spaces at a window and surrounded their team space with
mobile whiteboards on two sides. They left one side intentionally open to
face the sharing space (see Figure 3).
Figure 3 Using the Team Space: Design Thinking Beginners Team (Ideation)
The Impact of Space on Innovation Teams
915
Most of the teamwork happened around the high table with team
members either standing around the table or sitting at the table on high
chairs. No changes were made for the different work modes including
analysis and synthesis, brainstorming and ideation as well as team-
reflections. Therefore, during active team sessions the team members
sitting in front of one of the two whiteboards in use became more active
than the team members on the opposite side of the table (e.g. writing on
the whiteboard, putting their own post-its and post-its with ideas and
thoughts of other team members there). Thus, these team members
became moderators or facilitators due to the spatial setting and not due to
the teams official assignment. The sofas, sitting cubes and beanbags were
only used during team breaks to relax or to do some individual work on a
personal laptop on other projects.
Creating and Changing Spatial Settings: Design Thinking Experts
Overall, the innovation teams of design thinking experts spend more
time on setting up their workspace compared to design thinking beginners.
Nonetheless they ended up with using the same selection and amount of
available furniture. The main difference was that three of four teams divided
their workspace into two separate parts: the sofa, the sitting cubes and the
beanbags were used to create a comfortable looking sitting area arranged in
the form of a circle at the window side. The mobile standing table was
standing at the opposite end of the teams space; and was facing the open
side to the sharing space in one team. Thus the table itself created the
natural boundary to the open space. Mobile whiteboards were used as well
to separate the team space on two sides from other teams. In contrast to
the design thinking beginners teams the design thinking expert teams used
individual artefacts to decorate their team space. These items fall into two
categories: individual decorating items (e.g. plants and a carpet) and items
intentionally brought in by team members related to their innovation
challenge (e.g. posters, a dummy and two artificial limbs for a health care
project on lower limb loss). During the process they added first low-
resolution prototypes built by the team themselves.
The sofas were also not used as places to sit neither for teamwork nor
for relaxation. They turned into the storage space for personal belongings
(e.g. coats and bags). Compared to the spatial settings of the design thinking
beginners teams their spaces looked more messy because they were filled
with more objects.
WEINBERG, NICOLAI, HSAM, PANAYOTOVA & KLOOKER
916
Figure 4 Using the Team Space: Design Thinking Experts Team (Ideation)
During their teamwork sessions the teams switched frequently between
two or more spatial settings (see Figure 4 and Figure 5). Working on analysis
and synthesis was quite done at the high table while sitting on high chairs or
standing in front of the whiteboard. Brainstorming and ideation was most
often done either sitting or standing in front of one or two whiteboards. For
team reflection the teams preferred to use the circular sitting area. The
sitting area was also used for individual project work. The set-up of the
workspace was constantly changing throughout their work process. The
teams changed their working position every 10 40 minutes.
The Impact of Space on Innovation Teams
917
Figure 5 Using the Team Space: Design Thinking Experts Team (Team Reflection)
Interpretation
Our pilot study has shown that innovation experts, moderators and
facilitators of innovation teams are considering the spatial setting as an
important success factor of innovation processes. Despite the fact that they
were able to identify and describe the qualities of some promoting and
some hindering factors of spatial settings, even these experienced people
had difficulties to address the influence of space on team wellbeing and
performance on a meta-level. By using non-participatory observations we
were able to identify and compare work modes of innovation teams in a
given architectural setting; thus we could control the influence of
architecture and were able to observe the usage of the two remaining
categories: furniture and resources.
Spatial Settings Supporting Innovation Teamwork
That nature fosters wellbeing and creativity is nothing new (Flade 2010,
p. 197), nor the assumption that humans are more creative while being
outside of their usual environment (Flueglistaller 2005). Writable surfaces
WEINBERG, NICOLAI, HSAM, PANAYOTOVA & KLOOKER
918
and flexible furniture are also already used in practice (Doorley & Witthoft
2012, p. 76).
It was surprising that a general ambience appearing as rather styled
through than self-made was evaluated as the most hindering spatial
factor out of 48 factors, regarding a space for creative teamwork. According
to the outcome of the pilot study, additional to the self-made atmosphere,
the ideal creative work space should not be already marked by means of
colours and firmly installed accessories. The results evoke the association of
a studio or new apartment that has to be filled with life by the inhabitants
over time.
As entry into the new work mode, standing tables and high chairs appear
to be suitable. They lead to more activity and mobility and are easy to
combine with a mobile whiteboard. The shift from a horizontal to a vertical
working surface, evidently are further spatial adjustments that are easy to
adapt to. Employees of companies appear to be conditioned in a more static
work mode. The beginners of design thinking have shown in the workshop
that these changes from their work routine are easy to adopt.
Adapting Spatial Settings for the Innovation Process of
Teams
It appears as if workshop participants and team members first have to
learn to make use of the space as help for their work. Spatial possibilities
only become conscious through new experiences. On the one hand, setting
up the team space is crucial. On the other hand, the experience of
transforming and adapting the work environment according to the
requirements of different phases in the innovation process (analysis vs.
ideation and solution building) turned out to be equally important.
Especially the possibility to work without a table and sit on the floor, as
well as the intuitive switch between relaxed and slow versus concentrated
and fast modes of working, seem to be rather unusual to less experienced
workshop participants. Among design thinking experts it is more popular.
Experienced teams individually decorate their workspace with artefacts,
posters, and pictures. They surround themselves with (important) work
results and constantly change their space throughout their work process.
The visibility of selected works on surrounding walls seems to be beneficial
for further developing their project as shown by the advanced design
thinkers. The constant change of the working mode of experienced teams
between different parts of their team spaces is striking. Different settings
were used for phases of verbal communication compared to those of
The Impact of Space on Innovation Teams
919
ideation and building prototypes. The switch from focused teamwork in
front of a whiteboard to more reflective work when sitting in a circle seems
to be helpful for many experienced teams.
Even experienced teams had difficulties to adapt spatial settings to the
appropriate phase in their work process. Here, further research and
practical experience is needed. Coaches could also facilitate and support the
initial setup and the adaptations of the spatial factors of their teams (the
aspect of appropriate use and design of spatial factors as support).
Additionally the use of different settings for beginners vs. experienced
innovation teams needs further elaboration.
Discussion and Conclusions
Based on the model of cultural layers developed by Edgar Schein,
common material artefacts influence the behaviour and mind-set within a
culture (Schein, 1985). Hence, the provided furniture will affect the ability of
innovation teams to use and adapt their work space according to their
specific team requirements of wellbeing and performance. The use of
lightweight, modular or mobile furniture seems to be easily implementable.
However, a greater variety of such furniture is missing on the current
market.
Furthermore, if the atmosphere of the innovation space is perceived as
important and the design expression of dont touch too perfectly
designed hinders the interaction of innovation teams with the space, it
becomes clear that the spatial settings of innovation labs have to be
rethought and redesigned.
Although the findings of the current study have been limited due to the
small sample size as pilot study, different aspects to be considered for
further research were identified.
The study focused on the mobile furniture developed and used at one
specific location. It would be worth considering other spatial settings and to
develop and test different lightweight, modular and flexible pieces of
furniture to compare their impact on team wellbeing and performance. In
particular the spatial elements of lightning, sound and noise have not been
investigated in this study and need further exploration to test their effects
on teamwork, team wellbeing and performance.
Additionally this study has only focused on innovation team spaces for
design thinking. Unfortunately not all companies can provide the resources
and spatial set ups as are found in innovation labs. The impact of other
WEINBERG, NICOLAI, HSAM, PANAYOTOVA & KLOOKER
920
spatial configurations at innovation labs (e.g. workshops for prototyping,
sharing spaces for presentations, design review and feedback sessions,
lounges spaces for communication and interactions) has to be further
investigated as well. Furthermore, the influence of the architectural setting
on team wellbeing and performance can be addressed in future studies.
Another important aspect to consider is the configuration of individual
creative workplaces and team workspaces and the relationship between
both. The change between different, physically active and team-oriented
working phases and quiet individual-oriented, work phases and work
positions seems to be a natural human need. This can be related back to the
observations made by the facilitators as well as by the workshop
observations. After decades of concentrating on optimization of seating
position in front of a desk (Stegmeier 2008), it could be time to support the
natural switch between body positions through offering different options in
workspaces. Different possibilities concerning the design and creativity of
work belong to main characteristics of good work(Schrder, 2010 p. 264).
Therefore, new workspaces with more design options that foster creativity
could lead to more satisfaction at work. This has to be investigated further.
This rather descriptive pilot study was able to identify different patterns
of designing and adapting creative work environments for innovation teams.
A German study on the transformation of office work identifies that in the
year 2025 the spatial design of office and knowledge work will be largely
self-organized (Spath, et al 2012). Due to this study there will be an
increasing need for the development of design competences such as the
selection and creation of physical workspace. Considering the use of design
thinking as an approach for innovation processes, further research is needed
that provide insights about the appropriation of spatial situations for certain
phases in the innovation process. Thus, research questions to be addressed
in the future are: how to measure the influence of the spatial setting on
team wellbeing from an internal perspective of the individual team
members and how to measure the influence of the spatial setting on
performance in order to define requirements for effective and creative
teamwork as well as innovative outcomes.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in the conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Discovering the Real Needs of the Client
possibilities of grounded theory in design
processes
Sylke LTZENKIRCHEN
*
University of Wuppertal, Germany
As service providers for SMEs, designers usually have to adapt to various
needs when working in cooperation with different clients. However, these
needs and requirements are often not transparent and cannot be determined
in a structured way. In this investigation, data is collected through narrative
interviews, which often reveal information the interviewees themselves are
unaware of. Furthermore, grounded theory will be discussed as a possible
basis for a profound, empirical research method that is also applicable to the
field of design. The present contribution analyzes the fields of motivation for
change, communication structure and project management. On the basis
of these three fields, various forms of cooperation among designers and
clients will be described and compared. Research questions considered are:
What kind of designer best fits the requirements of a company? Do
entrepreneurs need a visionary leader or a structured realist for their tasks?
Do designers need the leadership qualities of a team player or rather of a
steersman? Do companies need designers to act as psychologists or
educators? A concluding overview/summary will describe different
characteristics of designer skills in relation to job requirements all excerpted
from the empirical field study.
Keywords: Collaboration of designers and entrepreneurs; narrative
interviews; grounded theory
*
Corresponding author: Sylke Ltzenkirchen | mail@sylkeluetzenkirchen.de
Discovering the Real Needs of the Client possibilities of grounded theory
in design processes
925
Introduction
When designers and entrepreneurs especially CEOs or Managing
Directors of SMEs work together, there are often disruptions in their
collaboration process. They may well have different targets and needs, and
sometimes it seems they just don't fit together. Furthermore, entrepreneurs
of small companies are often skeptical about finding a suitable associate for
their tasks, while on the other hand designers are not informed about the
specific needs of the client on which they will have to focus in the design
management process. The present field study focuses on the collaborative
interface between designers and entrepreneurs (or companies). The main
questions here are:
How do designers and entrepreneurs work together?
What are their essential requirements?
When is the cooperation successful?
Collaboration in design processes an investigation
of disruption
Research on the collaboration process in entrepreneurship is a recent
phenomenon. Indeed, scholarly research on entrepreneurship was only a
generation ago virtually non-existent (Audretsch, 2012). Recently, however,
entrepreneurship has emerged as one of the most dynamic, vital and
relevant fields in management (Wiklund, Davidson, Audretsch and Karlsson
(2011)). Audretsch emphasizes its multiplicity and breadth when he sees the
current focus of entrepreneurship as more on the characteristics of the
individuals and organisations that exhibit entrepreneurial behavior []
Entrepreneurship is anything but unified and singular. On the contrary, it is
heterogeneous and differentiated [] in a rapidly emerging field that is rich
and dynamic, and appeals to theory, practice and policy (Audretsch, 2012).
But what of the collaboration process itself, when two entrepreneurs
the designer on one hand and the CEO of an SME on the other are working
together? Some commentators suggest the field is fraught with
misunderstanding. Here are two insights from Brigitte Wolf (Professor of
Design Theory, Industrial Design, University of Wuppertal):
The existing communication problems have something mystic and are
bewailed by many designers but also by SMEs (Wolf, 2008, p. 48). This may
be because designers, as service providers for SMEs, generally have to adapt
both their aims and their working methods to the diverse needs of their
SYLKE LTZENKIRCHEN
926
various clients. But these needs and requirements are often not transparent
and cannot be determined in a structured way. Understanding the thoughts
and activities of SME leaders is the key to all further collaboration (Wolf,
2008, p. 48).
The field study presented here was launched in order to learn more
about the relations and interactions between designers and entrepreneurs,
and to investigate the role of design as a key element in the innovation
process especially in SMEs. In addition to the 10 (measurement) design
framework categories developed by Thomas Lockwood, there may be some
further, as yet unidentified issues worth pinpointing (Lockwood, 2007). The
study aims, therefore, to provide a full description of the interface between
designer and entrepreneur. According to Audretsch (2012): The methodo-
logy involving the behavioral approach to entrepreneurship typically does
not involve large-scale comprehensive data sets [] rather, the experiment-
tal methodology offers a viable way to identify (observe) and analyze
entrepreneurial behavior. Reflecting Audretsch, an open instrument
consisting of a qualitative empirical field study was chosen. Designers and
SME entrepreneurs were interviewed with a view to gaining information
about their collaboration processes and the value of successful design
projects. Key questions here are: what specific designer skills do SMEs
consider important; and what skills are rated highly by designers? The aim
was to determine and examine different points of view, new approaches,
and empirical findings that describe highly valued design abilities i.e.
abilities that give rise to successful cooperation between designers and
SMEs (or their CEOs) and generate high added value.
Narrative interviews and Grounded Theory how
to improve a theoretical construct from inductive
data
Aim of research
Individuals are only limited informants about their subjective points of
view. When interviewing people, aspects and details hidden from the
interviewee cannot be discovered by a simple request for information. An
open instrument like a qualitative social research field study is a more
appropriate instrument for revealing such hidden aspects not least
because of the lack of necessary knowledge to serve as a guideline.
Discovering the Real Needs of the Client possibilities of grounded theory
in design processes
927
This study therefore uses narrative interviews for investigation. These
allow a full description of the interface between designer and entrepreneur,
and shed light on the way in which SMEs and designers (subjectively)
experience and evaluate new and hidden things about their cooperation.
The questions considered are:
How do entrepreneurs and designers work together?
What are their specific goals and expectations from the
collaboration?
What are the main potentials and problems of cooperation?
What are the potential conflict and/or risk situations, and how do
they relate to the gain of the teamwork/collaboration?
What are the decisive criteria for successful and satisfying work?
For the analytical phase, this research study used an open instrument,
which was able to develop a theory and description of needs and
expectations step by step from the data. Grounded theory fulfills this
requirement in to a high degree. It enables discovery from data i.e.
reveals information hidden in the data. It takes account of comparisons and
provides an open process throughout the investigation.
The methods of narrative interview and grounded theory were both
initially developed by the Chicago School (Alfred Schtz, Barney Glaser and
Anselm Strauss) in the early 20th century, and focused on symbolic
interactionism and phenomenology (Bohnsack, (2003), p. 91; Apitzsch &
Inowlocki (2000) pp. 53, 58). In general, grounded theory with the general
mechanism of theoretical coding, comparative analysis, and theoretical
sampling (Strauss, Corbin, (1996) p. 163) is not the way to analyze
narrative interviews, but even Flick named theoretical coding as a possible
method for this purpose, as it can access a subjective point of view (Flick
2011, p. 550). The present investigation has brought narrative interviews
and grounded theory together as a time-effective toolkit derived from
qualitative empirical social research for discovering hidden things.
This relates to the working hypothesis: We assume that a careful analysis
and description of the needs and expectations, as well as the characteristic
performances and reactions of both designers and entrepreneurs may open
up new ways to bridge the gap between their partly incompatible demands.
SYLKE LTZENKIRCHEN
928
Sample Study: Faces of Cooperation designers and
entrepreneurs
Designers (with management tasks) and SME entrepreneurs (including
managing directors and heads of marketing) were interviewed with a view
to gaining information about their collaboration processes and the value of
successful design projects. The designer and entrepreneur spoke in
individual narrative interviews about a specific design project chosen by the
interviewer before the interview started. Selection criteria for the sample
were that it should be as representative as possible and cover all relevant
aspects. In order to achieve this, an initial pilot sample was taken and the
results analyzed and used to develop a wider range of variations. The
theoretical sample, unknown in its overall dimensions at the beginning, was
developed step by step in separate interviews.
Figure 1 The iterative Grounded Theory Method research process (adapted from
Haller, 2000, p. 14).
Data was collected through narrative interviews (following Schtze),
which fulfil the requirements of an open instrument to a high degree. A
narrative interview should have three parts:
open narrative with stimulus (narrating stimulus) from interviewer
but without additional questions; narrator closes the narration by
Discovering the Real Needs of the Client possibilities of grounded theory
in design processes
929
him/herself; pauses (and conclusion) should not be filled/prompted
by interviewer;
narrative with immanent probing questions (in-depth interview
technique supported by notes and note-taking);
narrative prompted by generic guideline questions (for completion).
So far 6 entrepreneur interviews and 6 designer interviews have been
evaluated. Interviews were electronically recorded and subsequently
transcribed so that the material gathered could undergo a detailed analysis.
Narrative interviews what can they accomplish?
The aim of narrative interviews as investigative method
This investigation makes use of the possibility of narrative interviews
which often reveal information the interviewees themselves are unaware of.
Thiis due to the immediacy of the narrative situation that draws the
interviewee into its own logic where one detail prompts the disclosure of
another. By being put on the spot, interviewees are prompted to describe
the whole of a particular process. It has recently been demonstrated that
even managers who are specialists in communication will disclose hidden
things in narrative interviews (Holtgrewe & Taffertshofer (2009) p. 60).
Function of narrative interviews as investigative method
The disclosure of hidden things is achieved through so-called
enmeshments or entanglements and by maneuvering the interviewee into a
tight spot (Flick (2011), Helfferich (2011), Ksters (2009)). The technique has
three strands, each of which generates a different type of compulsion to talk
(Kallmeyer & Schtze (1977) p. 162, 168):
compulsive detail the interviewee focuses on the historical
sequence of events being described and their connections; this
creates pressure to go into enough detail to make the story
intelligible and credible.
compulsive form the interviewee strives to round off the cognitive
structures of the narrative and create closure from other stories.
compulsive compression the interviewee is confronted with a
mass of detail that must be edited and compressed by constant
evaluation and omission on the basis of greater or less relevance.
SYLKE LTZENKIRCHEN
930
During the interview it is necessary to take the interview partner by
surprise, so that they tell their story spontaneously. They are told about the
process but not about its specific aim, and they are allowed to choose the
development of the narration themselves. Interviewees should be active
project partners from the pilot project. They will then click into their earlier
story and revitalize its structures and details. It is important that they
narrate the processes they are describing as timelines or content
connections to make the story easier and more coherent. The process
begins with a carefully prepared trigger question that stimulates a process
of narration. The question should be the same in all interviews and should
contain (or at least be connected with) the invitation tell.
In the study described here the trigger question was, for the designer:
Tell me how you came to work together with your client, how you got to
know him/her and how the cooperation went. For the entrepreneur the
question was simply the other way round: How you came to work together
with your designer, etc.
This allows the interviewee to freely select the structure, figures and
values of the narrative without having to follow a set of questions or
instructions. The story can stray into contexts unexplored by either
interviewer or interviewee, or which the interviewee would not otherwise
be prepared to embark on (Schtze (1976), p. 222). Thus it regularly reveals
new information. The interview form requires patience and tolerance from
the interviewer, as well as openness to new areas of knowledge (Kttig &
Vlzke (2004)).
Grounded theory what can be discovered by
analyzing interview data?
Why use grounded theory?
Purely quantitative procedures cannot adequately grasp complex social
realities. Moreover, they can only formulate what established theory and
the hypotheses derived from it allow. But the development of new theories
is just as important as the demonstration of established ones: indeed, on
them frequently depends the accessibility of the new (Mey & Mruck
(2011) pp. 11, 33). Grounded theory techniques are eminently suited to this
task. Grounded theory is not so much concerned with the demonstration of
any established theory but with the discovery of theory from the data
(Glaser & Strauss 1967 p. 1; see also Mey et al. (2011) p. 14). Its object is not
Discovering the Real Needs of the Client possibilities of grounded theory
in design processes
931
that data should fit the theory, but that the theory should fit the data
(Glaser et al. (1967) p. 261; see also Mey et al. (2011) p. 16). Grounded
theory is a method of reflecting on social reality and awakening to life the
theory that lies dormant in the data. What it offers is a set of useful
procedures, not of rigid instructions.
Grounded theory does what it says: it develops step by step a theory
that is grounded in the data. As a scientifically established method it can
address any type of data interviews, field observations, documents, or
statistics and it has in fact become one of the commonest qualitative
research strategies not only in sociology, pedagogics and psychology but
also more recently in health studies and in management action research
(Strauss, A., Corbin, J. (1996); see also Mey et al. (2011) p. 11; Titscher,
Meyer, Wodak & Vetter (2000) p. 74).
Grounded theory is, therefore, particularly appropriate to situations in
which specific guidelines for action, and recommendations for change, are
called for. Practical disciplines like training, healthcare (at all levels),
marketing etc., and indeed any discipline that transcends the purely
descriptive, can benefit from a methodology that takes the perspective of
the participant as its starting point and arrives at a theory that fits, is
relevant and works... (Glaser, in Mey et al. (2011) p. 56). For when it comes
to introducing change and stimulating decisions, a theory is stronger than a
description. And many professionals are in this position: they must change
the realities with which they are confronted, and must do so with the
confidence that they have a solid theory behind them.
What does grounded theory mean?
Grounded theory is a method of developing relevant and effective
concepts from data (Glaser, in Mey et al. (2011) p. 66) by means of
systematic observation and analysis (Strauss, et al. (1996) p. 8). Derived
inductively from the observed phenomena, it is firmly anchored in reality.
At the beginning [of the process] stands the area under investigation. What
is relevant here will only become apparent in the course of the research
process (Strauss et al. (1996) p. 7): The systematic development of concepts
leads to the systematic development of theory. Strauss and Corbin
comment:
The development of a grounded theory seeks to capture as much as
possible of the complexity and dynamics of the real world. We know,
however, that this attempt can never be entirely successful. []
SYLKE LTZENKIRCHEN
932
Grounded theory is not concerned with counting frequencies, even
when we are looking to prove our theory. The perception and
specification of similarities and differences within and between
categories is, on the other hand, of the utmost importance. This is the
core of grounded theory. (Strauss et al. (1996) p. 89)
The perception and naming of phenomena leads to the perception and
naming first of categories, then of core categories, and from there to the
theory that explains them. This is a step by step process: Data are indicators
for a concept that is at first provisional, but gradually emerges with more
certainty from the data (Strauss (1991) p. 54). The constant to and for
between inductive hypothesis and deductive checking ensures the
grounding of these various steps, right up to the construction of a theory, in
phenomenal reality.
The computer program MAXQDA (Verbi Software, 2014) provides useful
technical backup for the gradual development of codes and categories. A
wide spectrum of encoding functions facilitates the analysis and assimilation
of extensive (even heterogeneous) material like interviews, films, images
etc.
As one does not know in advance what theoretical codes and categories
will emerge from the process of observation and analysis, this remains
open-ended (Glaser in Mey et al. (2011) p. 66-67), but at the same time not
entirely controllable. A key characteristic of this method is that assumptions
and premises, whether prior to or developed during the research process,
must be broken indeed it is this breaking that (as in all intellectual activity)
constitutes the threshold from one step of the inquiry to the next. At the
end of this iterative process, composed of inductive development and
deductive demonstration, stands a theory rooted in because derived
immediately from the data: in other words a grounded theory.
How does this work?
In the project reported here, entitled Faces of Cooperation Designer
and Entrepreneurs, the data was gathered in successive instances of
sampling. The sample, that is to say, was not known in its entirety from the
beginning: it arose out of and during the investigative process. In this way it
was ensured that the most relevant aspects had been uncovered. The
sequence of the interviews would not produce any different results. Hence
it was important to start the analysis and evaluation, the composition of
memos and formulation of hypotheses, directly after the first interview. This
Discovering the Real Needs of the Client possibilities of grounded theory
in design processes
933
formed the basis for the selection of the next interview. The data
transcribed from the theoretical sampling process was then encoded via the
MAXQDA program. Individual data-incidents were bundled and designated
with an appropriate concept (the code). These codes were then singled out
on the basis of their recurrence or non-recurrence in the body of data-
incidents, or of their ability to generically incorporate other codes (in vivo
code), and similarly bundled to generate categories. In the case of in vivo
codes, the generic code would provide the name for the category; in other
cases an appropriate category name would be supplied from the range of
technical terms available in the discipline.
In the course of this theoretical sampling, the codes and categories
became increasingly compressed until in the end three core phenomena
appeared. Abstracted from the empirical field study, these generic
phenomena provided a level of theoretical explanation for the dense mass
of data. They describe different characteristics of designer skills in relation
to job requirements and hence different types of cooperation and
collaboration among designers and entrepreneurs in fields like motivation
for change, communication structures, and project management. They
answer questions like: What kind of designer best fits the requirements of a
company? Do entrepreneurs need a visionary leader or a structured realist
for their tasks? Do designers need the leadership qualities of a team player
or of a steersman? Do companies need designers to act as psychologists or
educators?
Results and Findings: Three main areas of disruption
addressed by the theory
The three main (generic) categories determined by the research project
were motivation for change, project management, and communication
structures.
Motivation for change
Questions in this field include: What type and dimension of change do
entrepreneurs want in relation to designers? Do they have the same
targets? Which targets are most common, and when do they match?
Findings range from the antipodes conservative/protective to visionary.
SYLKE LTZENKIRCHEN
934
Project management
Questions in this field include: Do designers need the leadership qualities
of a team player or rather of a steersman? What are the requirements of
different companies? Do designers have to fit into an existing team or must
they fight alone for their design project both in and outside the company?
Two dimensions are explored as antipodes: design integration and design
leadership.
Communication structures
Questions in this field include: How do entrepreneurs and designers
communicate with each other? Do companies need designers to act as
psychologists or educators? What specific skills could be important for
different kinds of entrepreneur? Findings range from the antipodes
psychology to design education.
Dimensions of collaboration
Figure 2 Dimensions of collaboration derived from narrative interviews via
grounded theory.
Discovering the Real Needs of the Client possibilities of grounded theory
in design processes
935
Motivation for change
Motivation for change varies from the conservative or protective to the
visionary.
Motivation for change
Figure 3 Motivation for change between the antipodes visionary or protective.
Entrepreneurial perspective
Fundamental or visionary change requires a powerful decision maker
and a strong will to see it through. A design esthetic may either be a
personal value of the decision maker or provide a competitive advantage for
the enterprise. Design should in any case be calculated to stimulate market
interest. CEOs of large companies with complex structures are often
defensive or protective. Their wide responsibilities tend to restrict their
decision-making, and they as a rule prefer smooth and painless change
processes. Their company will often have an established classical and
SYLKE LTZENKIRCHEN
936
timeless design tradition. Design in this context is generally understood as
optimization of existing forms rather than as radically innovative.
Designer perspective
Visionary designers have an innate drive to create radical change.
Motivated by exploration and adventure, they are realistic about the time
needed to put their vision into practice, and they possess the endurance
necessary for this task. Their designs break conventional boundaries, but
their rhetorical skill and (later) reputation enable them to convince others
through both presentation and verbal argument. Conservative designers are
easy to integrate into a team, and their approach to design is also
conservative. Thus they will work willingly within existing corporate design
structures and resources. Their first step will be to observe and analyze
those structures, which they will then often seek to reorganize and
renovate. They are good at problem solving and may often seem playful and
secretive or conspiratorial.
In general, if both designer and entrepreneur belong to the same
antipode, their cooperation could be more successful. The described way of
careful analysis and description of the needs and expectations, as well as the
characteristic performances and reactions of both designers and
entrepreneurs, may open up new ways to bridge the gap between their
partly incompatible demands.
Project management
The field of project management varies between the dimensions of
design integration, design management within established structures, and
design leadership in which the designer assumes wider responsibility.
Discovering the Real Needs of the Client possibilities of grounded theory
in design processes
937
Project management
Figure 4 Project management between the antipodes design integration and
design leadership.
Entrepreneurial perspective
If a company has a clear brand image, management will often be
interested in updating existing design. Clear goals will be agreed and targets
defined; project leadership and responsibility will be allocated within the
company; the designer will be treated as a team member and subjected to
fairly strict control. Every effort will be made to exclude unforeseen risks.
Entrepreneurs will generally need a designer as project leader/manager
if they have no design competence themselves or in their company. They
will themselves be the direct contact partner for the designer. The design
goal will only be roughly outlined, as they will not be able to formulate it
more clearly. As they can invest little time in the project, and are looking for
SYLKE LTZENKIRCHEN
938
a smooth-running operation, they will want to be guided. They trust in the
value of cooperation and in the success of the designer-led project.
Designer perspective
Design integration demands a thorough grasp of existing design
parameters and of internal corporate processes. The designer will
coordinate the design project, but overall responsibility will generally be
taken by another company employee. The designer will be expected to
conform to established design parameters and to concentrate on the
specifics of the project in hand. He/she must be able to explain and advise,
and to coordinate the project with a wide range of partners in the company.
This calls for tact and good judgment of colleagues.
Design leadership entails project management and associated
responsibility. It entails providing the impulse for design innovation and the
plan for the design process, and communicating these to project partners
and company management as required. Again the designer must be able to
explain and advise, and to agree the project with the CEO/entrepreneur,
with whom he/she constitutes a team. In this setup the designer is
constantly in touch with the CEO, and will have her/his own network of
cooperation partners.
Discovering the Real Needs of the Client possibilities of grounded theory
in design processes
939
Communication structures
The art of communicating varies between the dimensions of psychology
(or empathic communication) and design education (didactic
communication).
Communication structures
Figure 5: Communication structures between the antipodes psychology, design
education.
Entrepreneurial perspective
Companies with little experience with design or commissioning of design
usually need high empathy to establish real requirements. The design task is
not clearly defined so the designer has a lot of scope. Relations remain
friendly with few conflict situations. CEO/entrepreneur shares/accepts
designers professional perspective. A didactic approach will be accepted by
CEO/entrepreneurs who have high level design awareness and experience
when they see the designer as a key player for corporate success. Design
SYLKE LTZENKIRCHEN
940
guarantees competitive edge. Few examples of didactic communication
occurred in the current sample.
Designer perspective
Empathic communication competencies are useful for designers who
work largely independently but must dovetail into existing design and
corporate structures (teams, cooperation partners etc.). The designer must
ascertain the values, sensitivities, and real as well as expressed
requirements of the company and its teams etc. Frequent use of
visualization and prototyping for communication.
A didactic approach will be used to assert the designers professional
perspective and achieve change. High critical competence, conflict potential,
personal vanity and rhetorical competence. Design quality never viewed as
consensual. Designers work processes will generally be autonomous and
distinct from (other) corporate processes and structures.
Discussion/Conclusion
The research study outlines the requirements of the designer and
entrepreneur (or CEO) as cooperation partners in the three areas of
communication, design management, and motivation for change.
In each of these areas it reveals two starkly opposed attitudes like
antipodes. If both designers and entrepreneurs belong to the same
antipode, their cooperation could be more successful. The cooperation will
turn out to be much more complicated if designers and entrepreneurs
belong to opposite/ crossing antipodes. Lack of awareness of these
diametrical oppositions may lead to misunderstanding and unfulfilled
expectations. The present study is therefore important in order to improve
the relation between designers and entrepreneurs. Whether it can generate
a concrete catalogue of needs and expectations for the two cooperating
partners is another question. If we are able to get more awareness and
describe skills more detailed the cooperation could be easier. Thus, a careful
analysis and description of the needs and expectations, as well as the
characteristic performances and reactions of both designers and
entrepreneurs, may open up new ways to bridge the gap between their
partly incompatible demands.
Further questions concern the relevance of these findings for designer
education, and their extension through further theoretical sampling to other
disputable aspects of cooperation. Design research could also benefit from
Discovering the Real Needs of the Client possibilities of grounded theory
in design processes
941
the application and analysis of narrative interviews in combination with
grounded theory to other observation, survey and development processes
in design.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
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Process, Problem and Theory in the Design
Discourse of Brazilian Product Designers
Jlio Carlos de Souza VAN DER LINDEN
*
and Gabriela DALLAGNOL
Federal University of Rio Grande do Sul (UFRGS)
We present an analysis of the design discourse of Brazilian product designers
aiming to contribute to the question: 'how do designers work?'. Our start
point is the gap between academic design methods and methods used in
practice. We interviewed eighteen product designers in Rio Grande do Sul
(Brazil) using an in-depth interview protocol that comprising different
aspects: professional life, influences, theoretical approach, barriers and
difficulties, perceived challenges, vision of design, and design process. Those
designers work in different contexts (design studio, external designer,
freelancer designer, internal designer, own store), have different levels of
expertise (experienced, intermediate, novice) and have different academic
background (Architecture, Arts, Product Design).
Results we present refer to: Design Process (how they describe and model
their design process), Problem Definition (how they frame the design
problem) and Design Theory (which theory supports their practices). We
found different approaches for design processes and problem definition, and
we observe that none of them adopts an explicit theoretical approach. We
believe that the wide field of idiosyncrasies among professional designers is a
consequence of the lack of a consistent and shared theoretical background
among Brazilian design schools. Certainly it affects how Brazilian society and
companies perceive Design as a profession.
Keywords: Design Process; Problem Definition; Design Theory; Design
Discourse
*
Corresponding author: Jlio Carlos de Souza van der Linden | julio.linden@ufrgs.br
VAN DER LINDEN & DALLAGNOL
944
Introduction
Our start point is a commonly recognized problem: the gap between
academic design methods and methods used in practice. Bonsiepe (1978)
and McCormack (2006), in different decades, pointed that what is taught in
undergraduate courses sometimes is far from what designers need to work.
Studies about how designers think and work (Jones & Thornley, 1963; Jones,
1976; Lawson, 1980; Christiaans, 1992; Dorst & Dijkhuis, 1995; Cross,
Christiaans & Dorst, 1996; Lloyd & Snelders, 2003; Perks et al., 2005; Cross,
2007; Christiaans & Almendra, 2010) have increased available knowledge
about designerly ways of knowing and doing. For example, Christiaans
and Almendra (2010) suggested that designers may adopt different
strategies: problem-driven (problem descriptions by means of abstract
relations and concepts); solution-driven (one or more possible solutions are
the drivers); and integration-driven (problem and solution co-evolution).
Perks et al. (2005) proposed a taxonomy of design role in new product
developments: Design as Functional Specialism; Design as Part of
Multifunctional Team; and Design as NPD Process Leader. These works
offers useful tools to analyse designers practices.
On the other hand, despite a great effort that researchers have
developed during decades, there is not yet a General Theory of Design and
probably it will never exist. Between an academic theory, specific or
general, and a personal or idiosyncratic theory, there exists a wide field of
possibilities. Knowing how practitioners theorise about themselves is a rich
source for design theory. In the 1950s, American industrial designer Henry
Dreyfuss authored a book in which he described his experiences (Dreyfuss,
2003). Recently, Conran and Fraser (2004) interviewed around a hundred
designers asking them about influences, challenges and some other aspects
of professional life; and McCormack (2006) stressed the difficulties he
experienced to deal with professional world.
Our focus is on design discourses in Brazil, a country where product
design practice and design education are recent, dating from the 1950s and
1960s when governmental policies led to industrialization. As in that time in
Europe the Design Methods Movement was happening, since its beginning
Brazilian design education was affected for ideas concerning methodological
issues. The main source for this was the Hochschule fr Gestaltung Ulm (HfG
Ulm), German design school that had a major influence on the first Brazilian
design school conception. Max Bill and Tomas Maldonado, both working at
HfG Ulm, contributed to the debate regarding design education in Brazil in
the 1950s and 1960s (Niemeyer, 1998).
Process, Problem and Theory in the Design Discourse of Brazilian Product Designers
945
As a consequence of the cultural scenario in the 1970s, first Brazilian
design theorists presented noticeable influence of European authors. In
1980, Austrian-American designer Victor Papanek visited design schools in
Rio de Janeiro and disseminated ideas about ecology. In the 1980s, books
authored by German design theorists Gui Bonsiepe and Bernd Lbach,
Bristish design methodologist John Christopher Jones, and Italian designer
Bruno Munari, started to be known in Brazil by means of Gustavo Gili, a
Spanish publishing. In that decade Gui Bonsiepe developed an important
role in Brazil as an invited consultant and teacher, working for CNPq (federal
agency for supporting R&D) and since then some of his books have been
used as textbooks in Brazilian design schools. In late 1990s, when industrial
environment changed and product design became an important activity,
books authored by Bernard Brdek (German design theorist), Bernd Lbach
and Mike Baxter (British design researcher) were translated into Portuguese
and were adopted as major references in design methodology.
After a fifty-year evolution, in our vision, design education and design
practices in Brazil are still distant and sometimes unrelated fields. Brazilian
design schools tend to adopt old-fashioned theories and to be more
oriented to design skills than to integrative competences. We believe that it
affects the way how design and designers are perceived by managers,
engineers and some other stakeholders in the product development
process.
Anyway, it is possible to talk about history of design education in Brazil,
and it could be expected that professional designers from a region should
share the same theoretical background, following a mainstream approach.
Based on this hypothesis, we present an analysis of the design discourse of a
sample of product designers that work in Rio Grande do Sul (Brazil).
Method
We selected experienced designers, not considering their academic
background, and designers who have an undergraduate degree in product
design. Our sample comprises eighteen designers: seven of them are
experienced designers (working for more than 15 years at local market);
seven have less than five years as professional designers; and four in an
intermediate group. They act as product designers in different ways: in a
design studio, in a company as an external designer, in a company as an
internal designer, as a freelancer or in his/her own store. We define acting in
VAN DER LINDEN & DALLAGNOL
946
a Design Studio differently of working as an External Design considering the
higher involvement with industrial processes in the second case.
Table 1 Subjects' academic background and experience as designer.
*(year) informs when he/she started working as product designer for whom
that do not have a Product Design academic background.
Subjects Academic
background
Year of
graduation*
Experience as designer
DES_1 Arts 2004 (1989) External designer and internal designer
DES_2 Prod.Design 1990 Design studio and own store
DES_3 Prod.Design 1990 Design studio and external designer
DES_4 Prod.Design 1992 Design studio and external designer
DES_5 Architecture 1984 (1993) Design studio and external designer
DES_6 Architecture 1969 (1996) External designer
DES_7 Architecture 1983 (1996) Own store
DES_8 Prod.Design 2005 Internal designer
DES_9 Prod.Design 2005 Design studio and internal designer
DES_10 Prod.Design 2006 Design studio and internal designer
DES_11 Prod.Design 2007 Internal designer
DES_12 Prod.Design 2009 Internal designer and design studio
DES_13 Prod.Design 2009 External designer
DES_14 Prod.Design 2009 Design studio
DES_15 Prod.Design 2010 Internal designer
DES_16 Prod.Design 2011 Design studio
DES_17 Prod.Design 2012 Freelancer designer
DES_18 Prod.Design 2012 Design studio and external designer
We developed an in-depth interview protocol comprising different
aspects: early professional life, influences, theoretical approach, barriers
and difficulties, perceived challenges, vision of design, and design process.
In-depth interviews were recorded by digital video, and the designers were
encouraged to use paper and pencils or pens to draw while he/she was
answering. The question 'How do you work?' was done after some others
that deal with career and self-evaluation. In some cases, when the designer
did not understand that the focus was his/her methodological approach, the
question was complemented: 'How is your work process? How would you
summarize your approach to design?'. Data we collected were analyzed by
means of qualitative Content Analysis, according to Bauer and Gaskell
(2000) and Gibs (2007).
Process, Problem and Theory in the Design Discourse of Brazilian Product Designers
947
3. Design processes they described
Experienced designers
These designers present different academic backgrounds (one has a
degree in Arts, three are Architects, and three have a degree in Product
Design) and work in different contexts. DES_1 has worked for years both as
an internal designer and as an external designer, and recently he got a
Masters degree in Design. DES_2 has a long career that started as an
interior decorator and changed to a furniture designer and furniture store
owner. DES_3 started working for an event planner company during his
undergraduate course and after some years he has joined an architect to
create a design studio. DES_4 has worked mainly as an external design in his
own design studio (he also has a Masters degree in Design). DES_5 has a
long career as an external designer working for industrial and service
companies. Nowadays he acts in his design studio designing mainly
corporate furniture and shopping mall decoration. DES_6 started his career
as a product designer after some years working as an architect, when he
took the opportunity to work as external designer for a furniture company.
Nowadays he owns a major design and innovation studio. DES_7 worked
some years as an architect before changing her carrier to work as a furniture
designer and a furniture store owner.
DES_1 described his process as interactive and iterative product
development process. First activities involve problem understanding
together with client. After problem clarification, an exhaustive research is
undertaken to know all significant aspects about production, users,
competitors, sales, logistics, etc. Based on these data, first concepts are
developed to be presented to main internal stakeholders, starting an
intensive iterative and interactive evaluative and evolutionary process.
Concept design definition leads to embodiment stage: 3D models, mock-ups
and prototypes development in a quasi-linear process. Production and
launching stages complete his process. His process can be summarized as
follow: problem clarification, research, conceptualization and testing;
embodiment; production; and launching.
DES_2 described his design process as a creative process to respond to a
demand. Initially he performs formal and functional experiments by means
of first roughs and after he develops 3D models to explore adjustments and
tests. After this stage, prototypes are used to final formal adjustments and
to solve production's problems. A summary of his process could be:
VAN DER LINDEN & DALLAGNOL
948
demand; formal and functional experiments; modelling; prototyping; and
detailing.
DES_3 stated that he adopts a design process based on theory and
practice. It usually involves: briefing (to understand clients vision),
brainstorming (to define the initial concept), market research (to analyse
trends), 2D and 3D modelling (to explore alternatives), physical prototyping
(to test products) and detailing.
DES_4 described that he starts 'thinking beyond the brief', asking himself
about what could be done in order to exceed client's expectations. The next
step is to know the target group, considering formal and functional issues.
Based on research results, he is able to reframe the brief. This leads to a
concept, that defines marketing, advertising strategies and production
strategies development. After this, the concept is developed considering
aesthetic, functional and market aspects, in a interactive and iterative
process, until a final decision. After general conception, product parts are
detailed. His process can be summarized as follows: thinking beyond the
brief; target group research; brief reframing; conceptualization; strategies
development; and concept development.
DES_5 described a process that reflects his current activity and his
background as an Architect. His process starts in a preliminary meeting with
client, usually t in the place where the design will be implemented. The
research is based on searching for similar situations by means of internet
research and specialized books. He uses to return to the place for which was
commissioned the project to analyse local restrictions and verify client's
expectations. After this, he develops design concepts, initially by means of
hand drawing and as soon as possible by using 3D modelling software to
evaluate dimensions and arrangements. It finishes when he gets clients
approval. The last steps involve detailing the approved concept and
following production and implementation. A summary of his process could
be: knowing client needs; searching for references; checking restrictions and
expectations; conceptualizing; modelling; detailing; and production and
implementation.
DES_6 described his work as a three-stage design process. The first
stage, he considers the critical one, involves knowing companys
technological base and business strategy. Concept development is the
second stage, an interactive and iterative process that engages all the
internal stakeholders and involves product conception, embodiment and
detailing. The final stage, commercial stage, corresponds to pre-production,
launch and monitoring, following an iterative process in order to solve some
Process, Problem and Theory in the Design Discourse of Brazilian Product Designers
949
problems related to production and sales. He summarized his process as
follows: knowing the client; concept development; and commercial stage
DES_7 described a creative process, that always starts with an idea,
either when she is working for a client or not. She stated that the initial idea
leads to the final idea: her work involves idea's improvement in order to
reach the desired result and to make it a feasible. She explores concepts by
means of hand drawing and 3D modelling software, when she tries to get
formal solutions and to solve functional and production problems. She uses
to construct prototypes as early as possible to refine her concepts and to
develop new paths. Summarizing, his process is: idea; formal and functional
experiments; modelling; prototyping; and detailing
We found that only DES_2 and DES_7 adopt a common approach. The
remaining designers do not share an approach (Table 2).
Table 2 Experienced designers' design process.
Subjects Design process
DES_1 Problem clarification > Research > Conceptualization and testing >
Embodiment > Production > Launching
DES_2 Demand > Formal and functional experiments > Modelling >
Prototyping > Detailing
DES_3 Briefing > Brainstorming > Modelling > Prototyping > Detailing
DES_4 Thinking beyond the brief > Target group Research > Brief reframing >
Conceptualization > Strategies development >
Concept development
DES_5 Knowing client needs > Searching for references > Checking
restrictions and expectations > Conceptualizing > Modelling >
Detailing > Production and implementation
DES_6 Knowing the client > Concept development > Commercial stage
DES_7 Idea > Formal and functional experiments > Modelling > Prototyping >
Detailing
Intermediate level designers
These designers have the same background and work in similar contexts:
all of them have a product design degree and work for industrial companies.
DES_8 has worked for an industrial company since he was finishing his
undergraduate course, where he designs tools for painting, and nowadays
he is the designer-chief. DES_9 started her career working for a design
studio and since years she has worked for an industrial company, which
produces home utilities. DES_10 worked for a design studio for some years
before he started working for an industrial company, in the sector of home
VAN DER LINDEN & DALLAGNOL
950
utilities in plastic, as a member of the product development team. DES_11
has started her career as a product designer for an industrial company in the
sector of home utilities in plastic, where she was working at the time of the
interview.
DES_8 described a design process that follows a quasi-linear path: i initial
research (leads to a preliminary concept); ii. opportunity evaluation (board
of directors evaluates first concepts); iii. product project (starts by means of
a deeper research - users' needs, competing products' performance,
materials and processes - formal/functional conceptualization, cost
estimative and first prototype tests - activities developed closely with
marketing and engineering teams); iv. product evaluation (company's board
of directors evaluates the product proposal); v. production planning
(logistics and product engineering are involved in order to produce a pilot
batch); vi. pilot batch (company's board of directors evaluates results); vii.
launching (final processes are started and marketing team finishes launching
planning - design team follow this process). It is a tacit-shared process that
follows steps and uses well-defined techniques (Task Analysis, Usability
Tests, Mood Board, Brainstorming) that are applied in a flexible way, in
order to meet different products and contexts they work for.
DES_9s design process starts with research in order to get visual
references (by means of internet and magazines) and to analysis of
competitors. Results leads to the development of concepts by means of an
iterative process involving hand-drawing and 3D modelling. Technical
detailing, prototyping, corrections and adjustments, and engineering
validation comprise final stage of her design process. We summarized her
process as: i. research; ii. concept development; and iii. finalization.
DES_10 described his design process as a well-structured process: i.
opportunity exploration (by means of a Brainstorming involving trade,
marketing and production); ii. research (by internet: references and
competitors; field research: users and market); iii. concept evaluation
(presentation describing target group and product language); iv. product
development (conceptualizing, technical detailing and validating); v. product
evaluation; vi. injection mould development vii. pilot batch evaluation; and
viii. launching. He stated that his design process is based on academic
references, but he did not remember the authors influenced him.
DES_11's design process is based on research, mainly focused on people,
culture, market and materials. Initial research results uses to generate new
questions that leads to deeper researches in a narrowed focus. During final
research processes results she starts developing concepts by means of hand-
Process, Problem and Theory in the Design Discourse of Brazilian Product Designers
951
drawing (roughs and sketches). Research results and preliminary concepts
are presented and evaluated during a meeting that involves companys
board as well as marketing and commercial teams. After product concept
definition she details it by means of 3D modelling software aiming to solve
formal and production issues. As products are made by injection, moulds
development is a relevant activity in her process. Before launching the
product to the market, pilot batch is used to perform a market test in order
to refine the product (mainly formal aspects and consumer reactions are
considered at that moment). Her processes can be summarized as follow: i.
research; ii. concept development; iii. concept evaluation; iv. detailing; v.
injection mould development; vi. market test; and vii. launching.
These designers do not share a common methodological framework
(Table 3).
Table 3 Intermediate level designers' design process.
Subjects Design Process
DES_8 Initial research > Opportunity evaluation > Product project > Product
evaluation > Production planning > Pilot batch evaluation > Launching
DES_9 Research > Concept development > Finalization
DES_10 Opportunity exploration > Research > Concept evaluation > Product
development > Product evaluation > Injection mould development >
Pilot batch evaluation > Launching
DES_11 Research > Concept development > Concept evaluation > Detailing >
Injection mould development > Market test > Launching
Novice designers
These have a degree in product design and work in different contexts.
DES_12 was working for a design studio at the interview moment, before
she worked for an industrial company for few months. When we realized
the interview, DES_13 was working as an external designer for an industrial
company and presented some traces of an entrepreneurial profile. DES_14
started working for a design studio when he finished his undergraduate
course, and there he has designed different kinds of product. DES_15 was
working for an industrial company as an internal designer at the time he was
interviewed. DES_16 was a graduate student in a Design Program and she
was working for a design studio, when she was interviewed. DES_17 never
worked for a design studio or for a company, he was working as a freelancer
product designer. DES_18 was working as a partner of a new design and
architecture studio.
VAN DER LINDEN & DALLAGNOL
952
DES_12 described his process as a quasi non-stop flow that starts with
problem identification and follows a divergent-convergent cyclic pattern of:
i. research; ii. analysis; iii. alternatives generation; iv. evaluation; v. research;
vi. analysis; vii. alternatives generation; and so on. She believes that it ' has
no finishing point: time and resources defines when it finishes'.
DES_13 described his general design process as: i. research (to know
product evolution and variations; to know consumer and/or user; to know
market and competitors); ii. concept development (based on research
findings); iii. concept evaluation; iv. concept refinement (focus on ergonomic
and technological issues); v. final evaluation.
DES_14 stated that for him the first step is to know suppliers' limitations;
knowing what he needs to consider, the second step is to develop a visual
references research. Based on limitations and references he starts to
develop the concept in a iterative process by means of sketches. At final
steps, he uses 3D printer to prototype and conduce an evaluation test. He
states that he never follows a single linear process. We summarized his
process as follow: i. research; ii. concept development; iii. concept
evaluation; iv. concept refinement; v. final evaluation
DES_15 described his process as following: i. demand; ii. knowing the
client (resources and needs); iii. research (similar products, target group
preferences and behaviour); iv. concept development (product
requirements and restrictions, functional and aesthetic references,
alternative generations); v. concept evaluation; vi. concept refinement
(interactive and iterative process: prototyping and testing); vii. product
evaluation; viii. detailing (materials and production).
DES_16 developed a mixed and flexible approach that she calls a 'five-
phase methodology': i. informational analysis (synchronic analysis,
diachronic analysis, life cycle analysis, ergonomic analysis, use analysis,
functional analysis, etc.); ii. informational project (conceptual, preliminary
and detailed); iii. alternatives generations (1D initial idea, 2D roughs, 3D
modelling - modelling software or hand drawing); iv. detailing (developing
alternatives); v. finalizing the product.
DES_17 stated that he adopts two different processes: a deconstructive
process and a linear process. In the first case, he uses to dismantle the
product and analyse all components and parts aiming to understand its
function and usage. After deconstruction, he classifies and organizes
collected information into a set of requirements. He calls this approach a
'problem-solving method' and argues that is adequate for new product
development. The second approach is a classical engineering design process:
Process, Problem and Theory in the Design Discourse of Brazilian Product Designers
953
i. informational project; ii. conceptual project; iii. preliminary project; and iv.
detailed project.
DES_18 described the process he and his colleagues developed to meet
their design studio needs: i. research (products analysis, competitors
analysis, trends and new materials); ii. concept; iii. concept evaluation (if it
meets client's expectation); iv. alternatives generation (sketching and 3D
modelling); v. alternatives evaluation (iterative process until reaching an
optimal solution); vi. prototype development (adjustment and tests); vii.
pre-production; viii. production monitoring. From research to prototype
development, this process may be considered as a continuous searching for
get information about client's needs and possibilities (technology, network,
suppliers) and to optimize product features.
Table 4 Novice designers' design process.
Subjects Design Process
DES_12 Problem identification > Research > Analysis > Alternatives generation
> Evaluation > Research > Analysis > Alternatives generation > ...
DES_13 Research > Concept development > Concept evaluation > Concept
refinement > Final evaluation
DES_14 Know suppliers > Visual research > Concept development >
Prototyping > Evaluation
DES_15 Demand > Knowing the client > Research > Concept development >
Concept evaluation > Concept refinement > Product evaluation >
Detailing
DES_16 Informational analysis > Informational project > Alternatives
generation > Detailing > Finalization
DES_17 Informational project > Conceptual project > Preliminary project >
Detailed project
DES_18 Research > Concept > Concept evaluation > Alternatives generation >
Alternative evaluation > Prototype development > Pre-production >
Production monitoring
Novice designers do not share a common methodological framework
(Table 4). Despite having common elements, each process follows a
particular way. Five of those designers perform some kind of research as an
early activity; most of them develop concept after researching. Next steps
vary according to each designer process.
VAN DER LINDEN & DALLAGNOL
954
4. Process, problem and theory they described
We followed for patterns that could describe some shared approach, in
design process (how they describe and model their design process), problem
definition (how they frame the design problem) and design theory (which
theory supports their practices). For the second and the third we adopted
predefined categories, but for design process we are using categories that
emerged from designers discourses and we considered that are adequate to
frame our analysis. Having presented design process in last section, here
we focus on analysing characteristics that each process has concerning three
main stages: research (R), conceptualization (C) and development (D). We
analysed designers' approach to problematization in two aspects: problem
definition (Df) and design strategy (St). For theory we consider: theoretical
approach (Ap) and design authors (Au).
Experienced designers
Among experienced designers we found three qualitative clusters,
according the variables we are considering: a corporation-oriented
approach, a designer-oriented approach and a design-oriented approach. In
the first, designers develop they work in a close relationship with
companies' high level staffs and are involved with strategic decisions. The
second case corresponds to an authorial approach, in which the designer is
also a brand. And the third cluster includes designers that work for industrial
and services companies acting in a tactical level (Table 5).
The corporation-oriented approach we found in cases of DES_1 and
DES_6, both of them are highly concerned with corporative culture and may
affect corporate strategy. They developed methodological approaches that
enable them to deal with internal stakeholders, within the context they
work, mainly constituted for medium and large industrial companies.
Processes that they described are distinct if we consider only the stages, and
they differ concerning research activities and problem definition activities.
But when we analysed the whole approach we found some similarities.
Both of them perform conceptualization and development by means of
interactive and iterative activities that involves all internal stakeholders, that
characterizes an integration-oriented strategy.
We classify the approach that DES_2 and DES_7 share as a designer-
oriented approach. They start in a similar way, from an idea or a demand
and develop exploratory activities. Materials possibilities research and
functional and formal exploration have the role of problem definition.
Solutions emerge and are followed and refined in both cases. To reach the
Process, Problem and Theory in the Design Discourse of Brazilian Product Designers
955
feasibility of an idea they like, they adopt a productions problem-solving
and solution-oriented strategy characterize a way.
Table 5 Experienced designers
(R) Research, (C) Conceptualization, (D) Development, (Df) Problem
definition, (St) Design strategy; (Ap) Approach and (Au) Authors
Subjects Process Problem Theory
Corporation-oriented approach (strategic)
DES_1 (R) users activities
and product
(C)(D) interactive and
iterative
(Df) research
(St) integration-
oriented
(Ap) some traces
(Au) Lbach
DES_6 (R) technology and
business strategy
(C)(D) interactive and
iterative
(Df) research and
companys goals
(St) integration-
oriented
(Ap) no traces
(Au) none
Designer-oriented approach (authorial)
DES_2 (R)(C) materials
possibilities
(D) productions
problem-solving
(Df) functional and
formal exploration
(St) solution-oriented
(Ap) few traces
(Au) none
DES_7 (R)(C) materials
possibilities
(D) productions
problem-solving
(Df) functional and
formal exploration
(St) solution-oriented
(Ap) no traces
cultural references
(Au) none
Design-oriented approach (tactical)
DES_3 (R) client's needs
(C) trends and
brainstorming
(D) exploring and
testing alternatives
(Df) briefing
(St) problem-oriented
(Ap) some traces
(Au) none
DES_4 (R) client's and target
group needs
(C) (D) interactive
and iterative
(Df) reframing client's
brief
(St) problem-oriented
(Ap) some traces
(Au) Munari, Lbach,
and Baxter
DES_5 (R) client's needs and
references
(C) formal
exploration
(D) productions
problem-solving
(Df) briefing
(St) problem-oriented
(Ap) some traces
(Au) Bonsiepe
VAN DER LINDEN & DALLAGNOL
956
The third approach, design-oriented, may describe DES_3, DES_4 and
DES_5. In this approach, design solutions are explored in order to meet
client's needs, but corporate strategy is not affected by designers' work. In
their processes, they share the focus on clients needs when they perform
initial project activities, but they differ regarding the approach they adopt to
conceptualize and develop the product. We consider the three of them as
problem-oriented, but DES_3 and DES_5 tend to follow the brief and DES_4
tries to reframe the brief ('thinking beyond the brief', in his words).
Analysing theoretical approach led us to complex room: none of them
adopts a formal approach, none of them follows a school of design. Almost
all of them present in his/her discourse traces from different theories that
reflect his/her formal and informal apprenticeship. We registered cultural
references in the discourse of DES_2 and DES_7, what we consider is
associated with the context they work.
Among these designers, only three mentioned some design author as a
reference for his/her work. It is relevant to comment that two of them do
not have a background in product design; also, two have a Master's degree
in design and the third one has an specialization diploma, i.e., only designers
who have attended a postgraduate programme mentioned an author.
Intermediate level designers
Among intermediate level designers we found two qualitative clusters,
according the variables we are considering: a corporation-oriented approach
and a design-oriented approach (Table 6). It is relevant to remember that
these designers work for industrial companies, in this case it would be
supposed that they would adopt an approach oriented to corporative
strategy.
We found the corporation-oriented approach in DES_8 and DES_11
cases. Working internally, they have developed methodological approaches
that allowed them to perform interactive product development activities.
DES_8 nowadays is involved with strategic decisions, as a member of
product development board; DES_11 has not a similar role, but she is
conscious about this possibility and has developed efforts in order to play a
strategic role in product development process. Methodological approaches
they described are distinct and they also differ concerning research activities
and problem definition activities. But they share some characteristics, as:
both of them perform conceptualization and development by means of
interactive and iterative activities, they present an integration-oriented
Process, Problem and Theory in the Design Discourse of Brazilian Product Designers
957
strategy, and they search for information and methodological tools by
means of books.
Table 6 Intermediate level designers
(R) Research, (C) Conceptualization and (D) Development; (Df)Problem
Definition and (St) Design strategy; (Ap) Approach and (Au) Authors
Subjects Process Problem Theory
Corporation-oriented approach (strategic)
DES_8 (R) users activities
and competitors
(C)(D) interactive and
iterative
(Df) marketing and
design research
(St) integration-
oriented
(Ap) some traces
(Au) Baxter
DES_11 (R) users life;
(C)(D) interactive and
iterative
(Df) research
(St) integration-
oriented
(Ap) some traces
(Au) Verganti and
Norman
Design-oriented approach (tactical)
DES_9 (R) visual references
and competitors
(C) formal
possibilities
(D) productions
problem-solving
(Df) own perception
(St) solution-oriented
(Ap) some traces
(Au) none
DES_10 (R) competitors
and/or users;
(C) formal
possibilities
(D) productions
problem-solving
(Df) brainstorming
(St) problem-oriented
(Ap) some traces
(Au) none
In a design-oriented approach, DES_9 and DES_10 present different
methodological approaches. Their similarities are in conceptualization and
development, stages that they perform-oriented to explore formal
possibilities. They differ about problem definition and strategy, and it may
affects the focus they have in research activities. As a solution-oriented
designer, DES_9 searches for visual references, while DES_10, a problem-
oriented designer, tries to understand the users.
As the experienced designers, intermediate level designers do not adopt
a formal approach or follow a school of design. Their discourses present
traces from different theories, but we did not identify cultural references in
this group. Two of them, DES_8 and DES_11, mentioned design authors as a
VAN DER LINDEN & DALLAGNOL
958
reference for working. It is relevant to observe that those are who
presented integration-oriented strategies.
Novice designers
In this group we found mainly, as among intermediate level designers,
we found two qualitative clusters: a corporation-oriented approach and a
design-oriented approach (Table 7).
Table7 Novice designers
(R) Research, (C) Conceptualization and (D) Development; (Df)Problem
Definition and (St) Design strategy; (Ap) Approach and (Au) Authors
Subjects Process Problem Theory
Corporation-oriented approach (strategic)
DES_15 (R) users experience
(C)(D) interactive and
iterative
(Df) research
(St) integration-
oriented
(Ap) some traces
(Au) none
DES_18 (R) product,
competitors, trends
and materials
(C) (D) interactive
and iterative
(Df) research
(St) integration-
oriented
(Ap) some traces
(Au) Baxter
Design-oriented approach (tactical)
DES_12 (R) users and
competitors
(C) iterative solutions
exploring
(D) production's
problem solving
(Df) research
(St) problem-oriented
(Ap) some traces
(Au) Bonsiepe,
Bomfim and Kelley
DES_13 (R) users and
competitors
(C)(D)
(Df) research
(St) problem-oriented
(Ap) few traces
(Au) Bonsiepe and
Redig
DES_14 (R) client's
possibilities and
visual references
(C) (D) meeting
functions
(Df) research
(St) problem-oriented
(Ap) some traces
(Au) Norman
DES_16 (R) product analysis
(C)(D) meeting
functions
(Df) product analysis
(St) problem-oriented
(Ap) some traces
(Au) Papanek,
Bonsiepe, Baxter and
Redig
DES_17 (R) materials
(C)(D) meeting
(Df) product analysis
(St) problem-oriented
(Ap) some traces
(Au) Lbach,
Process, Problem and Theory in the Design Discourse of Brazilian Product Designers
959
functions
Bonsiepe, Baxter and
Redig
DES_15 and DES_18, working in different contexts, share a corporation-
oriented approach, as they perceive their work as a strategic activity. Both
have integration-oriented strategies that are closely related to their
methodological approaches. Their youth and lack of experience are
compensated by a clear vision of their roles and their possibilities.
Remaining novice designers tend to be design-oriented, as they are
mostly focused on solving design problems. DES_14 deviates slightly from
this approach, as he stated the importance of knowing client's possibilities.
But he adopt a problem-oriented strategy and we consider that it affects the
way he frames the design problem.
Like all other designers in our sample, novice do not adopt a formal
approach or follow a school of design. In the same way, we found traces
from different theories in their discourses. Differently, almost all of them
mentioned at least a design author as a reference for his/her work. Only
DES_15 do not mentioned an author, despite the fact he stated he is
influenced for design authors.
Design authors
Books and authors that designers mentioned are commonly adopted in
Brazilian design education, despite the fact that some of them are outdated
for use in undergraduate programmes:
Design for the Real World (Papanek, 1971);
Sobre desenho industrial [About industrial design] (Redig, 1977);
Das coisas nascem coisas. [From Things are Born Things](Munari,
1981);
Sentido do design [Sense of design]( Redig, 1983);
Metodologia para desenvolvimento de projeto [Methodology for
product development](Bomfim, 1984);
Metodologia experimental [Experimental Methodology] (Bonsiepe
et al. 1984);
Projeto de Produto [Product Design] (Baxter, 1998);
Design Industrial [Industrial Design] (Lbach, 2001);
A arte da inovao [The art of innovation](Kelley, 2001);
Emotional Design (Norman, 2004);
VAN DER LINDEN & DALLAGNOL
960
Histria, teoria e prtica do design de produtos [History, theory and
practice of product design] (Brdek, 2006); and
Design-driven Innovation (Verganti, 2009).
Discussion
Results we presented refer to the analysis concerning Design Process
(how they describe and model their design process), Problem Definition
(how they frame the design problem) and Design Theory (which theory
supports their practices). We found different approaches for design
processes there are related to designers field of activity and experience
level. Some of them, mainly companies' internal designers, use formal and
quasi-structured process but most of them adopt a flexible and intuitive
approach. Also problem definition approaches vary among designers.
Marketing and user research, brainstorming, product analysis are some of
their approaches for defining a design problem. Finally, we observed that
none of them adopts an explicit and formalized theoretical approach. All of
them reflect about hers/his work, but each one uses a personnel discourse,
instead of assuming a field related generic discourse.
From our results emerged a taxonomy concerning the approach
designers adopt: corporation-oriented (strategic), design oriented (tactical)
and designer-oriented (authorial). Considering Perks et. al. (2005) taxonomy,
corporation-oriented may be related to Design as NPD Process Leader and
Design as Part of Multifunctional Team; similarly, design-oriented approach
may be related to Design as Part of Multifunctional Team and Design as
Functional Specialism. Designer oriented approach does not fit that
taxonomy.
Experienced designers discourses demonstrated the role of self-
education and informal education even for designers who have a product
design background. Probably it is a consequence of theoretical weakness
design education had in first three decades. Only recently, after 1994 when
started the first Master's Programme in Design and when it happened the
first academic design conference in Brazil, theory has been considered as
relevant as practice in Brazilian design education. Intermediate level and
novice design discourses confirm our interpretation, as most of them made
use of design authors to talk about their design processes.
Our start point remains as our finish point: there exists a gap between
academic design methods and used in practice. Our findings may suggest
that the wide field of idiosyncrasies among professional designers is a
Process, Problem and Theory in the Design Discourse of Brazilian Product Designers
961
consequence of the lack of a consistent and shared theoretical background
among Brazilian design schools. Certainly it affects how Brazilian society and
companies perceive Design as a profession.
Acknowledgements: This research has been supported by the
National Council for Scientific and Technological Development
(CNPq) and Federal University of Rio Grande do Sul (UFRGS).
We acknowledge the reviewers' comments.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
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on each copy. For other uses, including extended quotation, please contact the author(s).
Collaborative Evaluation of Design Concepts
Andreas BENKER
*
and Wycliffe RADUMA
*
Aalto University
The purpose of this study is to explore the possibilities and constraints of
applying the quality function deployment (QFD) method during the early
phases of a product development process in order to facilitate collaborative
design concept evaluation.
We investigated the potential of utilizing the QFD method throughout an
iterative design process without introducing too much complexity to the agile
development process through participatory action research. As active
members of a product development team that works on a specific system
component of a complex medical device, we were able to probe and further
develop a QFD-based method in practice. Two separate experiments were
conducted to test the applicability of QFD to facilitate the evaluation of
different design concepts.
This study highlights how the QFD method allows for communicating design
concepts across different functions and partly facilitates the evaluation of
design concepts during the early product development stages. It also presents
the benefits and limitations of the QFD-based method we developed and
tested in practice throughout this study. The study concludes with
suggestions how the method can be further developed to better manage
design concept evaluations in the future.
Keywords: Design concept evaluation; cross-disciplinary collaboration; QFD
method
*
Corresponding authors: Andreas Benker | e-mail: andreas.benker@aalto.fi
Wycliffe Raduma | e-mail: wycliffe.raduma@aalto.fi
BENKER & RADUMA
964
Introduction
Involving different functions in a new product development (NPD)
process potentially leads to high-performing new products (Nakata & Im,
2010; Chen, 2007; Song, Montoya-Weiss, & Schmidt, 1997). However, cross-
functional development teams also imply that there are different mindsets,
backgrounds, and priorities coming together (Dougherty, 1992), which
possibly hinders effective communication and collaboration among the
team members. In order for these different thought worlds to stipulate each
other and not hinder the collaborative efforts, the different functions
involved must actively contribute to the product design, and actively
challenge each other, or the final design will be awry (Dougherty, 1992,
195). McDonough (2000) presents a model that provides an overview of
several contextual factors that support cross-functional team success,
including project goal setting, team leadership, and cooperation.
The purpose of this study is to look at the individual team level and
explore the applicability of a QFD-based method to facilitate cross-
functional evaluation of design concepts. The expected contribution of this
study is to (a) provide a description of the QFD-based method we developed
in order to allow scholars and practitioners to apply and further build on this
method and (b) highlight the benefits and limitations of the method for
evaluating design concepts in a real case product development process.
In the following, we introduce the QFD approach and why it is applicable
to probe its benefits and limitations in practice. Then, we describe the
methodology of this study followed by a detailed description of the QFD-
based method we developed and probed in practice. Figure 1 provides an
overview of the symbols used throughout this study. Afterwards the findings
are presented, which lead to the discussion and recommendations for
further research.
QFD is a well-studied method applicable to integrate the voice of the
customer into product design and support development teams. This is
achieved by translating customer requirements into optimal design
requirements, which are referred to as performance criteria in this study.
QFD can be used as a tool for planning, evaluation, and, consequently,
decision-making. Figure 2 illustrates that results (how muchs) are derived
by using defined performance criteria (whats) to quantify qualitative
product features (hows), hence making them measurable or comparable
(Chan & Wu, 2002; Govers, 1996).
Collaborative Evaluation of Design Concepts
965
Figure 1 Symbols used in this study to illustrate processes and tools.
The intention is to explore to which extent QFD can be applied during
early stages of a product development process in order to compare novel
design concepts and decide on which concept to develop further. Especially
in the case of small, cross-functional development teams that work on
highly complex systems it is necessary to compare design concepts as early
as possible and include different perspectives throughout the evaluation
process. Thus, it becomes necessary to investigate different methods that
can be applied throughout an iterative design process without introducing
too much complexity to the agile development process.
Figure 2 Format of the applied QFD.
QFD TABLE
PARTICIPANT
PERFORMANCE CRITERIA
CONCEPT
MORPHOLOGICAL TABLE
CONCEPT CATEGORY
STRUCTURED CONCEPT DESCRIPTION
CRITERIACOMPARISON TABLE
2
1
3
2
2
1
2
41
1
3
1
1
36
1
1
3
3
50
3
2
1
1
40
5
6
7
6
Hows : conce pts or conce pt
categories to be co mpared
How Muchs : quantative res ult that
gives numerical meas u res to the
conce pts while accounting for the
importance of ea ch pe rformance
criteria
Wha ts : pe rformance cri teria
us ed to as s es s diffe rent
conce pts
Whys : given reas on to focus
more on ce rtainpe rformance
criteria; importance ind exes
that functions as weight fac tors
BENKER & RADUMA
966
In order to decide which concepts to further develop it was necessary to
find a proper method that would include several team members from
different disciplines in the decision-making process. At this stage of the
design evaluation process more than one concept could be chosen for
further design iterations, which means elaborating on the chosen concepts
and possibly building mock-ups for initial testing. However, eventually one
concept should stand out as the winning concept that serves as basis for
building a functional model or prototype of the system component.
Methodology
This study emerged from a real-case product development process and
focuses in particular on the concept development and evaluation stages of a
medical device system component. According to Whyte (1991), the study is
based on participatory action research since we were actively involved in
the development and probing of the QFD-based method presented in this
study as well as the interpretation of the empirical knowledge we gained
through observation and active participation. Such proximity to practice and
the ongoing processes allowed us to generate practical knowledge according
to the observed phenomena (Brydon-Miller, Greenwood, & Maguire, 2003;
Kolko, 2010) because we were able to inquire insights about the real,
material, concrete, and particular practices of particular people in particular
places (Kemmis & McTaggart, 2005, p. 564). We chose this approach to
make our study relevant for academia as well as industry and stimulate or
even create change (Gustavsen, 2001).
We followed the process proposed by Kemmis and McTaggart (2005), in
which action research takes place in three principal phases: planning the
intended course of action, putting it into practice as well as observing the
consequent occurrences, and reflecting on the emerging phenomena (see
figure 3). Going through the complete research process together, discussing,
and reflecting upon it highlights the collaborative effort of this study and
adds to its validity since each of the steps outlined in the spiral of self-
reflection is best undertaken collaboratively by coparticipants in the
participatory action research process (Kemmis & McTaggart, 2005, p. 563).
Collaborative Evaluation of Design Concepts
967
Figure 3 The action research cycle of self-reflection. Source: based on Kemmis &
McTaggart, 2005.
Since we assume that reality is subject to perception and cognitive
processes that allow people to interpret what can be known (Guba &
Lincoln, 1994), we do not claim here that our research provides a singular
truth that can be repeated in different contexts. However, it is our ambition
to address a certain phenomenon in practice and describe the steps of our
research approach in detail in order to ensure our research process is
recoverable by interested outsiders (Checkland & Howell, 1998, p. 20).
Research process
Introducing QFD for evaluating new design concepts
The overall process is illustrated in the adapted action research cycle in
figure 4. Based on the literature review about product development
decisions by Krishnan and Ulrich (2001), we focus on the concept
development and selection process of a medical device system component.
Prior to the concept evaluation process, during which we applied a QFD-
based method, we had a meeting in order to develop a variety of possible
concepts for the system component. Throughout this meeting we
brainstormed, sketched out, and discussed several ideas. Participants of this
meeting included two mechanical engineers, two industrial designers, one
human factors engineer, and the lead designer of the system component. At
PLAN
ACT &OBSERVE
REFLECT
BENKER & RADUMA
968
the beginning, the lead designer introduced the overall system design. It was
made clear that it is required the component to-be fits to the given system
design and meets a certain standard of functionality.
Figure 4 Overview of the research process.
Following, all participants made sketches on their own, which were
shared afterwards with the group. The ideas that were similar or
complemented each other were then grouped into a total of seven
overarching concept categories. It was decided that in order to rank the
concepts, performance criteria needed to be established that are crucial for
the components quality in practice. Therefore, all participants decided on
performance criteria that would serve as basis for comparing the different
concept categories based on a QFD approach (see figure 5).
ACT &OBSERVE by
participating in the workshop to
create, categorise, and evaluate
different concepts
ACT &OBSERVE by creating
morphological tables that clarify the
concepts, updating the list of
requirements and evaluating importance
factors for each requirement
REFLECT by analysing created
concepts, and preparing the
concepts and workshop results
for presentation to stakeholders
PLAN a workshop based
for generating a number
of concepts and
visualisations
PLAN another workshop that
starts by introducing the
concepts and QFD tool to
decision-making s takeholders
REFLECTION &ITERATION
by documenting the study, and
making suggestioins for further
actions and further research
Collaborative Evaluation of Design Concepts
969
Figure 5 Concept development and first concept evaluation.
We compiled a list of twelve performance criteria. These criteria were
ranked accordingly from one to twelve, depending on which one was seen
more or less important. The assigned number in the ranking, called the
importance index, was the weight given to the respective criterion. Then, we
went through the concept ideas one by one in the group, assigning a score
from one to three (1=bad, 2=neutral, 3=good) to each of the performance
criteria and concepts. The score assigned to a criterion of a concept idea was
then multiplied by the weight of the respective criterion. The final score of a
concept was the sum of these products. After this exercise we had a winning
concept and two successors that ought to be further developed (see figure
6).
An interesting note is that after the ranking using the QFD method, each
participant was asked to state his or her favourite concept independently
from the result. It turned out that three out of six participants favoured a
concept that was only ranked as the third favourable concept according to
the table. That means that half of the participants had a positive feeling
about this particular concept despite the arguably rather objective ranking.
It showed that based on the participants professional backgrounds, the
designers and engineers involved in the template development and concept
evaluation phase had a different ambition and preference as opposed to the
performance criteria that have been established and ranked previously. This
led to the assumption that it might be necessary to involve different
disciplines and especially actual operators of the system and the component
in particular in this concept evaluation process.
2
2
1
2
7
1
3
1
1
6
1
1
3
3
8
3
2
1
1
7
2 1
3
a b c d
CREATING CONCEPT
SKETCHES INDIVIDUALLY
GROUPING SIMILAR
CONCEPTS INTO CONCEPT
CATEGORIES
DEFINING PERFORMANCE
CRITERIA
RATING OF THE CONCEPT
CATEGORIES &ESTIMATING
IMPORTANCE FACTORS
BENKER & RADUMA
970
Figure 6 Simplified QFD for concept comparison.
Customizing QFD method
Based on the simplified QFD-based approach used in the first concept
evaluation process, we developed the method further and customized it to
the specific system component and applied it to evaluate the concepts a
second time with different stakeholders of the development team that were
not involved in the initial development of the concepts. First, we extended
the number of performance criteria since we realized after the first iteration
that more factors need to be included in order to evaluate the concepts
more holistically and from different perspectives, including criteria related
to manufacturing cost, aesthetics and perceived likeability of the
component, as well as future marketing potential. Furthermore, we
categorized the criteria into four sections that we established based on the
primary knowledge specific functions within the development team have on
specific criteria in order to allow the persons that are supposed to be the
most knowledgeable in a certain criterion to make the final call if there are
discrepancies among the other functions. For example, if a specific concept
criterion is ranked very differently by the people involved, the persons
Collaborative Evaluation of Design Concepts
971
whose main responsibility and expertise lies within that criterion have the
final say about the evaluation score allocated to it.
One change we made in the new version of the QFD was the assignment
of weight to the performance criteria using a criteria comparison table. As
opposed to ranking the criteria and assigning the importance index based on
their respective rank number, which is the way we did it in the first
workshop, we developed another table that allowed us to compare every
single criterion with each of the other criteria (right box in figure 7). In this
case we assigned scores from one to three (1=less important, 2=equally
important, 3=more important) to each criterion compared to all of the
others. The sum of the accumulative score makes up the importance index
for each criterion that could then be used in the QFD table (left box in figure
7).
Figure 7 Using a criteria comparison table to define importance index weights.
In addition, a single morphological table was developed and adapted for
each of the concepts to highlight the possibilities and constraints each
concept category implies. As illustrated in figure 8, the morphological table
is a table in which the primary column represents the features or functions
of the system components general architecture, and the items on the rows
represent the alternative design solutions or component type (Wang &
Chou, 2007). The morphological table used in this study is an adapted
morphological box, which is commonly used for structuring complex, non-
quantifiable relationships (Ritchey, 1998). It follows that abstract
interrelations between the concepts can be studied.
2
2
1
2
41
1
3
1
1
36
1
1
3
3
50
3
2
1
1
40
5
6
7
6
N/ A
3
3
1
1
a
a
b
b
c
c
d
d
N/ A
3
2
1
1
N/ A
3
3
2
1
N/ A
5
6
7
6
BENKER & RADUMA
972
Figure 8 Morphological table.
In product concept development, the morphological table is used to
determine the combination of design solutions that yields the highest value
(Wang & Chou, 2007). However, in this study the morphological table is
used to describe the combination of design solutions that formulate a
concept.
Because the concept categories presented are difficult to compare and
communicate accurately, structured concept descriptions are made using
the morphological table and visual concept descriptions (figure 9). The same
base morphological table is reused in each concept description, the only
difference being highlighted features from the table. In other words, the
created morphological table can be used to describe any of the presented
concepts.
Figure 9 Structured concept description document
In this second round of concept evaluation, we probed the QFD
approach to discuss and evaluate the concepts in a group that included
stakeholders who were not involved in the initial creation of the concepts.
This served as a good opportunity to explore the methods applicability for
communicating design concepts to team members within the product
?3
?2
?1 !1a
!2a !2b
!3a !3b !3c
!1b !1c !1d
FEATURES / FUCTIONS
of the system components
general architecture
DESIGN SOLUTIONS;
documented alternatives for
implementing the respective
fretures / functions
?3
?2
?1 !1a
!2a !2b
!3a !3b !3c
!1b !1c !1d !1d !1d !1d
1a 1b
2a 2b
1c
3a 3b 3c
1d
?3
?2
?1 !1a
!2a !2b
!3a !3b !3c
!1b !1c
?3
?2
?1 !1a
!2a !2b
!3a !3b !3c
!1b !1c
?3
?2
?1 !1a
!2a !2b
!3a !3b !3c
!1b !1c
CONCEPT 1 CONCEPT 2 CONCEPT 3 CONCEPT 4 APPENDIX:
VISUAL DESCRIPTIONS
Collaborative Evaluation of Design Concepts
973
development process and have them evaluate the concepts from their
distinct functional perspective. Apart from customizing the QFD method, we
introduced it to the different team members who were chosen by the lead
designer to participate in the concept evaluation process, and guided
through the different activities of this second round of concept evaluations.
Figure 10 highlights the steps from (1) introducing the six remaining design
concept categories, (2) creating structured concept descriptions, (3)
comparing the defined performance criteria and giving them different
weight factors, (4) having participants rate the concept categories
individually first, to (5) finally accumulate their scores to one final QFD
model that served as basis for the discussion about which concept to
develop further. The different functions involved included two system
mechanical engineers, one system component mechanical engineer, one
user representatives, one human factors engineer, the overall system lead
designer, and the system component lead designer herself.
Figure 10 Second concept evaluation process.
Introducing the concepts
All people who were chosen to participate in the concept evaluation
process were invited to a meeting in order to introduce the design concepts
we wanted to compare and explain the evaluation method itself. After
briefing the rest of the team on the initial workshop and how the concepts
have been established, the six resulting concepts were presented. One of
the seven concept ideas that scored the lowest when we applied the QFD
method in the first workshop was already excluded beforehand. We
discussed the presented concept ideas verbally and then evaluated them for
the first two performance criteria in the group to make sure everyone
understands the approach and knows how to read and fill out the table.
N/ A
3
3
1
1 a
a
b
b
c
c
d
d
N/ A
3
2
1
1
N/ A
3
3
2
1
N/ A
5
6
7
6
a b
c d
DESIGN GROUP INTRODUCES
THE CONCEPTCATEGORIES
DESIGN GROUP CREATES
STRUCTUREDCONCEPT
CATEGORY DESCRIPTIONS,
UPDATES PERFORMANCE
CRITERIA, AND CREATES A
CRITERIACOMPARISONTABLE
DESIGN GROUP + USER
REPRESENTATIVE COMPARE
THE DEFINED PERFORMANCE
CRITERIA AND GIVI NG THEM
DIFFERENT WEIGHTFACTORS
EACH PARTICIPANT RATES THE
CONCEPTCATEGORIES
INDIVIDUALLY, WHILE
REFERRING TO THE
SRTUCTUREDCONCEPT
CATEGORY DESCRIPTIONS
APPLYING THE WEIGHT
FACTORS TO THE
PERFORMANCE CRITERIA,
COMBINING INDIVIDUAL QFD
RESULTS INTO ONE FINAL QFD
FOR DISCUSSION AND
DECISION-MAKI NG
BENKER & RADUMA
974
Figure 11 Second concept evaluation process.
Individual rating of concepts
We prepared a blank QFD table, only having the criteria and the different
concepts stated, including a comment column where people could give
feedback to the respective criteria (figure 11). This table was sent by email
to all seven people that were supposed to give their opinion on the
concepts. Additionally, the morphological tables with the concepts visuals
were shared in the same email in order for recipients to better understand
the concepts. Each participant was asked to fill out the table individually and
send it back to us for compiling the results for further discussion. Some
participants did not score on all criteria and one participant did not send the
scores. The participants that did not score on all criteria mentioned they
either did not understand the criterion or felt their expertise was not
sufficient to give a score to some criteria.
Collaborative Evaluation of Design Concepts
975
Figure 12 Variance between individual scores.
Discussion of score results
After receiving the individual evaluations, a meeting was scheduled to
discuss the outcome in the group. The final result of the scoring exercise
was presented to all seven participants in the group discussion. The
averages from the individual results were multiplied by the previously
established importance index to make up the total score of a given concept.
In addition, we included a table showing the average scoring as well as
the variance between the scores (figure 12). The intention was to discuss
during the meeting that involved all different functions involved in the
development process the criteria that had the most variance to better
understand why people ranked specific criteria for a concept differently.
BENKER & RADUMA
976
In the end, there was one winning concept but it was decided that this
particular concept was technically too difficult to implement and due to the
projects time constraints the winning concept was put on hold and would
be considered for future design iterations throughout the development
process. Besides the winning concept, also the other rankings were
challenged by the team members especially because people did not agree
with the weight given to some criteria and the concepts are still a bit open
and vague, which in turn made it difficult for participants to give scores for
certain criteria.
Findings
The variance table was a beneficial add-on to the initial QFD table and
led to fruitful discussions during the concept evaluation phase since it
enabled to identify where opinions between team members differed and
gave the individuals a chance to explain their scoring. In particular, using the
variance table had several benefits: (1) discussing the variance in scores
fostered the common understanding of the criteria as well as the concepts
at hand, (2) explaining why one has given high or low score in particular
helped clarify the concepts in a more detailed level, and (3) identifying these
specific criteria or concepts that had a high variance will help to improve the
descriptions of such in future evaluation phases.
Visual attachments to the concepts supported introducing them to
stakeholders that have not been involved in the initial concept creation. The
method was complemented with visuals and additional concept
explanations to reduce ambiguity and misunderstandings among the
stakeholders. However, it was still perceived as difficult to fully understand
the concepts and evaluate them utilizing the QFD method and required
further explanation.
Categorizing the performance criteria according to the functions that
have specialized knowledge the respective category that is attributed to
them did not have an impact on the decision-making process. The initial idea
was that the function responsible for a certain criterion has the final say if
there is disagreement among the cross-functional team members. But as it
turned out, score variances across different functions resulted in open
discussions rather than the person who represents a certain function making
a final call.
We discovered one limitation of the QFD method we probed in this
study, which concerns the process of defining and weighing of the
Collaborative Evaluation of Design Concepts
977
performance criteria. It became evident that in the final group discussion
members from different functions disagreed on the importance index we
defined after comparing every 25 criteria with each other. The issue we
identified was that we determined the importance index prior to the group
discussion and did not involve members from all functions that participated
in the evaluation process eventually.
When we used the QFD method in the first concept evaluation phase it
was not the decisive factor of which design concept to select in the end. It
supported the ranking process and triggered discussions among the
participants but after deciding on a winning concept in a group based on the
QFD, each participant was asked individually to state their preferred concept
independently from the performance criteria. The opinions differed from
the group rating, which means that the performance criteria we chose
initially were not adequate enough, the weight given to them was incorrect,
or the QFD method itself had minor flaws and needed to be adjusted
accordingly, which we did in the second iteration.
In the second concept evaluation process, the eventual decision which
concept to develop further was also not made solely based on the QFD
results but after a further group discussion that was centred around the
outcomes of the QFD method. The reasons for not going ahead with the
winning concept was partly because it was the most futuristic and thus, risk-
averse concept to develop further. Mainly the complexity of the system
itself, which the component would become part of, as well as the timeframe
given by the development project and the strategic intention to build on
core competences instead of reinventing the whole system design were the
causes that led to neglecting of the concept with the best score. That means
there was no definite decision made solely based on the QFD approach.
However, the lead designer proposed to keep the winning concept in mind
for future stages of the project since all team members recognized the
potential value of the winning concept for future development projects.
Discussion and future research recommendations
The process of decision-making during the early and conceptual
development phases can be difficult for complex, non-quantifiable design
alternatives and using methods like morphological analysis and QFD adds
the possibility of creating an audit trail that can be traced back if and
when design history is needed (Ritchey, 1998). Therefore, documenting the
design concepts that are evaluated in a visual and descriptive manner allows
BENKER & RADUMA
978
companies to go back to and reuse the created solutions at a later stage or
even within a different NPD project. Furthermore, utilizing the QFD method
in order to facilitate cross-functional communication and document the
design concept evaluation process accordingly allows for improved
prototype development proficiency and product launch proficiency
(Sherman, Berkowitz, & Souder, 2005, p. 407) since the recorded data can
be retrieved again at later stages of the NPD.
Having cross-functional development teams leads to different
perspectives and areas of expertise coming together, which may "prelude
the development of an optimal design" (Doughtery, 1992, 196). Applying a
QFD-based approach in a NPD project enables companies to include
objectified views from different stakeholders when evaluating design
concepts. That potentially enables collaborative design concept evaluation if
the method does not overcomplicate the decision-making process but
facilitates discussions and allows for a better documentation of the design
concepts. Especially in the case of discussing variances in ranking design
concepts across different functions, the development team can utilize this
input to further build on the concept at question.
Further research can be conducted in order to improve the tools created
for this study, or to create process-enhancing groupware. Groupware is
software that is designed or used to support groups (Grudin, 1994). From a
corporate point of view, the value of this study can be harnessed by a
practical groupware tool, that supports teams in generating creative design
solutions, documenting their efforts and process, exploiting archived
solutions for inspiration and possible solutions, and collaboration.
Since the system in question is a medical system, strict standards and
regulations apply. The regulatory environment requires that medical devices
meet clinical and engineering specifications. Furthermore, medical devices
must also prevent human and technical error by detailing usability and
maintenance that assures safety. As a result, the fulfilment for safety
requirements should be taken into account in the early stages of the design
process (Grant, 1998). Therefore, further research reflecting on this study
could examine when and how the regulatory environment for medical
systems should be taken into account during the design process. The
assumed challenges would include accounting for the regulatory
environment in the design process of medical device design, without limiting
or risking potential solutions.
Collaborative Evaluation of Design Concepts
979
Figure 12 Idea of a dynamic QFD with interactively adjustable importance indexes.
Another possibility for further study of weight factors was identified,
when participants asked to see the calculated outcome that followed from
manipulating the weights of the importance indexed. Some of the
participants were interested in the dynamics of the QFD and how alternative
strategies affected the outcome. To aid the discussion and get an overview
of these what if outcomes, adjustable importance indexes can provide a
powerful tool for evaluating the weight of importance criteria, and
comparing strategies during the group discussion in real-time (figure 12).
A dynamic QDF analysis as such, is an alternative to the use criteria
comparison table, or can be used as an extension of it. Furthermore, it
raises the question on whether the definition of importance index weights
should be user-driven, as it was in this study, or strategy-driven. In this study
the definition of the index weights was user-driven in the sense that the
user representative was the only stakeholder outside of the design group
who was included. For a strategy-driven approach, a managing director may
best represent the stakeholder involved in the definition of the index
weights. Including more than one stakeholder is an option as well. However,
it may be less efficient in regards to time and resources (Romano &
Nunamaker, 2001). On the other hand, an easy-to-use, time-efficient
implementation of adjustable indexes may make the criteria comparison
table obsolete, while including all stakeholder approaches equally. Benefits
and challenges of doing this would require further study.
2
ADJUSTABLE INDEX
2
1
2
VAR
1
3
1
1
VAR
1
1
3
3
VAR
3
2
1
1
VAR
BENKER & RADUMA
980
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McDonough, E. F. (2000). Investigation of Factors Contributing to the
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Section 2c: Managing Consumer Involvement
in Product Development
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985
Editorial: Reinventing the customers role:
How customers can create innovation in
organizations business models
Paola PISANO, Alison RIEPLE, Ian CAMPBELL
and Matthew SINCLAIR
Throughout the last decade, the focus in innovation studies and practice
has shifted from the product to the business model, or rather to the
elements surrounding the core offer of innovating companies. Game-
changing and popular contributions such as the Business Model Canvas
(Osterwalder et al., 2005) and the Ten Types of Innovation (Larry Keeley et
al., 2013) have convincingly evidenced not only the importance of creating
customer value, but also the seamless integration of entrepreneurial action
on the one hand and disciplined innovation management on the other
which characterize high innovation performers over time. As Osterwalder
(2013) said business model innovation is about creating value for company,
customer and society. It about replacing outdated models. Practitioners
need to start putting the innovation accent not only on the features and
functionalities of the offer but also in the business model that encases the
product or service. Successful disruptors feature new revenue or profit
models: they have the ability to make money at low price points or to serve
a small market profitably, or they play in a very different value chain with
new partners, suppliers and channels to market. Within this trend the
changing nature of customer participation has given rise to a lot of research,
but mainly in the field of service, marketing and management. While Kelly et
al. (1990) introduced the importance of the customer to many services "to
contribute information or effort before the service transaction can be
consummated, Dabholkar (1990) and Bettencourt (1997) highlight the
importance of the customer's involvement in producing and delivering
services. Namasivayam (2003) and Luch and Vargo (2006) started speaking
about production and co-production where customers are involved in the
creation of the core offering itself. Reinventing the customer's role,
different business models are coming out from practitioners, but they have
not yet been in existence long enough for researchers to study and analyze
these innovative models.
Reinventing the Customers Role
986
This editorial goes some way to collecting researchers efforts to
understand the new business models that have emerged in recent years and
design managers' roles in these. The list is long: From Airbnb to Lyft to
Tinder, the share economy is rewiring the way customers interact with each
other, Kickstarter has defined a new role as investor as well as customer,
businesses such as Quirky and I.materialise, based on a sharing economy ,
have structured the business model on a crowdsourcing concept, and so on.
In the following papers authors have analyzed how there is a new role
for customers to participate in the creation of novel business models. In the
first paper, an In depth case study exploring innovative web-based
methods for designing-with customers in a global watch manufacturing
firm, it revised the importance of collaborating with customers through
using internet enabled methods. This research demonstrates an original
mechanism of designing--with customers using web--based methods and
specific resources needed for supporting processes. The web- based
platform has significantly improved the absorption of customer knowledge,
although the company may also need to provide training sources and
support, which would help steer customers in their submission of solutions
using the platform. The case company uses the mechanism for generating
product ideas and designs, using viral marketing and also for making
decisions on the production process. Advantages are distinct but challenges
also exist, not only for the case company but also for other companies.
Specification of an Additive Manufacturing Consumer Design Toolkit for
Consumer Electronics Products" reports on ongoing research which aims to
understand the ways in which brands with mass-customisation offerings
manage their identities across product portfolios, and the impact which AM
might have on these management strategies.
In Reducing uncertainty of New Product Development by leveraging the
power of experiment the authors highlight the importance of customers'
involvement in the testing process though a disciplined experimentation
for identifying the needs of customers , reproducing the key features of the
new product/service to satisfy these needs, and simulating a realistic
customer journey directly with the final customer. A rigorous testing
protocol and a continuous improvement process support these
experimental steps. This approach allows testing of the main working
hypotheses, pivoting them continuously to verify their value growth (how to
scale up the tested hypotheses up to the entire target segment) and
sustainability (how to enable the needed change in internal culture and
prevent direct competitors to quickly replicate the value proposition).
PISANO, RIEPLE, CAMPBELL &SINCLAIR
987
The article presents two concrete cases of action research, where
researchers have been directly involved within the design and delivery of
the this methodology in two different industries, fast fashion and heating
systems' manufacturing, and the lessons learned from them.
In Participatory Mechanisms in Crowdfunding and Business model
adaptation to a new digital culture the authors highlight a new digital role
for customers in the business model: customers get involved in an internet
business through finding the right idea, developing it but also financing,
producing it: the customer become creator, designer and investor.
The paper examines 600 successful designcentred projects on
Kickstarter from the project categories of Design, Technology, Games, and
Fashion in order to classify and quantify the different types of participation
leveraged by project founders in the sample. Authors define five
participatory mechanisms through which founders can leverage crowds,
and further find that projects context and proposed outcomes are
significantly related to participation. Participatory mechanisms were most
often observed in the technology and games categories, and in software and
hardware projects. Given the broad and explorative aims of this research,
the authors encourage further verification of our findings in order to
challenge and strengthen the relationships between participation other
project variables.
"Business model adaptation to a new digital culture defines a new
business model based on different type of users becoming designers and
makers of small quantities of different products selling to few customers
thanks to digital platforms. Examples are companies such as Quirky and
I.materialise. The underpinning process is based on the concept that a
collaborative community outside the organization can develop an idea into a
product ready to be sold.
The new model combines the open innovation and the long tail models,
and identifies a number of knowledge brokers and bridging ties which
link actors and allows them to propose new knowledge in the form of new
ideas and products. This business model, supported by the new digital
technologies, enables companies to carry far more product items in their
catalogues: most of the items exist solely as descriptions in an electronic
database that can be digitally distributed. This enables a long tail model,
too.
As readers can discover in the paper Business model innovation through
new customer roles. Inspirational cues and insights from a design-driven
case study analysisthe customer role is defined as a market bridge,
Reinventing the Customers Role
988
attracting new potential contacts and customers; as a company show-
room, where the customers home setting is designed to convey the
companys product language mood; and finally as an external company
design lab, where the customer hosts events to seek for new language
moods and product propositions. Through a practice case analysis LAGO a
fast-growing company in the Italian furniture landscape a new business is
investigated and evaluated. LAGO pinpoints how business model innovation
can be fostered by engaging customers with new roles and logics. At LAGO,
the customer acts as the companys market bridge, forming an inner circle
that enables the company to access different market segments. The
apartment of the tenant customer furthermore acts as an exhibition
platform where events and workshops are organized to host potential
customers in a sort of living showroom. Additionally, customers, by
submitting their apartment ideas to the company, provide their own
perspectives and aesthetics for LAGO apartments, acting as an external
design lab and innovation promoters.
References
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in the conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
In Depth Case Study Exploring Innovative
Web-based Methods for Design-With
Customers in a Global Watch Manufacturing
Firm
Wei LIU
*
and James MOULTRIE
University of Cambridge
This paper describes an innovative mechanism used by a company that
designs and manufactures watches for a global market to engage customers
in the design and development of new products.
The importance of collaborating with customers in the development of
products and services has been recognised for many years. The advent of
information technology has presented a revolutionary change in the way that
customers can be involved. However, knowledge is still lacking on how
companies can design-with customers by using the internet-enabled
methods. This paper describes results from an in-depth case study with a
watch manufacturer, which has successfully introduced customer-designed
watches to the market. By presenting a unique data set gathered from this
company, this research illustrates an original mechanism of designing-with
customers through web-based methods. The new process enables the
company to integrate more customers and to obtain a higher quality and
quantity of ideas. In addition, the customer can also be a decision maker on
whether a design should be produced. A theoretical model is introduced
which positions this innovative approach of involving customers. In addition,
this paper also characterises the capabilities required to use this approach.
Keywords: design with customers; web-based methods; new product
development
*
Corresponding author: Wei Liu | e-mail: wl297@cam.ac.uk
LIU & MOULTRIE
990
Introduction
Working closely with customers to obtain deep insights and to identify
potential needs has been recognised as one of successful factors for
developing new products (Gruner & Homburg, 2000; Cooper &
Kleinschmidt, 1994). Although involving customers in the new product
development (NPD) process may not always have a promising outcome
(Schulze & Hoegl 2008; Brockhoff, 1998), the positive effect of customer
involvement has been supported by many empirical studies and has been
identified as a critical success factor (Poetz & Schreier, 2012; Von Hippel,
2005; Lilien et al., 2002; Hanna et al., 1995; Johne & Snelson, 1988;
Maidique & Zirger, 1984; and Cooper, 1979). Listening to the voice of the
customer is a key imperative in traditional NPD (Nishikawa et al., 2012;
Roman, 2010), but the process of constantly collecting and testing
information on needs can be costly and time-consuming (Dahan &
Srinivasan, 2000). Highly competitive environments demand that firms
obtain holistic customer knowledge, not merely importing the customers
voice through traditional market research approaches (Sawhney et al.,
2005). Solution information from customers, other than need information, is
especially desirable when needs are heterogeneous, complex and fast-
changing (Thomke, 2003).
With the development of Internet technology and associated toolkits,
both the individual and social knowledge of customers can be followed and
analysed. There is a huge growth in the range and richness of on-line
interactions between the company and the customer. The Internet, as an
open and ubiquitous network (Afuha, 2003), has created new approaches
and opportunities that enable customers to be involved in NPD. Specifically,
the Internet enhances the absorptive capacity of a company to obtain
market knowledge (Prandelli et al., 2006) and provides easier access to the
knowledge of customers (Fller et al. 2007) at a lower cost (Sawhney et al.,
2005; Nambisan, 2002). Hence, recent attention has been given to web-
based mechanisms which enable firms to interact with customers more
broadly, richly and efficiently (Fller, 2010; Prandelli et al., 2006; Nambisan,
2002).
With this trend, in addition to the traditional methods which are
transformed into on-line forms, such as on-line interviews, on-line surveys
and on-line focus groups (Ryzhkova, 2012; Prandelli et al., 2006), new web-
based mechanisms, such as crowdsourcing (Howe, 2006), virtual
In depth Case Study exploring innovative Web-based Methods for Design-With Customers
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communities (Fller et al., 2007) and design toolkits (Janssen & Dankbaar,
2008), have been introduced to support the customer-engaged NPD
process.
Customers may experiment and design new products using innovative
toolkits where information on possible customer conceived solutions might
be captured (Thomke, 2003). Consequently, apart from serving as
information providers (Fang, 2008), customers are gradually becoming co-
designers of products (Prahalad & Ramaswamy, 2004). This provides a
distinct contrast to the previously 'company-dominated' world of product
development (Fller, 2010). Recent examples of this change include:
LEGO has developed design toolkits and virtual communities for
creative consumers from all over the world to participate into
product design activities (Antorini et al., 2012);
Eli Lilly, a pharmaceutical firm, has established an on-line
innovation platform for the new drug discovery (Sawhney et al.,
2005);
video game designers encourage customers to be co-developers
of new gaming ideas and participate in the development and
testing process (Jeppesen & Molin 2003);
Harvard Medical School has stimulated collaborations with
other departments by launching an open platform named
Harvard Catalyst (Guinan et al., 2013).
There is some evidence to suggest that designing-with customers can
have significant commercial benefits. The research of Nishikawa, et al.
(2012) revealed that at Muji, a Japanese consumer goods brand, products
designed with customers generated approximately 16 million dollars more
revenue than the sales of products designed by the company; a five-fold
increase. They observed empirically that customer-generated products were
more likely to survive than company-generated products in a three-year
observation period. They demonstrate that customer-generated products
can outperformed company-generated products on key market
performance metrics. In another study, Poetz & Schreier (2012) compared
the quality of ideas for baby products generated by a company to those
generated by customers in an idea contest. The result confirms a positive
benefit of engaging the customer in idea generation. These promising cases
suggest that other firms might also benefit from adopting similar
approaches.
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New mechanisms, driven by on-line technologies, are springing up and
attracting attention. However, knowledge is still lacking on how companies
can effectively design-with customers by using these internet-enabled
methods and how the new product development process is changing as a
result (Greer & Lei, 2012). These new methods enable customers to be
proactively involved in the generation, design, test and refinement of ideas
for new products. But there is little empirical evidence to describe how firms
might achieve those goals through the synergistic usage of different
methods, (Sawhney et al., 2005). In addition, there has been little research
exploring the pre-requisites needed to design-with customers in NPD
(Nishikawa et al., 2012).
To address these gaps, this paper describes results from an in-depth case
study with a watch company, which has successfully introduced customer-
designed watches to the market. By presenting a unique data set gathered
from this company, this research seeks to understand how this firm has
incorporated these original web-based mechanisms to enable customers to
be incorporated into the new product development process. Specifically,
this study aims to answer the following questions: how is the NPD process
projected to achieve design-with customers? What methods for involving
customers are used? and what are the key support needed to design-with
customers using internet enabled technologies?
Study Method
Overview
As the aim of this study is to understand how a company can design-with
customers using web-based methods, an exploratory approach is adopted to
derive patterns and implications. A single case-study methodology is
employed for developing insights on this contemporary phenomenon within
real-life context (Yin, 2003; Eisenhardt, 1989), as the uniqueness and
representativeness of a single case facilitate knowledge and theory building,
and also help to focus future investigations and inquiries (Yin, 2003). It also
enables issues to be explored in depth, to address both how and why this
phenomenon is addressed in practice.
To select the case study, the following criteria were first established: (1)
the firm had been designing-with customers in developing new products
through internet enabled technologies; (2) it had already produced and sold
customer-designed products to the market; and (3) it is a leading
practitioner in designing-with customers through the Internet. With these
In depth Case Study exploring innovative Web-based Methods for Design-With Customers
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criteria in mind, a firm that designs and manufactures watches was selected.
This firm has an international market and is recognised for its radical
designs.
Data was collected through documentation, observation, on-line
questionnaires and a series of in-depth interviews over a six-month period
with the CEO, design & development manager and marketing manager. The
interviewees were selected by a key informant approach (Kumar et al.,
1993). Interviews followed a semi-structured format, and each lasted
between 60 to 85 minutes, which enabled detailed exploration of the
perceptions of complex issues and enabled the interviewer to probe further
for additional clarification (Barriball & While, 1994). All interviews were
recorded and transcribed. In addition, data was collected from customers
whose designs were produced, using a semi-structured questionnaire. By
gaining data from these customers, we sought to gain an understanding of
their motivations and experiences in engaging with the firm in this way.
Finally, different types of data were subsequently analysed to identify key
issues and patterns following the logic of the grounded theory (Glaser &
Strauss, 1967).
Company Background
The watch first appeared in the 15th century as a mechanical system for
showing time (Usher, 2013). In the middle of the 20th century, the quartz
watch was invented and this subsequently became the dominant
technology, although mechanical watches remained dominant in the
premium, high-end watch market. More recently, breakthroughs in display
technology such as e-ink, LEDs and LCD screens have enabled new forms of
watch to be produced.
Wearing a watch not only provides the functional benefits of telling the
time, but may also reveal additional insights, such as ones social status,
fortune or personality. Cheap watches have become commodity products,
whilst more bespoke watches are a statement of identity and can
increasingly be personalised. Watch companies, are increasingly exploring
how new technologies can be used to deliver unique watches that provide
users with a strong sense of personal identity. In some firms, this is being
done in collaboration with the customers.
The focal company in this study is reputable and well-known for its
successful LED and LCD watch products that show the time in unique ways.
Although it is a micro-firm with only 8 employees, the company has become
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a leading company in the niche market. Without any stores and agencies, it
sells 20,000 to 40,000 watches per annum in over 65 countries on six
continents, primarily through the Internet. The firm has over 15 years in
producing LED/LCD watches, and underwent a a significant transformation
at the end of 2010 due to the decreasing product sales partly caused by
product designs which were not sufficiently appealing to their customers. To
address this, the firm started to accept customer-generated designs through
an on-line platform. The firm selected designs which could then progress to
detailed design and production. As a result, these customer-generated
products have gained very positive responses from the market and strong
sales performance has encouraged the firm to continue with this new
strategy and mechanism.
Findings
A New Mechanism for designing with Customers
In the new scheme of product development, customers are first invited
to submit their design ideas through an on-line platform: a design blog.
There is no special theme or deadline for submissions, but there is an
expectation that the designs will embrace a unique approach to telling the
time. The firm accepts new customer-generated designs throughout the
year. Submitted designs are published on the design blog for a period of 30
days and during this time, there is public feedback and also voting. At the
same time, the company screens the feedbacks and votes. Designs with the
highest score are selected for further evaluation, market analysis and
production feasibility by the company. The designs might include complex
technology and the firm must also test to determine whether the proposed
ideas have feasible mechanisms. Potentially acceptable designs undergo
comprehensive marketing research and engineering research, which are
conducted in parallel. Market research includes voice of the customer
information. In addition, the company also reviews past sales performance,
to reveal which previous products have been best sellers. This helps to
reveal important information about favourite elements of different watches.
In depth Case Study exploring innovative Web-based Methods for Design-With Customers
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Figure 1 The new product development process for designing with customers in the
focal company
In engineering research, the durability of the design is a prominent issue.
Putting the various pieces of evidence together, the company develops a
holistic understanding of how the design can be implemented and how the
potential market would react. This enables the firm to make a go/no-go
decision regarding commercialisation. For the successful designs, the
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product team in the company then refines the design, to select appropriate
materials and develops the product in detail in CAD.
Meanwhile, the firm and the customer-designer maintain close
communication, to discuss any changes recommended by the firm for
practical or production reasons. These discussions are facilitated by 3D CAD
models and physical prototypes. Finally, the modified design is moved to the
full production stage. In return, the customer-designer can earn commission
on sales. They can track the watch sales everyday on-line and obtain
commission quarterly. An overall customer-generated product development
process is illustrated in figure 1.
Web-based methods used to involve customers
Ensuring consistent customer engagement, throughout the development
cycle is of great importance in ensuring that the overall process works. The
company has used different approaches for exchanging information along
the product development process (Figure 2). All the methods used for
involving customers are web-based, through which the firm may obtain rich
customer knowledge at a low cost. At the beginning stage of NPD, the
company uses the design blog as an interactive window calling for new
watch designs, attracting customers by advertising and embedding quick
links on social media and design-oriented websites. The virtual community
formed from the design blog also plays the role of a judge for
distinguishing the best designs from the rest. Individual designs might
receive many comments and votes from this peer network. In some cases,
contributing designers might submit more refined designs as a result of this
feedback. In addition, social media such as Facebook and Twitter is also used
for collecting feedback on concepts. When developing the designs, the
company maintains contact with the customer-designers using emails
whenever there are slight changes in the design. If there are specific design
problems which may be caused by unclear design explanations or there are
difficult technical problems which are hard represent through emails, or if
there is a need for input from different specialists, then a video-call would
be a preferred choice for communication. However, communication during
the development stage is generally rare as customer-designers do not have
equal professional knowledge with the team inside the company. In most
cases, the company shows its solutions for a certain problem to the
customer-designers and asks for their feedback. After launching the
products, the firm uses on-line questionnaires for collecting feedback.
In depth Case Study exploring innovative Web-based Methods for Design-With Customers
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Customers are invited to participate in the survey immediately after
purchasing the products.
Figure 2 Web-based methods used for involving customers in this mechanism
The Design Blog
The primary mechanism in the customer-generated design scheme is the
design blog, which has been serving as a platform for calling for designs,
advertising designs, exchanging ideas and collecting feedback. In the past 2
years, the design blog has received thousands of submissions. Over
Approximately 1000 designs are posted in the blog, after an initial filter to
eliminate those of poor graphic or display quality. This collection of
submitted designs has been the most important source of inspiration for
developing innovative products in this micro small firm. In addition, this
dynamic website provides the capability to enable customers to comment
and vote on every design. Through this virtual platform, communication and
discussion about the submitted design may increase the users stickiness to
the website. Gradually, a virtual community with loyal participants is
forming and continuing growing through viral marketing.
The Customer-Designers
The submitters of new designs are not necessarily from a design or
creative background. The on-line questionnaires to all customer-designers
whose designs have been slelected revealed that their occupations are
extremely diversified, such as engineer, designer, medical researcher, port
authority officer and even maths teacher. However, they all possess the
capability to deliver a 3D or 2D design rendering to the company. These
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customer-designers use both open design tools or professional software,
including Blender, Inkscape, Photoshop, 3D Max, Solidworks, etc. In addition
to the ones with professional education in design, most of these customer-
designers have trained themselves through on-line open educational
resources or training courses.
The motivation most frequently mentioned their design involvement is
the hobby for designing a watch (80%). This might also be proved through
their on-line time on the specific websites, as 80% of them confirmed that
they frequently surf the design blog and company websites. Other selected
motivations encompass earning money (60%), skill development (60%),
recognition (40%), having fun (40%) and dissatisfaction with current
products (20%).
The most significant challenge discussed by all the customer-designers
investigated is a lack of technical knowledge in the electronic watch design.
On one hand, they are reluctant to use much time on learning the basic
technical knowledge; on the other hand, they have limited understanding of
the feasibility of their designs and the technical challenges that there might
be in turning their concepts to a production reality. With limited technical
knowledge and requirements in mind, the customers tend to emphasise the
conceptual features of the design.
The key Support for this Mechanism
Web-based Foundation. As an e-commerce business, the company
communicates with its customers only through virtual store-fronts and on
web-sites where advertisements and transactions are being processed.
Good performance on both web-based windows and on-line reaction to
the customers is required. With prior on-line business experience, the firm
takes the advantage of its e-commerce foundation and concentrates its
effort on developing web-based platforms for involving customers.
Organisation Structure. Small company size and a limited number of
employees facilitate a flexible and flat organisation. The work place is an
open area without individual offices, which is surrounded by prototypes,
material samples and 3D-printed designs. The firm can behave as a cross-
functional team and have ad-hoc discussions whenever a problem emerges,
which also improve the work efficiency to a customers demand or a certain
problem. The average experience of the employees is over 6 years, which
has a positive impact on both the business and the teamwork due to the
familiarity on the product and the company.
In depth Case Study exploring innovative Web-based Methods for Design-With Customers
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Quality Control. Whilst the company relies upon ideas from the
customers, this emphasises the importance of product quality, especially the
need for high engineering quality in achieving the designs. With over 15
years history in the LED/LCD electronic watch industry, the firm and its
employees have collected a significant amount of holistic experience in
development and production. Although every conceptual design may bring
new engineering problems, the rich experience enables the quick learning
and efficient problem-solving.
Intellectual Property. A fundamentally sensitive issue in the open
innovation area might be intellectual property (IP). As the submitted designs
may be selected or rejected, an appropriate approach of coping with IP for
the customers is necessary. Generally, if the designs are novel and unique
enough, the company files for either a Patent or Registered design and the
ownership of these rights are joint, between the firm and the customer-
designer, protecting the rights for both sides. In other circumstances, the
firm may think that the designs may not merit any formal intellectual
property, so they will negotiate with the customer-designer to agree a basis
for sharing the rights. In fact, within this company, only 40% of the
customer-designers investigated tended to request any IP for their designs,
as they think the watch designs are more stylistic than technologically
innovative and as a result, might not be patented. The low interest in
applying for patents enhances the efficiency of cooperation in product
development. On the other hand, the property of the rejected designs is still
owned by the original customer-designers.
Discussion
The purpose of this study is to explore the mechanisms by which a
company can design-with its customers through the Internet. The case
study firm illustrates a synergistic and dependent use of different web-
based methods for obtaining rich insights into its customers and innovative
new watch designs. The mechanisms used provide the company with
abundant ideas in addition to a community of designer contributors who
both support and critique the designs submitted by this community,
increasing the overall efficiency of NPD process. The online tools also enable
efficient communication with the customer-designers throughout the
development process, despite language and geographical differences.
Inviting customers to vote and comment on the submitted designs
increases customer engagement in developing products and supports the
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decision-making process of the company. However, with such a large
number of comments and votes, the firm cannot easily review them all and
consequently, they might miss valuable information due to the limited time
and employees. A possible solution might be to enable the customer-
designer to submit iterations on the design, based directly on this feedback.
By enabling submitted designs to be open to public voting (not just
feedback from other customer-designers), the firm gains substantial
evidence of market acceptability and interest in the different designs. This
level of pre-market testing is a capability not typically seen in a majority of
traditional NPD projects. However, the company and the customer-
designers have to aware the risk that this open resource of designs might be
copied by unscrupulous competitors, as the designs are not protected at the
point of submission. Consequently, dispute of intellectual poperty might
occur. This issue might be somewhat mitigated in a more technology-
intensive industry, such as pharmaceuticals or software, where the
embedded knowledge is more complex. In such firms, an open voting
mechanism might not be as suitable. Hence, for different product categories
and industries, the extent to which customers can be directly involved in
designing, reviewing and selecting new products might vary.
The web-based platform has significantly improved the absorption of
customer knowledge, while the company may also need to provide training
sources and support, which would help steer customers in their submission
of solutions using the platform. A user-friendly interface is essential. In
addition to the support on using the platform, the firm might also consider
publishing non-sensitive technical data in an easy-to-understand way which
may help the customers to achieve the design work effectively (e.g.
materials and production process data). With this sort of support, the
feasibility of the submitted designs might increase. Releasing relevant data
to the customer-designers would probably accelerate the speed of product
development and would further decrease the risk of realising a conceptual
design. On the other hand, open concentrated resources and guidance for
design software or toolkits would also be demanded, as the customer-
designers tend to train themselves through on-line free training courses for
accomplishing their design work.
Conclusion
This inductive research demonstrates an original mechanism of
designing-with customers using web-based methods and specifies the
In depth Case Study exploring innovative Web-based Methods for Design-With Customers
in a global Watch Manufacturing Firm
1001
resources needed for supporting the process. The case company uses the
mechanism for generating product ideas and designs, using viral marketing
and also for making decisions on the production. Advantages are distinct,
but challenges also exist.
Other companies might also benefit from such an approach, but further
empirical evidence is required to explore the conditions which might guide
the selection of appropriate tools for firms of different types.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
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on each copy. For other uses, including extended quotation, please contact the author(s).
Participatory Mechanisms in Crowdfunding
Michael PAPE
a*
and Lorenzo IMBESI
b
a
Carleton University;
b
Sapienza University
This research seeks to investigate the convergence of crowdsourcing and
crowdfunding practices to affect co-design activities between project
founders and user-investors through reward-based crowdfunding. To that
end, it examines 600 successful design-centred projects on Kickstarter from
the project categories of Design, Technology, Games, and Fashion in order to
classify and quantify the different types of participation leveraged by project
founders in the sample. We define five participatory mechanisms through
which founders can leverage crowds, and further find that projects context
and proposed outcomes are significantly related to participation. Within our
sample, participatory mechanisms were most often observed in the
Technology and Games categories, and in software and hardware projects.
Keywords: Crowdfunding, Crowdsourcing, Post-Industrial Design, Co-Design
*
Corresponding author: Michael Pape | e-mail: michael.pape@carleton.ca
Participatory Mechanisms in Crowdfunding
1005
Introduction
The emergence of the internet has facilitated tremendous
communicative and collaborative opportunities amongst dispersed crowds
of individuals. In the wake of this development, centralized organizations
have utilized crowdsourcing as a method of directing crowds intellectual
resources and creativity towards specific predefined tasks or problems.
Similarly, the practice of crowdfunding has enabled entrepreneurs to
leverage crowds financial resources towards project-oriented goals by
incentivizing financial contribution. Reward-based crowdfunding platforms
such as Kickstarter specifically target prospective users by offering project
deliverables as investment incentives, leading to the formation of project-
specific groups of active and motivated user-investors.
These collaborative practices have tremendous potential to garner useful
input in design and development processes from a variety of stakeholder
groups, particularly end-users. The recent growth of crowdfunding presents
opportunities for designers to engage users in co-design practices via the
establishment of participatory systems and methods to support and
encourage such collaboration. Design can thus play a critical role in the
further development of reward-based crowdfunding practices, borrowing
from notions of participatory and co-design to enhance project outcomes.
This study aims to investigate, classify, and quantify the present
participatory practices through which successful design-centred initiatives
on Kickstarter incentivize and implement creative contribution from user-
investors. It seeks to build upon existing literature from the fields of co-
design, crowdsourcing, collective intelligence, post-industrial design,
participatory cultures, participatory development, and entrepreneurial
finance in order to synthesize a common language to describe participatory
practices in crowdfunding.
Overview of Major Concepts
Crowdfunding is an open call, mostly through the Internet, for the
provision of financial resources either in form of donation or in exchange for
the future product or some form of reward to support initiatives for specific
purposes (Belleflamme, Lambert & Schwienbacher, 2013a). This emerging
method of entrepreneurial finance dramatically alters the conventional role
of financial stakeholders in the design and development of innovative
products, services, and systems (Belleflamme et al., 2013a & 2013b;
PAPE & IMBESI
1006
Schwienbacher & Lerralde, 2010), though literature on the subject is
presently in a nascent state (Burtch, G., Ghose, A., Wattal, S., 2012; Giudici,
G., Guerini, M., Lamastra, C. R., 2013; Mollick, 2013). Reward-based
crowdfunding offers project-specific rewards, generally in the form of
tangible new products or services, as a way of incentivizing donations from
prospective investors (Belleflamme et al., 2013a; Kim & Hann, 2013; Mollick,
2013). As such, successful reward-based crowdfunding projects are
necessarily supported by groups of motivated and enthusiastic user-
stakeholders rather than profit-driven investors (Belleflamme et al., 2013b;
Schwienbacher & Lerralde, 2010). Kickstarter is the worlds largest and most
dominant crowdfunding platform (Mollick, 2013), and is increasingly viable
as a platform for design projects (Kuppuswamy & Bayus, 2013).
Crowdfunding is sometimes described as a type of crowdsourcing, in
which crowds of individuals are solicited to contribute labour or creative
resources towards a centralized initiative (Brabham, 2012; Kleemann, F.,
Vo, G.G., & Rieder, K. 2008). This resembles participatory or co-design,
which refers to the practice of integrating users or primary stakeholders into
the design and development of products, services, and systems (Sanders &
Stappers, 2008). Early research on user participation combined the design
expertise of professional designers with the localized expertise of users,
enabling users to assist in defining the problem and suggesting potential
avenues of design and development (Bdker, 1996). It has since been found
that users are capable of innovative co-creation when motivated by self-
interest and guided by designers or generative design tools (Kleemann et al.,
2008; Sanders, Brandt, & Binder, 2010; Sanders & Simons, 2009; Tufte &
Mefalopulos, 2009).
In the emerging post-industrial context, innovation and creativity are of
critical importance to success in the competitive global marketplace, and
creative labour is able to generate significant value in the place of material
goods (Imbesi, 2011). The dispersion of the means of production through
technological advances and the internet has democratized design and
production processes on a massive scale, as evidenced by open source and
peer-to-peer models (Imbesi, 2011). This has shifted the role of the design
profession, away from simply creating or styling products and towards
formulating strategic services, systems, and processes through which value
can be produced and evaluated in terms of human experiences rather than
market success (Imbesi, 2011).
By borrowing methods from crowdsourcing and co-design, reward-based
crowdfunded design initiatives are able to funnel the enthusiasm and
Participatory Mechanisms in Crowdfunding
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collective intelligence of user-investors towards collaborative activities to
improve the quality of project deliverables, simultaneously benefiting
project founders and backers (Belleflamme et al., 2013b; Schwienbacher &
Lerralde, 2010). Recently, prominent crowdfunding campaigns such as the
Oculus Rift, a virtual reality hardware development project, have combined
crowdfunding with crowdsourcing approaches by enabling early investors to
participate in a collaborative design and development process. In the case of
the Rift, the projects founders incentivized donation by offering hardware
prototypes, software development tools, access to an exclusive developer
forum, and centralized technical support to backers who contributed at least
$275 to the project. This enabled developers to get an early start on creating
or re-appropriating software applications to work in tandem with the Rifts
hardware, while also allowing the projects founders to gather feedback in
order to optimize the hardware for both consumer and developer purposes.
(Kickstarter, 2014). By externalizing the financing of hardware development,
as well as the labour of software development and hardware testing, the
Rifts founders were able to cover early development costs while
simultaneously ensuring that their feedback originated from group of
motivated supporters and self-interested user-stakeholders.
Collaborations such as the Oculus Rift indicate significant potential in the
overlap of crowdfunding and crowdsourcing practices. As crowdfunding
continues to grow, its capacity to enable collaborative communities through
financial exchange may enable the development of participatory cultures, in
which the open exchange of ideas, knowledge, and resources can be
harnessed to co-create, co-produce, and collectively fund solutions to
complex problems (Kleemann et al., 2008; Lvy, 2012; Manzini, 2013;
Mortati & Villari, 2012).
Rationale
This inter-disciplinary research investigates the convergence of co-design
practices in crowdfunding and crowdsourcing in order to begin addressing
the relative lack of academic attention in this area. Presently, while there is
scholarly literature related to participatory and co-design practices, there is
a significant lack of literature on these subjects in the context of
crowdfunding. The influence of design on the combination of crowdfunding
and crowdsourcing presents an opportunity to affect a significant positive
impact on the development and subsequent value of products, services, and
systems, which should be of particular interest to practitioners and
researchers from the fields of design and entrepreneurship.
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Our goal in this study was to synthesize a common language for the
various activities and mechanisms through which participation was
leveraged in our sample data, which may inform or suggest future research
on this emerging phenomenon. While our study focuses specifically on
successful design-centred Kickstarter projects, our findings and definitions
on the subject of participatory mechanisms are relevant first steps towards
affecting a comprehensive understanding of participatory practices and
collaborative design in the crowdfunding context.
Methods
This study examined 600 crowdfunding projects in order to observe and
subsequently classify the varying participatory practices implemented by
project founders. Due to the broad range of projects and contexts in which
crowdfunding can be applied, we sought to investigate projects that
displayed the following characteristics:
Design-Centred Goal: Given our focus on participatory activities that
influence project outcomes via the potential for co-design or
crowdsourcing, we were primarily interested in crowdfunding
projects that proposed to design or develop a novel product,
system, or service. This was largely accomplished by limiting the
categories of project that we investigated, as detailed in the
following section, though we additionally omitted projects using
crowdfunding to fund presentations or distribution of existing
project outcomes.
Reward-based Incentivization: In order to investigate the
collaborative relationships between project founders and user-
investors, we focused on projects that offered the aforementioned
product, system, or service as a reward to prospective backers.
Run via a Crowdfunding Platform: Crowdfunding platforms
presently facilitate the majority of crowdfunding projects and funds
raised. Due to the various tools and formats provided by different
websites, we aimed to gather our entire sample from a single
platform to reduce variability.
Successfully Funded: A large number of varied factors can act as
determinants of projects fundraising success. While it is relevant to
determine whether or not certain types of participation have an
influence on project success, we must first classify the various
participatory activities at work within the crowdfunding context.
Participatory Mechanisms in Crowdfunding
1009
This study did not aim to assess participatory activities as a
determinant of project success, and as such only investigated
successful projects in order to reduce variability.
In addition to meeting our other criteria, the crowdfunding platform
Kickstarter was chosen as a starting point for our sample based on its
increasing popularity and viability as a platform for design initiatives
(Kuppuswamy & Bayus, 2013; Mollick, 2013), which we concluded would
best allow us to observe current and emerging trends in reward-based
crowdfunding efforts. We gathered data from 150 projects each from the
categories of Design, Technology, Games, and Fashion, omitting projects
that lacked explicit deliverable outcomes.
Project data was collected chronologically by fundraising end date,
beginning with projects that concluded on September 1, 2013. This date was
chosen to ensure that the data was relatively recent and representative of
current trends. In order to locate projects that met these sample criteria, we
used the external web service Kickspy, which allowed for searching and
complex, specific filtering of Kickstarter projects.
Variables for Data Collection
We recorded the following variables for each project in the sample:
1. Participatory Activities: This refers to the presence of
crowdsourcing or co-design opportunities that were made available
to the crowd by project founders. This variable was recorded via
two supplementary values:
a. Type of Activity: Given that we began without clear
definitions of participatory activities, we recorded the type
of activity to be performed by participants via brief,
qualitative descriptions. Examples include beta access,
voting, or proprietary developer kits.
b. Exclusivity: The structure of Kickstarter encourages
founders to offer participatory activities as incentives to
donate, a process that potentially excludes certain
members of the crowd from participation. While
participatory activities can be public, they can be limited to
backers only, requiring a donation of at least $1 USD, or
more specifically to reward tiers, which each have specific
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donation requirements. Kickstarter further allows
founders to implement limited reward tiers that have a
maximum number of donors. This was recorded as a broad
indicator of the exclusivity of a given participatory activity.
2. Kickstarter Category: This refers to the category that a project was
classified under on Kickstarters website. The four categories that
were recorded were Design, Technology, Games, and Fashion. This
was recorded in order to investigate potential trends of
participation within the various project categories, or significant
differences between them.
3. Project Outcome Type: This refers to the type of product, service, or
system that a founder proposed to produce and deliver to backers.
Software refers to deliverables that are digital applications for one
or more devices or operating systems, and which aim to deliver
project outcomes through digital downloads rather than via
physical artifacts. This category was created due to the low cost of
distributing and testing purely digital rewards, which we anticipate
could be correlated with the use of certain types of participation.
Hardware refers to deliverables that are physical devices, which are
either supplemented by software development tools or compatible
with existing operating systems. This classification was defined due
to such projects capacity to outsource the development of
software applications, which we anticipate could be correlated with
the use of certain types of participation. Finally, standalone refers
to deliverables that did not fall into either of the prior
classifications, and generally involve the development of physical
products.
Classifying Participatory Mechanisms
Upon examination, we found that several of the activities recorded
during data collection were very similar to one another in terms of the input
being provided by participants, and could be grouped into five distinct
classifications. We subsequently defined each of these classifications as
participatory mechanisms in order to synthesize a concise list of the
participatory practices leveraged by founders within the sample. These
mechanisms are described in the Results & Findings chapter.
Participatory Mechanisms in Crowdfunding
1011
In order to further elucidate the properties of these participatory
mechanisms, the values for variable 1a within our data were each recoded
to one of these five classifications. We used binary indications for each
mechanism in order to identify each project by the mechanisms it utilized.
Given this binary measurement, multiple occurrences of activities within the
same classification were redundant and only counted once. This recoded
data was utilized for the remainder of the data analysis process, and can be
found in the Appendix.
Determining Exclusivity
We measured and compared the values for variable 1b for each instance
of the five participatory mechanisms in order to determine the relative
exclusivity of each mechanism. The percentages of each degree of
exclusivity were subsequently charted for each mechanism. This revealed
clear indications of each mechanisms level of exclusivity, providing insight
into the implementation of participatory mechanisms within the sample.
Prevalence of Participatory Mechanisms
We measured the incidence of participatory activities in the entire
sample, counting the total number of projects that included affirmative
values for variable 1a. In order to determine the average number of
mechanisms used in these participatory projects, we then totalled the
instances of participatory mechanisms and divided the sum by the number
of participatory projects. We repeated these measurements within each of
the four Kickstarter categories, as recorded in variable 2, and the three
types of project deliverable, as recorded in variable 3. This allowed us to
compare the prevalence of participation across a variety of contexts in order
to determine whether the type of project or deliverable could be correlated
to participatory practices.
Following this overall comparison, we repeated this process individually
for each participatory mechanism, including only projects that included the
associated value in variable 1a. This allowed us to determine which
mechanisms had been used frequently or in particular contexts, potentially
indicating their value to project founders or ease of implementation under
certain conditions. All findings on prevalence were then graphically
represented to facilitate comparison between the various participatory
mechanisms established earlier.
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Results & Findings
This section details the findings derived from the collected Kickstarter
project data. A complete record of the data can be found in the Appendix.
Classifying Participatory Mechanisms
The first stage of our data analysis focused on examining the types of
participatory activity found in variable 1a within the sample. The activities
that we observed are listed, quantified, and described below:
Soliciting Feedback (36 instances): Founders actively solicited
participants to provide them with feedback on project outcomes via
the projects Kickstarter page.
Open Source (32 instances): Founders released or planned to
release the entirety of their project outcomes design or blueprint to
the general public for purposes of open participation and peer
production.
Partial Open Source (9 instances): Founders released or planned to
release some element of their project outcomes design or blueprint
to the general public for purposes of open participation and peer
production.
User Testing (96 instances): Founders gave participants early access
to project deliverables for purposes of advanced testing and
providing user feedback. This generally took the form of access to
software betas.
Voting on Esthetics (16 instances): Founders allowed participants to
collectively decide upon a particular esthetic element of project
outcomes via popular vote, either through Kickstarter, social media,
or external web services.
Voting on Functionality (12 instances): Founders allowed
participants to collectively decide upon a particular functional
element of project outcomes via popular vote, either through
Kickstarter, social media, or external web services.
Proprietary Developer Kits (18 instances): Founders created and
distributed kits to allow participants to independently develop
supplementary products or systems that would explicitly work in
tandem with project outcomes.
Design Collaboration (123 instances): Founders worked with
individual participants to co-design some element of project
Participatory Mechanisms in Crowdfunding
1013
outcomes, though founders would maintain total control over such
outcomes.
Direct Developer Contact (25 instances): Founders met with
individual participants via private channels to discuss project
outcomes.
Design Team Membership (14 instances): Founders allowed
participants to join the team responsible for the project, enabling
them to have an ongoing impact on the design and development of
project outcomes.
Through preliminary examination of these participatory activities, we
found that several of them involved very similar participatory processes,
providing very similar types of creative input to founders. As such, we
tentatively grouped the observed participatory activities based on
participant input, as summarized by Table 1:
Table 1. Sorting Participatory Activities by Participant Input
We found that each of these groupings revealed a distinct mechanism by
which founders had enabled crowd members to influence project outcomes,
generally via provision of some degree of participant agency.
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For purposes of further data analysis, we chose to examine participatory
activities within these groupings, rather than investigating each activity
separately. In aggregating these activities, we sought to affect a common
language for referring to the varied participatory activities in crowdfunding
practice, in order to both inform future research and encompass activities
other than those observed in the sample. To that end, we subsequently
classified each of these groupings as a type of participatory mechanism,
and synthesized definitions and descriptions for each. These definitions are
as follows:
Open-Ended Feedback: This describes any participatory activity in
which project founders actively crowdsource feedback on non-
specific project outcomes.
This mechanism is a form of crowdsourcing, in that founders are tasked
with managing and filtering contributed content in order to extract value
from the crowd. The crowd is free to provide feedback on any element of a
project, though founders are not obligated to implement or even assess
such input. While comments and suggestions are given on a volunteer basis
rather than in exchange for compensation, this participatory mechanism still
requires founders to employ managerial resources in order to aggregate and
utilize such feedback.
Due to the mechanisms lack of extrinsic incentive, the resulting creative
output indicates participants intrinsic motivations, such as enthusiasm or an
interest in improving project outcomes. This relates to the enthusiasm and
potential creativity of users, ensuring that solicited feedback originates from
a motivated, active group of stakeholders. The quality of participant
feedback is further associated with the amount of pertinent project
information available to the crowd (Mollick, 2013; Surowiecki, 2005). As
such, most projects that actively sought feedback did so through rewards
that enabled backers to participate in user testing prior to the distribution of
project deliverables.
Collective Decision-Making: This describes any participatory activity
in which project founders enable members of the crowd to influence
project elements via majority vote.
This mechanism is another example of crowdsourcing, in which crowd
input it aggregated in order to inform the design of project deliverables.
Members of the crowd are given a degree of collective agency through
voting, though their range of influence is dependent on the subject of the
Participatory Mechanisms in Crowdfunding
1015
vote and their available options, which are determined by project founders.
Within the sample, 42.9% of voting opportunities allowed participants to
decide on some aspect of functionality in project outcomes, while the
remainder dealt with purely esthetic components of final deliverables. In 2
cases, esthetic voting options were crowdsourced, indicating a rare
intersection between the use of this mechanism and Open-Ended Feedback.
While other crowdfunding platforms may have implemented systems for
voting, Kickstarter does not currently provide tools to explicitly facilitate the
voting process. As such, founders are tasked with organizing and running the
voting process independently if they are using Kickstarter. Instances of
voting within the sample generally involved tallying votes through external
web services or comments on the projects social media or Kickstarter
pages.
Supplemental Development: This describes any participatory
activity in which project founders crowdsource the development of
products or services that operate in tandem with primary project
outcomes.
The distribution of proprietary development tools can be considered a
form of crowdsourcing and peer production, as founders are leveraging and
directing the crowds creative resources to their mutual benefit. Given that
contributions made with such tools are necessarily compatible with
campaign deliverables, this mechanism has the potential to generate
significant benefits for participants, founders, and project backers in
general. Additionally, if developers are offered incentives for contributing
content of high quality, these additions are more likely to enrich the user
experience of final project deliverables (Surowiecki, 2005).
Access to developer tools provides crowd members with a great deal of
individual agency, in that it allows them to act and create in a manner that is
largely independent of project founders. However, this agency is typically
restricted, in that participants must be able to leverage specialized skills,
such as programming knowledge, in order to contribute. Additionally,
founders maintain complete control over the implementation and
distribution of participants contributions, limiting the crowds capacity to
impact final project deliverables without founder approval.
Individual Collaboration: This describes any participatory activity in
which project founders work with individual crowd members to
collaborate on particular elements of final project deliverables.
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This mechanism is characterized by collaboration and iterative dialogue
between founders and individual participants, ostensibly to generate
outcomes that are desirable to both parties. This leverages principles from
co-design by enabling participants to have limited collaborative influence
over project outcomes, albeit with the guidance of project founders.
While participants are granted a degree of agency in regards to specific
components of final deliverables, project founders typically maintain full
creative control over the project and may choose to filter or modify
participants contributions through the collaborative process. It is important
to note that participants agency is somewhat restricted in that they cannot
participate in defining problems or ideating broad solutions, limiting their
involvement to a collaborative or consultative role.
Open Collaboration: This describes any participatory activity that
revolves around the open distribution and free modification of
project deliverables.
This participatory practice revolves around explicitly enabling and
encouraging the crowd to freely modify, add to, and redistribute primary
project outcomes. Following the initial proposal and development phases,
participants are given complete agency and independence via access to
blueprints for development, enabling them to design and develop without
the oversight of founders. This is most visible in the case of open source
projects, in which founders seek funding as a means to initiate a
collaborative project, but where external contributors can revise outcomes,
redefine problems, and collaborate independently of the initial founders.
While Open Collaboration bears similarities to Supplemental
Development, there are significant distinctions in the collaborative process
and degree of agency afforded to participants. Proprietary development kits
allow crowd members to participate in a subordinate capacity, where open
source crowdfunded projects closely resemble the empowering ideals of
creative communities or participatory cultures, enabling the open exchange
of resources, knowledge, and expertise among enthused stakeholders.
Exclusivity of Participatory Mechanisms
Following the generation of these participatory mechanisms, we sought
to measure their exclusivity in order to more accurately understand the
context of their implementation. To that end, we compared the values for
variable 1a and 1b in order to measure the proportionate amount of each
Participatory Mechanisms in Crowdfunding
1017
level of exclusivity within the five mechanisms. The results of these
measurements are summarized in Table 2:
Table 2. Exclusivity of Participatory Mechanisms
From these visualizations, we identified clear disparities in the relative
exclusivity of each mechanism. These distinctions broadened our
comprehension of participatory mechanisms, and are fully described below:
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1018
Open-Ended Feedback was the only mechanism that showed no
distinct trends in exclusivity, likely due to the numerous ways that
founders incentivized channels for participant feedback. User testing
and direct developer contact were the most exclusive forms of this
mechanism, while soliciting feedback was the most inclusive.
Collective Decision-Making was fairly inclusive, though voting rights
were most commonly offered as incentives to potential backers. This
is likely to ensure that project stakeholders had the most sway over
project outcomes, relating to the value of user feedback.
Supplemental Development was fairly exclusive in that it always
required some degree of financial donation, potentially due to the
proprietary nature of the associated rewards.
Individual Collaboration was the most exclusive participatory
mechanism, requiring individuals to opt into specific reward tiers,
the majority of which had a maximum number of donors. Design
team membership was more likely to be limited to a maximum
number of donors. The exclusivity of this mechanism is possibly due
to the relatively high degree of control ceded to participants, as well
as the logistical costs of necessarily communicating with individual
donors.
Open Collaboration was the most inclusive mechanism, consisting
entirely of public activities. Given that this mechanism relies on
participants freedom to access and modify project outcomes, this
outcome was expected.
Prevalence of Participatory Mechanisms
Within the sample of 600 Kickstarter projects, 250 (41.67%) utilized
participatory mechanisms, as seen in Figure 1. Of the 150 projects within
each category, we found 25 (16.67%) in Design, 87 (58%) in Technology, 104
(69.33%) in Games, and 34 (22.67%) in Fashion utilized participatory
mechanisms. Further, of the 82 projects that were coded as software, 67
(81.71%) included participation, as did 45 (76.27%) of the 59 hardware
projects. Conversely, of the 459 projects that had proposed standalone
project deliverables, only 138 (30.01%) included participation. We recorded
369 distinct instances of participatory activity in the sample, indicating that
Participatory Mechanisms in Crowdfunding
1019
some participatory projects used multiple mechanisms. Participatory
projects used an overall average of 1.476 mechanisms, and more specifically
1.28 in Design, 1.41 in Technology, 1.68 in Games, and 1.14 in Fashion.
Figure 1. Overall Prevalence of Participatory Mechanisms
While these results indicate a fairly substantial amount of participation
within the sample projects, it is important to note that participation was
most common in the categories of Technology and Games, and was
significantly more prevalent in the development of hardware and software
projects. This suggests that implementing participation is easier, less costly,
or more useful in certain contexts, dependent on the type of project
outcome being proposed. Alternatively, it simply indicates that participatory
activities are more or less popular amongst designers and entrepreneurs
from varying fields, potentially reflecting differing professional or academic
viewpoints on the value of user input.
In order to gain a more comprehensive understanding of the occurrence
of participation in our sample, we then examined the prevalence of each
participatory mechanism separately, as seen in Figures 2 to 6:
Open-Ended Feedback was recorded in 136 projects overall (22.67%). It
was leveraged most often within the Technology and Games categories,
occurring in 53 (35.33%) and 64 (42.67%) projects respectively, while only
appearing in 9 (6%) Design projects and 10 (6.67%) Fashion projects. This
mechanism was observed in 53 (64.63%) software projects, 20 (33.9%)
hardware projects and 63 (13.73%) standalone projects.
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1020
Figure 2. Prevalence of Open-Ended Feedback
Collective Decision-Making was recorded in 27 projects overall (4.5%), of
which 9 (6%) were in Design, 3 (2%) in Technology, 7 (4.67%) in Games, and
8 (5.33%) in Fashion. This mechanism was observed in 7 (8.54%) Software
projects, 1 (%1.7) Hardware project, and 19 (4.14%) Standalone projects.
Figure 3. Prevalence of Collective Decision-Making
Supplemental Development was recorded in 18 projects overall (3%), of
which 6 (4%) were in Design and 12 (8%) were in Technology. This
mechanism was observed in 4 (4.88%) Software projects, 9 (15.25%)
Hardware projects, and 5 (1.09%) Standalone projects. Interestingly,
Supplemental Development was not observed at all in the Games and
Fashion categories, potentially indicating severe difficulties in implementing
such practices, or incompatibility with projects in those contexts.
Figure 4. Prevalence of Supplemental Development
Participatory Mechanisms in Crowdfunding
1021
Individual Collaboration was recorded in 130 projects overall (21.67%),
of which 8 (5.33%) were in Design, 11 (7.33%) in Technology, 90 (60%) in
Games, and 21 (14%) in Fashion. This mechanism was observed in 46
(56.1%) Software projects, 3 (5.08%) Hardware projects, and 81 (17.65%)
Standalone projects.
Figure 5. Prevalence of Individual Collaboration
Open Collaboration was recorded in 41 projects overall (6.83%), of
which 40 (26.67%) were from the Technology category, with only 1 other
instance, in Games (0.67%). This mechanism was observed in 4 (4.88%)
Software projects, 30 (50.85%) Hardware projects, and 7 (1.53%) Standalone
projects.
Figure 6. Prevalence of Open Collaboration
Importance of Findings
Critically, our analysis found that each mechanisms prevalence was
correlated to particular project deliverables and Kickstarter categories,
indicating that their context played a role in the mechanisms
implementation. This suggests that different types of participation are more
or less conducive to varying project types. The following are summaries of
our findings on the prevalence of participator mechanisms and participation
in general:
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1022
Open-Ended Feedback was the most prevalent participatory
mechanism. It was observed in 22.67% of sample projects, and
accounted for 54.4% of all participatory projects. It was most
prevalent in the Technology and Games Kickstarter categories and in
projects that proposed software as primary deliverables, which we
associate with a high incidence of user testing activities in those
contexts.
Collective Decision-Making was observed in only 4.5% of projects,
and accounted for 10.8% of all participatory projects. While it was
evenly distributed amongst most project categories and reward
types, it was rarely implemented in the Technology category or
hardware projects.
Supplemental Development was the least prevalent participatory
mechanism, observed in only 3% of sample projects and accounting
for 7.2% of participatory projects. We only observed instances of
this mechanism as backer rewards or reward tier opportunities,
indicating a relatively high degree of exclusivity. They were only
found in the Design and Technology Kickstarter categories, and were
most prevalent in hardware projects.
Individual Collaboration was observed in 21.67% of projects, and
accounted for 52% of all participatory projects. It was most
prevalent in the Games category, in which it was notably evident in
60% of surveyed projects, as well as in projects that proposed
software or standalone deliverables.
Open Collaboration was observed in 6.83% of projects, and
accounted for 16% of all participatory projects. It was observed
almost entirely in hardware projects and the Technology category,
likely due to the influence of the technology-centric open source
movement.
Overall, participatory practices were observed in 250 of the 600
surveyed projects. It was most prevalent in the Technology and Games
categories, in which it was observed in 58% and 69.33% of projects
respectively. This prevalence was even more pronounced when projects
were broken down by their proposed deliverables, as 76.27% of hardware
projects and 81.71% of software projects implemented participatory
Participatory Mechanisms in Crowdfunding
1023
elements. Participation was relatively uncommon in the Design and Fashion
categories of Kickstarter, in which less than a quarter of projects were
participatory. These measurements very clearly indicated disparities in the
contexts within which participation and different participatory mechanisms
were most often leveraged.
Conclusions
The purpose of this research was to address what we identified to be a
significant lack of crowdfunding literature pertaining to crowdsourcing or
co-design practices. This study has provided broad, explorative insights into
the contexts within which participatory practices, crowdsourcing, and co-
design activities are leveraged in reward-based crowdfunding projects.
Through our analysis, we have defined five participatory mechanisms that
represent the common methods leveraged by project founders in a sample
of successful design-centred projects on Kickstarter. These descriptive
mechanisms can be used as a basis for discussing participatory practices in
alternative crowdfunding contexts.
Suggestions for Future Research
The primary outcomes of this study suggest and frame future research in
order to address gaps in literature related to design in the crowdfunding
context. Given the broad and explorative aims of this research, we
encourage further verification of our findings in order to challenge and
strengthen our comprehension of the relationships between participation
and other project variables. The following are prospective research
questions that seek to address identified gaps in design and crowdfunding
literature:
How does crowdsourcing and collaboration with user-investors
impact the quality of project outcomes in reward-based
crowdfunding projects?
Presently, crowdfunding literature focuses largely on measurable
variables as determinants of crowdfunding success, where success is defined
by the achievement of funding goals rather than necessarily delivering
proposed outcomes. Similarly, this research measures the prevalence of
participation, but not the effects it has on subsequent design and
development processes. While existing literature on co-design practices and
crowdsourcing seem to indicate that their convergence with crowdfunding
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1024
would lead to positive project outcomes, this should be verified through in-
depth case studies.
Is the presence of participatory mechanisms a determinant of
successful funding in crowdfunding projects?
Given that our investigation focused on Kickstarter projects that had
been successfully funded, further research can address participatory
mechanisms as a determinant of successful funding, both broadly and for
each individual mechanism.
What factors influence founders of reward-based crowdfunding
projects to implement crowdsourcing or other participatory
mechanisms into the crowdfunding process?
While our research indicates particular contexts within which
participatory practice often occurs, the exact causes for this prevalence are
not yet clear. Given that founders must actively opt into participatory
practices by building participatory activities into their project proposals and
reward structures, it is relevant to discover what motivates them to do so.
What are the demographic characteristics of participants in reward-
based crowdfunding projects?
Though we can observe and identify project founders that implement
participatory mechanisms in crowdfunding projects, we do not currently
know who engages in such participatory practices. Such demographic
information could be pertinent in terms of promoting or facilitating
participatory practices, which would be of interest to crowdfunding
platforms and prospective project founders.
References
Belleflamme, P., Lambert, T., Schwienbacher, A. (2013a). Crowdfunding:
Tapping the Right Crowd. Forthcoming; International Conference of the
French Finance Association (AFFI), May 11-13, 2011. Available at SSRN:
http://ssrn.com/abstract=1836873
Belleflamme, P., Lambert, T., Schwienbacher, A. (2013b). Individual
Crowdfunding Practices. Venture Capital: An International Journal of
Entrepreneurial Finance, Forthcoming. Available at SSRN:
http://ssrn.com/abstract=2151179
Participatory Mechanisms in Crowdfunding
1025
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Appendix
This section contains our collected Kickstarter project data. They are
coded as follows:
P.M.: Participatory mechanisms implemented (Variable 1a from Methods),
coded as such:
OEF = Open Ended Feedback
CDM = Collective Decision-Making
SD = Supplemental Development
IC = Individual Collaboration
OC =Open Collaboration
Exclusivity: Exclusivity of the associated P.M., which could be Public, Backer-Only,
Reward Tier Only, or Limited Reward Tier Only (Variable 1b from Methods)
Category: The projects Kickstarter category, which could be Design,
Technology, Games, or Fashion (Variable 2 from Methods)
Deliverable: The projects primary deliverable, which could be Software,
Hardware, or Standalone (Variable 3 from Methods)
End Date: The date that the project concluded
Project Name: The name of the projects Kickstarter page
Participatory Mechanisms in Crowdfunding
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Participatory Mechanisms in Crowdfunding
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Participatory Mechanisms in Crowdfunding
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in the conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Business Model Innovation Through New
Customer Roles. Inspirational cues and
insights from a design-driven case study
analysis
Cautela CABIRIO
a
, Paola PISANO
b*
and Marco PIRONTI
b
a
Politecnico di Milano;
b
University of Torino
Framing business models as relational devices governing transactions with
the customers and stakeholders, the current article aims to identify new rules
of customer engagement and their impact on business model innovations in
design-intensive industries. These industries, framed as the locus of cultural
innovation where the innovation soul is characterized by the proposition of
new product cultural messages and meaning sees the customer as a
product sense giver, an interpreter of the meaning, the cultural and
symbolic messages attached to the product. In this setting, new customer
roles are explored through a case study analysis based on a fast-growing
company operating in the furniture sector.
The case study analysis highlights three main customer roles that impact
business models: (i) the customer as a market bridge, where the customer
attracts new potential contacts and customers; (ii) the customer context as a
company show-room, where the customers home setting is designed to
convey the companys product language and aesthetics; (iii) the customer as
an external company design lab, where the customer host events to seek for
new product scenarios.
Keywords: business model innovation, customer engagement, design-
intensive industry
*
Corresponding author: Paola Pisano | e-mail: pisano@di.unito.it
CABIRIO, PISANO & PIRONTI
1044
Introduction
Business model innovation is gathering a growing attention in design and
management field (Martin, 2009; Osterwalder, & Pigneur, 2010; Battistella
& al. 2012).
In different industrial context the seeking for a new business model
disrupted the competitive rules and the sources of value.
Cases as Hilti, Groupon, Patientlikeme, are recognized as representative
of disruptive business model innovation (Markides, 2006) leveraging on a
wise integration between on and off line activities and on new customer
engagement roles.
A significant literature centered on business model innovation relates to
web companies and e-business (Timmers, 1998). Mainly start-ups and new
ventures are considered as the main players that introduced new business
models and logics with the evolutionary waves of the digital economy.
On the other hand business models innovation are becoming source of
value also in industries where the technology innovation and the pace of it
are not relevant.
Nevertheless the scientific debate about business model innovation in
design-intensive industries - as fashion, furniture, accessories, interiors,
textile where the innovation process is driven by the proposition of new
product meanings and languages (Verganti, 2009) and cultural messages
(Ravasi, & al. 2012) seems to be poor.
Framing business model as a relational device the paper aims to
identify business model innovation logics in design driven contexts where
the relationship between product innovation and business model innovation
seem to be relevant and fertile (Battistella & al. 2012).
To accomplish this aim, a case study based on explorative research has
been conducted. The company for study was selected because it met the
following three criteria: (i) had a widely acknowledged innovative business
model; (ii) operates in design intensive industry where the content of
innovation is based on new cultural messages and meaning conveyed by the
product; (iii) generates new forms of customer relationship through new
engagement roles. The article is composed of five different sections. First, a
literature analysis will be presented, highlighting how the dominant studies
focused on business model and business model innovation. Following the
methodological part is depicted where a case study analysis research
strategy is proposed. In the third section, the LAGO case study is developed,
pinpointing the underpinning logics of business model innovation.
Business Model Innovation and Customer Role. Inspirational cues and insights from a
design-driven case study analysis
1045
A discussion is advanced in the fourth section, where some evidence and
insights based on the case study analysis support the development of a
relational business model innovation approach.
In the final section, the conclusions, the main limitations of the research
and new and promising research strands are proposed.
Theoretical background and research questions
As can be expected by delineating the meaning of the business model in
the web economy, the concepts of flow and relationship are significantly
stressed. A business model represents the device by which the main flows
and the companys web of relationships are designed, aiming to create
benefits for the different participating actors, as providers, partners,
customers (Amit, & Zott, 2001).
In their attempt to extend the business model concept by trying to go
beyond the foundation originally centered in e-business, Amit and Zott
(2001) define the business model as the content, structure, and governance
of transactions designed to create value through the exploitation of business
opportunities.
Even in this case, through the term transaction, scholars pinpoint the
relational rationale underpinning how in the business model concept the
exchange and interactive dynamics prevail.
On the other hand recalling the basic business question advanced by
Drucker, Magretta (2002) describes business models as
stories that explain how enterprises work. A good business model
answers Peter Druckers age-old questions: Who is the customer? And
what does the customer value? How do we make money in this
business? What is the underlying economic logic that explains how we
can deliver value to customers at an appropriate cost?(Magretta,
2002, p. 87)
Here, the concept of the customer, customer value and money making
are intended to be constitutive business model elements.
Other scholars have grappled with the attempt to split a business model
and to identify its various components.
According to Osterwalder, Pigneur and Tucci (2005),
a business model is a conceptual tool containing a set of objects,
concepts and their relationships with the objective to express the
CABIRIO, PISANO & PIRONTI
1046
business logic of a specific firm. Therefore we must consider which
concepts and relationships allow a simplified description and
representation of what value is provided to customers, how this is
performed and with which financial consequences. (Osterwalder, et
al., 2005, p. 5)
In an initial proposal, these authors identify four main pillars the
product, the customer interface, the infrastructure management and the
financial aspects around which some building blocks are identified.
In a later release, Osterwalder and Pigneur (2010) directly proposed a
nine building blocks business canvas (i.e., value proposition, channels,
customer relationships, customer segments, revenue streams, key activities,
key resources, key partnership, cost structure).
Other scholars have provided a more compact version. Specifically,
business model based on six elements has been depicted where value
proposition, customers, internal processes/competencies, external
positioning, the economic model and personal investor factors constitute
the key elements of the model (Morris, Schindehutte, & Allen, 2005).
Voelpel, Leibold and Streb (2005) mention three basic components of a
BM: value proposition for customers, value network configuration to create
that value, and returns ensuring the satisfaction of relevant stakeholders
and, thus, the sustainability of the business model.
On the other hand, a business model concept based on four
characteristic elements (customer value proposition, profit formula, key
resources, and key processes) has been defined (Johnson, Christensen, &
Kagermann, 2008), pointing out the interlocking logic among the different
elements.
In any case, the different attempts to identify the components, the
transactional and relational dimensions of the business model are depicted
as fundamental. The concepts of customer value proposition, customer
value, customer segments, key partnership, and customer
relationship point out the interactive and relational dimensions of the core
of the business model.
If there is a common consensus about the basic components of business
model as a construct there are heterogeneous perspectives about the way
to conceive and interpret the business model innovation.
A primary research strand emphasized how business model innovation is
induced by or mainly related to technological innovation.
Business Model Innovation and Customer Role. Inspirational cues and insights from a
design-driven case study analysis
1047
Table 3: Literature review
Authors Focus on
Timmers (1998)
Product, service and information flows,
business actors
Weil and Vitale (2001)
Roles and relationships among a firms
consumers, customers, allies, and suppliers
Amit and Zott (2001) Transactions
Magretta (2002)
Customer value, economic logic, value
delivery
Morris et al. (2005)
Value proposition, customer, internal
processes/competencies, external
positioning, economic model and personal
investor factors
Osterwalder, Pigneur and Tucci
(2005)
Product, customer interface, the
infrastructure management and the
financial aspects
Voelpel et al. (2005) Value proposition, value network, returns
Johnson et al. (2008)
customer value proposition, profit formula,
key resources, and key processes
Osterwalder and Pigneur (2010)
value proposition, channels, customer
relationships, customer segments, revenue
streams, key activities, key resources, key
partnership, cost structure
As stated by Teece (2009), technological innovation often needs to be
matched with business model innovation if the innovator is to capture
value.
Furthermore, new business models have been usually connected to new
R&D strategies. In Open Business Models, Chesbrough (2006) affirms:
an open business model uses the new division of innovation labor
both in the creation of value and in the capture of a portion of that
value. Open models create value by leveraging many more ideas, due
to their inclusion of a variety of external concepts. Open models can
also enable greater value capture, by using a key asset, resource, or
position not only in the companys own business but also in other
companies businesses. (Chesbrough, 2006, pp. 2-3)
The author, going beyond the vertical integrated company concept in
which the R&D exploration and exploitation are equally run, identifies two
ways to build open business models: (i) the inside-out approach, where
CABIRIO, PISANO & PIRONTI
1048
ideas, patents and copyrights are internally produced and then licensed to
external actors that take them on the market; (ii) the outside-in approach,
where companies grasp ideas and technologies from external networks
turning them into products to commercialize on the marketplace
(Chesbrough, 2006).
Both approaches tend to stress openness as a dominant way to
innovate business models in a successful and profitable manner.
In contrast, Johnson et al. (2008) citing real successful cases as Hilti,
Intuit, and Apple as cases propose the soul of business model innovation in
keeping people from getting particular jobs completed: insufficient wealth,
access, skill or time.
In a similar vein another research strand relates business model
innovation to the way goods and services are purchased and accessed by
the customer.
Firstly, Markides (2006), claiming for the need of a better theory,
emphasizes the difference between disruptive innovations and business
model innovations, pinpointing how the latter tend to basically change
competitive rules of a sector and enlarge the existing economic pie, either
by attracting new customers into the market or by encouraging existing
customers to consume more. Furthermore, according to the author, () it is
important to note that business model innovators do not discover new
products or services; they simply redefine what an existing product or
service is and how it is provided to the customer.
Consistent with this approach and centering on the transaction
dimension, Zott and Amit (2008) also interpret business models innovation
as new forms of economic exchanges. According to the authors:
novelty-centered business models refer to new ways of conducting
economic exchanges among various participants. The
conceptualization and adoption of new ways of conducting
transactions can be achieved, for example, by connecting previously
unconnected parties, by linking transaction participants in new ways,
or by designing new transaction mechanisms. (Zott, & Amit, 2008, p.
4)
The vision that business model innovation occurs when changes are
made in the way to conduct transactions, to create and deliver value and to
build up new customer relationships is indeed widely accepted.
Business Model Innovation and Customer Role. Inspirational cues and insights from a
design-driven case study analysis
1049
Mainly in service sectors and in the fast-paced technology industry,
different business model innovations have been conceived, reconfiguring
the customers role in the production process.
The dominant innovation directions that have been pursued involve the
customers role as a collaborative producer (McKelvey, 2001; Pisano, &
Verganti, 2008; Johnson, et al., 2008). The advent of a user-generated
content movement, the diffusion of social media and Web 2.0 technologies,
and the emergence of skilled and well-educated customers have enabled
whole crowds or single users to heavily collaborate in the production
processes of companies. According to this framework, the customer is a
company production or co-developing partner that jointly affects the
evolution, the costs and the benefits of the value system.
With Apple, iPhone users are free to conceive and hopefully sell their
own apps; in the Linux operating system, people take part in writing codes
and strings to optimize the functionalities and the performance of the
system; with different low-cost airlines, customers are empowered to
accomplish check-in activities and most of the luggage handling on their
own.
The entire literature aligned to this frame is usually contextualized in the
fast-paced technology industry or in service industry (Mohanbir, & al. 2005;
Von Hippel, 2005; Grocott, & al. 2007; Shneiderman, 2007). Specifically this
literature seems to avoid the relevant distinction between the cases where
the customer plays the role of a mere product assembler thus customizing
the final offering and the cases where the user represents an operative
gear of the business model or even a provider of stimuli for business model
change.
In design-intensive industries, where the competitive dynamics are
driven by a continuous proposition of new product languages and meanings
(Verganti, 2003; 2008; 2009), there is a wide lack of literature about the
business model innovation.
In design-intensive industries, products are more or less open narratives
in which customers are involved in defining the product sense and meaning
(Krippendorf, 1989; Norman, 2005; Verganti, 2003; 2009; Searls, 2009). Thus
the customer does not play the ordinary role of receiver but acts sometimes
as sense giver, some others as a co-designer, till to be a full maker.
Moreover the creation of product meaning seems not to be delegated to
the tangible product in itself, but to the entire business model that
CABIRIO, PISANO & PIRONTI
1050
companies run and to the ways in which customers are engaged in it
(Battistella, Biotto, & De Toni, 2012).
Notwithstanding, some questions remain open and fertile to reach a
deeper understanding of how companies create business model innovation
by leveraging new customer roles.
What are the customer engagement strategies to change the business
model in design-driven companies? Are there specific roles that appear as
proper of those design intensive contexts?
Due to a lack of previous literature, these research questions are
addressed in this paper through the development of an explorative case
study analysis.
Research strategy
Literature about business model innovation is basically centered on fast-
paced technology industries. Furthermore, if design-driven innovation is a
concept that has widely permeated the management literature (Dumas, &
Mintzberg, 1989; Verganti, 2003; 2006; 2009; Noble, & Kumar, 2010; Ravasi,
& Lojacono, 2005; Ravasi, & Stigliani, 2012), there is a neglected area of
research where design management studies meet business dynamics and
becomes relevant to innovate the business model as a whole.
This literature scarcity led to explorative research based on a case study
analysis (Eisenhardt, 1989; Yin, 1981; 1984; Mintzberg, 1979). According to
the words employed by Eisenhardt (1989):
there are times when little is known about a phenomenon, current
perspectives seem inadequate because they have little empirical
substantiation (). In these situations, theory building from case
study research is particularly appropriate (). (Eisenhardt, 1989,p.
548)
The first methodological issue faced by the research group pertained to
the criteria through which to select a particular case study. A primary
sample of 25 Italian furniture companies was considered. The sector choice
was indicated as a representative field of design-intensive industries where
companies mostly compete on the proposition of new product languages
and meanings (DellEra, & Verganti, 2007; 2011) and on cultural innovation
(Ravasi, et al., 2012).
Business Model Innovation and Customer Role. Inspirational cues and insights from a
design-driven case study analysis
1051
The sample companies were identified by matching two different
criteria: (i) the turnover growth rate in the previous 4 years; (ii) the
introduction of novel features in business model.
The first quantitative parameter helped to select an initial ranking of ten
companies. The final selection of the case to investigate was run according
to an open discussion about the concept of innovativeness of the business
model. This concept was discussed in a research group of 5 scholars of
Politecnico di Milano and University of Torino (2 Assistant Professors in the
Design area; 2 Associate Professors in the Innovation Management area; 1
Full Professor in the Business Innovation area).
The concept of innovativeness was split according to two main
dimensions: (i) the depth of the innovation, intended to indicate how much
the transactions flows and the company-customer relationship changed in
business models; (ii) the breadth of the innovation, intended to indicate
how many components of the business model have been affected by change
with respect to the traditional sectorial trends.
The selection indicated LAGO as the most representative case of
business model innovation, where both the levels of depth and breadth of
innovation were agreed to by the members of the research group.
As required by theory building based on case study, a combination of
multiple sources and investigation methodologies was exploited to achieve a
certain robustness and extensibility of the results (Yin, 1981; Eisenhardt,
1989).
The case study analysis was conducted over a period of one year and 5
months, involving three main sources in an iterative way:
a press analysis conducted on 26 journals and design-related
magazines in the time range 2009-2013;
five in-depth interviews, three of which were conducted with the
LAGO CEO, Daniele LAGO, and two were conducted with an external
consultant architect, Massimo Antinarelli;
participation in four workshops and events organized by the Brera
LAGO Apartment, located in Milan.
The press analysis supported a primary understanding of the LAGO
business system. Different articles (18 of 26 articles) emphasized both
directions of innovation pursued by the company: innovation in the product
and in the customer relationship, product exhibition and distributive chain.
A great amount of attention (15 on 26 articles) and space has been
CABIRIO, PISANO & PIRONTI
1052
dedicated by the press to the LAGO Apartment network and its novel ways
of engaging customers and building new relationships.
These initial understandings derived by the press analysis supported the
formulation of the main issues and questions that were explored in the
subsequent interviews.
Interviews focused on the following aspects:
driving forces that supported innovation in the business model;
innovative concepts related to the LAGO business model;
product design strategies and creativity management;
logics to engage and manage relationships with customers;
distributive policies and the LAGO Apartment network.
Following these interviews, researchers participation in four workshops
and events organized by LAGO was encouraged to experience and grasp the
atmosphere and the social interaction among the different involved actors.
Different assessments were taken, aiming to identify qualitative
customer profiles, the type of events held and how customers are involved
in relevant activities (workshops, events, artistic performances, etc).
Figure 11: Iterative research process
Three data sources have been employed in an iterative way. Primarily, a
first cluster of articles (15) were read to grasp an overall understanding
about LAGOs innovation and design strategy and its underpinning business
model. The main concepts derived by reading the articles supported the
5 in depth
interviews
Press
analysis
Participation at 4 Lago
Apartment
Workshops and events
Case study
insights and
findings
Business Model Innovation and Customer Role. Inspirational cues and insights from a
design-driven case study analysis
1053
formulation of an open-answer questionnaire submitted to LAGOs CEO and
architect consultant (2 initial interviews). The questionnaires supported the
first development of theoretical constructs and some main hypothesis about
the form and the logic of the business model and the companys logic of
customer engagement. Following the administration of these
questionnaires, the researchers participation in three main events and
workshops organized by LAGO Apartment helped to qualify a direct
experience with the concepts and findings related to the tenants and
participants experience.
A second iterative flow, mainly focused on additional articles, readings,
and three more interviews, supported the refinement of the proposed
concepts, and a final confirmation of findings and main concepts were
derived by the last interview. In this paper, only a brief essay is presented to
highlight the focal points related to LAGOs product design strategy,
business model, logic, and pattern of customer engagement.
Case study: LAGO
LAGO was founded at the end of the nineteenth century by Policarpo
Lago, a wood craftsman who worked in aristocratic homes and Venetian
churches. The generation that followed continued his tradition, but
expanded their production first to bedroom furniture and later to entryway
furniture. Today, LAGO is considered a fast-growing company in the italian
furniture landscape, where it grew from approximately 5 million of
turnover in the first two years of the companys redesign to 30 million of
turnover in 2010, with approximately 170 employees (of which over 25%
were hired in 2008).
LAGO can be found in 400 selected shops around the world and has
numerous directly managed stores in several Italian and European cities,
including Rome, Milan, London, Paris and Barcelona. Lately, the company
began some fertile ventures with partner leaders in different sectors to
enlarge their range of products and share the pursuit of people-friendly
designs, thus creating solutions that can improve the customers quality of
life.
Recently, the company has opened itself to the skills of craftspeople and
designers to retrieve the importance of handwork ability, local embedded
know-how, and care for detail. This was the beginning of the LAGO
Objects collection, a set of small objects of high quality and craftsmanship.
The entire LAGO business model is based on two main pillars:
CABIRIO, PISANO & PIRONTI
1054
an innovative product design strategy, fostered by the LAGO
STUDIO, the creative hub where young, external and talented
designers are engaged to conceive new product propositions;
an innovative customer engagement model, based on the
creation of a diffused network of LAGO APARTMENT, where
LAGO-furnished apartments of specific customers operate as
showrooms and product-diffusing vehicles.
Managing product design at LAGO
At LAGO, products are conceived as parts of an alphabet. Each product
combined with other parts can assume a proper aesthetic language and
style. The combination of the product language is delegated to the hands of
the customer. Products are conceived as an open or unfinished work, a sort
of open narrative that assumes sense on the basis of the successive reader
interpretation (Eco, 1989). The products modularity and their openness and
flexibility to be adapted to different contexts permit a full re-interpretation
by the customer-reader (Figure 2).
Figure 2: Slide carpet by LAGO
The other feature of the design strategy consists of conceiving product
systems. Going beyond the logic of the single product as protagonist in a
specific context (as the typical design masterpieces designed by the
internationally recognized designers), LAGO proposes products to be
aggregated in a way to suggest a proper whole language, a coherent and
organic mood of living and domesticity. Products are conceived as a part of
systematic offering where each one relates to others in terms of color,
shape, texture, and sense. LAGO offers a sort of language bundle more than
independently designed products.
Business Model Innovation and Customer Role. Inspirational cues and insights from a
design-driven case study analysis
1055
Practically, this means that the company considers the space as an
organic system in which furniture products communicate with each other.
At LAGO, design means creating small designs (products) and, at the same
time, knowing how to create large designs (design systems) by looking at the
home and its habitability as a whole.
The creation and the design of new product platforms and languages is
partially internal and partially entrusted to an external creative hub: the
LAGO Studio. LAGO Studio is the companys temporary environment in
which different cultures and geographically dispersed people meet to
generate new concepts and products.
In fact, LAGO organizes a yearly creative workshop, hosting young
university students and designers from around the world and schools such
as Saint Martins, London Royal College of Art, Eindhoven Design Academy,
and Milano Domus Academy. The main logic behind these workshops
consists of engaging young and inexperienced designers to dive into LAGOs
philosophy and to contribute to developing new design systems and single
products.
Innovating Business model exploring new customer roles
What about the customer?
Far from the production function highlighted in fast-paced technology
industries, where the customer plays the role of a collaborative producer, at
LAGO, customers are engaged according to other logics and functions.
First, the customer seems to act as a market bridge for the company. The
tenants of the LAGO Apartment network form an inner circle aiming to
access different market segments (Figure 3). Leveraging their own
relationships or directly supported by LAGO in multiplying contacts and
meeting opportunities, the tenants represent a contact gate where to
experience a real LAGO Apartment with a proper mood, language frame,
aesthetics, living space and organization.
In cases where the tenant is also an architect or a designer, the value of
the relationship is even more evident. The professional tenant interested in
enlarging his customer base and work opportunities can leverage being at
the center of an open network that naturally attracts customers interested
in design and architecture.
CABIRIO, PISANO & PIRONTI
1056
Figure 3: The LAGO Apartment network as market bridge
On a second hand the Lago Apartment constitutes a network of
unconventional show-rooms, such as exhibition platforms really lived by the
customers-tenants.
The fact that these apartments are real houses or offices of customers
provide a more familiar atmosphere for visitors and prospects, thus
decreasing the formality, the rigidity and the commercial protocols that
used coupled with the typical show rooms. The informal atmosphere and
the acknowledgment to be welcomed in a lived house enable more sincere
and fertile relationships and the possibility to freely appreciate or not the
whole aesthetics and the single items.
Thirdly, tenants can be considered as innovation promoters. As matter of
fact when customers submit their project proposals to enter and take part in
the LAGO Apartment network, they provide new and inspiring knowledge
for innovation. They do so by proposing completely fresh product
combinations and languages or by radically proposing new LAGO aesthetics
and settings by reinterpreting existing product languages and meanings.
LAGO Apartments, according to this role, can be depicted as extended
design laboratories oriented towards grasping innovative signals and
generating fresh insights (DellEra, & Verganti, 2009).
These roles directly impact the LAGO business model.
Being a market bridge, customer impacts on the market making function
affecting on the company revenues. When they open their house to show
their furniture to their contacts and to additional potential customers they
LAGO
Lago Apartment
Lago Apartment
Lago Apartment
Lago Apartment
Lago Apartment
Business Model Innovation and Customer Role. Inspirational cues and insights from a
design-driven case study analysis
1057
are creating the customer experience that is expected to affect the
purchasing dynamics and thus the revenue flows.
In the same vein providing the customer houses in exhibition and show
rooms affects the cost structure decreasing the exhibition and retailing
costs.
Lastly the role played by customer more than feeding the actual business
model provides inspirational knowledge to foster innovative products and
systems.
Table 2: The three roles played by the customer in Lago business model
Customer as Function Direct impact on
Market bridge/Commercial
partner
Connection with
potential users
Market
enlargement/New
revenues
Showroom
Product placement,
living exhibition
Reduction of
communication and
exhibition costs
Design innovation promoter
Exploration of new
design patterns and
product languages
Innovation trajectories
Inspiring knowledge base
Discussion
The presented LAGO case study evidences at least three key issues in
business model innovation.
First, for long time, business models and innovation have been
considered as two different aspects pertaining to the companys
management. Business models as related to value creation and capture
have been analyzed as operational devices mostly pertaining to the
company operating routine. Contrarily, innovation has been framed as a
changing activity oriented to move company assets, strategy and value
creation means towards thriving and superior performance levels. In other
words, a business model relates to exploitation, whereas innovation equals
exploration (March, 1991).
This clear-cut separation seems to lose its validity. As evidenced by
LAGO, the business model and innovation are intertwined concepts. LAGO
innovatively created its own business model, changing the typical value
drivers in the furniture industry and at the same time, its business model
fosters continuous innovation because some of its constituent elements
CABIRIO, PISANO & PIRONTI
1058
i.e., the LAGO apartment network feed stimuli and insights to the
company about sociocultural models and new emerging patterns in terms of
product languages and meanings.
The business model in LAGOs case not only guarantees value creation
and its appropriability, but it also works as an engine aiming to update and
revamp product languages and meanings.
The intertwined relationship between the business model and
innovation activities proposes different questions about the locus and the
management of R&D. At LAGO, R&D is spread out into three main moments
and entities: LAGO Studio is the creative platform in which foreign and other
talented designers seek for new concepts and products languages; the LAGO
Apartment network feeds stimuli and insights handled and systematized to
build design briefs and inspirational knowledge for LAGO Studio designers;
the internal department solves technical issues and drives concepts towards
the manufacturing process.
More than an open innovation pattern (Chesbrough, 2006), the LAGO
business model enables a diffused R&D and design activity system in which
the LAGO apartments play the role of explorative and diffused design labs,
feeding cultural insights, product languages and inspirational apartment
language moods.
A second finding that emerged from the case study deals with the scope
and object of design-driven innovation. Design-driven innovation has
traditionally related to the product scope (Verganti, 2003; 2009; Noble, &
Kumar, 2010). Product meaning and language change has been framed by
scholars as a change of some tangible product elements such as shape,
material, texture, color, joining relationships, and finishing (DellEra, &
Verganti, 2007; Person, et al. 2008; Ravasi, & Stigliani, 2012; Noble, &
Kumar, 2010).
In LAGO, however, design has been applied to the entire value system
and business model. Design is progressively being employed to innovate
services, intangibles, applications, and interfaces (Morelli, 2002; Manzini, &
Vezzoli 2003; Brown, 2008). The dematerialization of offerings is driving
companies and designers to enlarge the design scope range from a product
and tangible dimension to the overall value system, where business models
take up a prominent role (Osterwalder, & Pigneur, 2010). This point seems
to strengthen the literature strand at the intersection between design and
management studies labeled design thinking (Brown, 2008; Dorst, 2011;
Martin, 2009), where creativity and lateral thinking, with a proper mindset,
knowledge and cognitive tools, foster the organizational innovation.
Business Model Innovation and Customer Role. Inspirational cues and insights from a
design-driven case study analysis
1059
A third piece of evidence linked to this second point addresses the
specific direction of business model innovation. LAGO introduced a novel
business model in the furniture industry, reconfiguring the customer
relationship system and the logic of customer engagement.
In a sector such as furniture, where fragmented and small distributive
players or large low-cost malls prevail, LAGO revamps the customer
relationship by introducing a familiar concept the apartment and
provides the customer with three novel roles and functions.
These new roles and functions identify the customer as a key asset in
creating the LAGO business model and in boosting and stimulating the
innovation process.
Recalling some new productive roles attributed to customers in fast-
paced technology industries, business model innovation through the
alteration of company relational systems is becoming a critical outpost in
innovation management studies and practice.
Assuming a more general perspective, business model innovation
through the alteration of the company relational system can be framed
according to main variables or objects to change: the actors and their
roles.
According to this framework, business model innovation can be fostered
by:
changing the actors, when new actors (customers or
stakeholders) are included in business models as providers of
new assets or activities;
changing the roles of actors, when the same or new actors are
provided with novel roles in the value creation process.
The proposition of this theoretical frame tries to enlarge the perspective
of business model innovation as mostly depicted in fast-paced technology
industries where a robust research strand provides a dominant view in
which business model innovation is mainly based on openness and on a
collaborative production function exerted by the customer. Based on a case
study methodology approach, the proposed framework aims to enlarge the
range of study of business model innovations towards other industrial
settings and competitive environments to deepen existing knowledge and
seek new findings.
In the conclusion below, the limits of this research are highlighted and
some possible new research directions are proposed.
CABIRIO, PISANO & PIRONTI
1060
Conclusions
Business model innovation has undergone deep changes due to the
different ways to engage R&D partners, technology providers and customers
in the company value system. Innovating business models through opening
them to a wider group of stakeholders has become more than a fad.
Consolidated literature in the fast-paced technology industry focused on the
different ways to engage external partners as co-developers or collaborative
producers.
Design intensive industries, where companies compete through the
creation and the diffusion of new product languages, symbolic values and
cultural messages have been traditionally neglected, leaving a research gap
in understanding other additional business model innovation trajectories
where products are framed as open narrations and the customer is a
sense giver more than user enticed by product functionalities and
performance.
The analysis of LAGO as a case study notes how the customer is basically
a key asset of LAGOs business model. LAGOs case shows how customers
can assume roles different from those of co-developers or collaborative
producers.
LAGO pinpoints how business model innovation can be fostered by
engaging customers with new roles and logics. At LAGO, the customer acts
as the companys market bridge, forming an inner circle that enables the
company to access different market segments. The apartment of the tenant-
customer furthermore acts as an exhibition platform where events and
workshops are organized to host potential customers in a sort of living
showroom. Additionally, customers, by submitting their apartment ideas
to the company, provide their own perspectives and aesthetics for LAGO
apartments, acting as an external design lab and innovation promoters.
These highlighted customer engagement tools mainly show how other
business model innovation trajectories are pursued in industries that are
different from the logic pursued by the fast-paced technology industry.
The limits of the demonstrated insights and findings are related to the
development of a single case study.
However, several signals by which to interpret other ways to innovate
business models according to new customer engagement rules cannot be
neglected.
As outlined in the LAGO study, new directions of business model
innovation are even aligned with new R&D management systems. LAGO
apartments become external platforms, design labs or antennas through
Business Model Innovation and Customer Role. Inspirational cues and insights from a
design-driven case study analysis
1061
which part of the R&D process is managed by a community of architects,
designers, and customers.
The outcome of these design labs is a sort of inspirational knowledge
that feeds the LAGO Studio creative hub and internal technical offices.
Future research can deepen the knowledge surrounding new roles and
functions of the customer in innovative companies business models. A
further investigation could strengthen the presented insights by exploiting a
quantitative analysis on a wider case sample.
Moreover, extending the research questions and the framework of this
study to other fast-paced design industries, e.g., the fashion industry, where
the evolution of product language and meanings is particularly rapid, could
provide additional findings about the logic of customer engagement in
business model innovations.
Furthermore, the rapid emergence of fashion and the changing role of
distribution within the fashion industry could provide additional rules for
customer engagement and rich new insights about relationship-based
business model innovations.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in the conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Specification of an Additive Manufacturing
Consumer Design Toolkit for Consumer
Electronics Products
Matt SINCLAIR
*
, Ian CAMPBELL and Hesam YAVARI
Loughborough University
Online toolkits, also known as product configurators, are a well established
means of enabling consumer engagement in the mass customisation of
products. Such toolkits typically require the consumer to select from pre-
determined menus of modules in order to create products personalised to
match their requirements, however in recent years a new class of toolkit,
enabled by additive manufacturing, has begun to appear. Providing
consumers the opportunity to change a product's appearance presents
designers and brand managers with difficult decisions, yet to date little
research has been conducted to understand how a brand might restrict
consumer choice in order to protect its corporate design language. This paper
reports on ongoing research which aims to understand the ways in which
brands with mass-customisation offerings manage their identities across
product portfolios, and the impact which AM might have on these
management strategies. It begins by introducing the current state of AM
technologies and how these are being used in MC systems. Drawing on a
survey with senior design and brand managers, a specification of an AM-
enabled toolkit aimed at consumer electronics products is presented, and
future steps for the implementation of such a toolkit are discussed.
Keywords: Additive Manufacturing; Online Toolkits; Design Language
*
Corresponding author: Matt Sinclair | e-mail: m.sinclair@lboro.ac.uk
SINCLAIR, CAMPBELL & YAVARI
1066
Introduction
Online toolkits (von Hippel and Katz, 2002; Franke et. al; 2010), also
known as product configurators (Berger and Piller, 2003; Piller, 2005), are a
well established means of enabling consumer engagement in the mass
customisation (MC) of products. Such toolkits typically require the consumer
to select from pre-determined menus of modules in order to create
products personalised to match their requirements (Pine, 1993; Tseng and
Jiao, 1998). Modules may comprise physical components in a toolkit such as
that offered by Dell, or properties such as colour and materials in a toolkit
such as NikeID. In this way, MC configurators are able to tailor the
specification and design of products to a degree in which it is realistically
probable that every configuration will be unique. In recent years however, a
new class of toolkit has begun to appear; these configurators do not rely on
the choice or arrangement of modules, but instead allow the precise
manipulation of a product's form. This 'fine grain' control relies on two
factors:
- a parametric design interface (Hermans and Stolterman, 2012)
as part of the toolkit
- the use of direct digital manufacturing (DDM) technologies, in
particular additive manufacturing (AM), to produce the user-
customised part
Providing consumers the opportunity to change a product's appearance,
as MC does, presents designers and brand managers with difficult decisions.
Much MC literature has concentrated on the need to limit the solution
space (Franke and Piller, 2004) and extent (Dellaert and Stremersch, 2005)
of customisation for production and logistics reasons. Wide ranging
evidence also suggests that consumer satisfaction is increased when the
number of options is constrained (Iyengar and Lepper, 2000; Moreau et al,
2005; Dahl and Moreau, 2007; Deng and Hutchison, 2007). However to date
little research has been conducted to understand how a brand might restrict
consumer choice in order to protect its corporate design language. Cross et
al (2009), for example, require that derivatives of a MC system should be
"aesthetically pleasing", but make no mention of the resemblance of such
derivatives to other products in the brand's portfolio. Yet increased
consumer control over the exterior appearance of a product inevitably
diminishes a brand's ability to manage product styling, both across its
portfolio and over time. This difficulty is further multiplied by the use of
Specification of an Additive Manufacturing Toolkit for Consumer Electronics Products
1067
toolkits geared to production via AM: in their review of the literature,
Fogliatto et al (2012) note that the implications of AM for MC have only
recently begun to be appreciated. An understanding of the unique aspects
of AM for MC, and the shift from user configuration towards genuine
consumer-design which it portends, is therefore overdue.
Additive Manufacturing
Additive manufacturing (AM) is defined as the direct production of end-
use component parts made using additive layer manufacturing
technologies (Hague, 2012). Gibson, Rosen and Stucker (2010; pp. 3-6)
describe 8 steps within an AM process, though these can be reduced to 6 for
brevity:
1. Create a three-dimensional CAD model of the part to be
manufactured and save the model in STL format.
2. Transfer the STL file to the AM machine, and position and orient
the part as required (this is usually done via a PC-based user
interface to the machine).
3. Ensure the machine is correctly set up with regard to material
supply, layer thickness, cycle time etc.
4. Build the part (generally an automated process requiring no
supervision).
5. Remove the part from the machine and post process as
required. Depending on the AM technology utilised, this may
involve removing support structures, removing unused powder,
allowing the part to cool, etc.
6. Use the part as required.
These steps reveal what Mansour and Hague (2003) describe as by far
the most important feature [of AM:] the tool-less manufacturing of parts.
Within traditional mass manufacturing technologies such as injection
moulding, tooling is both complex and expensive, typically equating to 1-
10x10
5
of the material cost of an individual part (Wang, Ruan and Zhou,
2003). The need to amortize these tooling costs inevitably leads to
uniformity within a brands product offering, since the costs of repetition
are extremely low, whereas even small design changes require significant
reinvestment in tooling. Without the need for tooling, AM offers the
theoretical possibility that every product sold can exhibit a unique form. The
implications of such a possibility for a brands control of its design language
form the basis of this paper.
SINCLAIR, CAMPBELL & YAVARI
1068
Hopkinson and Dickens (2006) note eighteen distinct rapid
manufacturing technologies, many of which have been commercialised in
different ways by different manufacturers. Table 1 summarises the most
commonly used processes currently implemented by MC toolkits.
Table 1. The most commonly used AM processes (Upcraft and Fletcher, 2003;
Mansour and Hague, op.cit; Hopkinson and Dickens, op. cit; Z-Corp, 2005;
Altair Consulting, 2012)
PROCESS NAME MATERIALS PART QUALITY
PROCESS
DESCRIPTION
Stereolithography
(SLA)
Polymer:
Epoxy
Appearance:
Good
Strength: Good
Liquid resin
material is cured
by moving laser
Laser Sintering Polymer:
Nylon, Filled Nylon,
Polystyrene
Metal:
Stainless Steel,
Aluminium,
Titanium
Appearance:
Good, though
slightly porous
Strength: Very
Good
Powder material is
fused by moving
laser
Electron Beam
Melting
Metal:
Titanium, Cobalt
Chrome
Appearance:
Good, though
generally
requires
finishing
Strength: Very
Good
Powder material is
fused by moving
electron beam
Fused Deposition
Modelling (FDM)
Polymer:
Polycarbonate (PC),
ABS, PC-ABS, PC-
ISO, Polyetherimide
(PEI)
Appearance:
Poor
Strength: Good
Filament material
is extruded
through moving
heated nozzle,
then welded to
previously
extruded material
Specification of an Additive Manufacturing Toolkit for Consumer Electronics Products
1069
Multi-Jet
Modelling
Polymer:
Acrylic (PMMA)
Appearance:
Good
Strength: Good
Liquid photo-
sensitive material
is jet-sprayed, then
cured by UV light
Perfactory Process Polymer:
Photocurable
Acylate
Appearance:
Very Good
Strength: Poor
Liquid
photopolymer is
cured using DLP
projector. Parts are
often used as
investment casting
patterns for
jewellery
Z-Corp Process
(3DP Process)
Polymer:
Composite Polymer
Appearance:
Good
Strength: Poor
Powder material is
fused by printed
liquid binder
Product Design Language and Brand Equity
At its simplest,
a brand is a name, term, sign, symbol, design or combination of
these, which is used to identify the goods and services of one seller or
group of sellers and to differentiate them from those of competitors
(Kotler et al, 1996, p. 556).
The purpose of identification is to encourage in the customer
perceptions of "relevant, unique, sustainable added values which match
their needs most closely," (de Chernatony, 2003: p. 9). This in turn leads to
customer satisfaction and 'brand loyalty', ensuring customers return to the
brand to purchase again, rather than buy a competitor's product (Kapferer,
2003: pp. 164-166). Consequently, for a large manufacturer, managing a
brand or brand portfolio is a complex and multi-faceted task.
One way of measuring the success of brand management is through
brand equity, a way of describing a brand's intangible assets such as
"awareness, image, trust and reputation, all painstakingly built up over the
years," (Kotler et al. op. cit: p.16). Initially brand equity was understood, in
somewhat basic terms, as "outcomes [that] result from the marketing of a
product or service because of its brand name that would not occur if the
SINCLAIR, CAMPBELL & YAVARI
1070
same product or service did not have that name," (Keller, 1993). This later
became recognised as just one definition of brand equity, what Wood
(2000) classes brand strength, the others being brand value (the total value
of a brand as a separable asset) and brand description (the associations and
beliefs the consumer has about the brand).
Olins (2007: pp. 201-202) describes Peter Behrens work for AEG as the
blueprint for a brand's corporate identity: products, buildings, logos,
advertising and communications were all managed and required to adhere
to an over-riding philosophy. By unifying elements in this way, Behrens
increased AEGs recognition and reputation amongst consumers and so
increased the value of its brand. As the industrial design profession matured
it came to recognise ways in which a brand's image could be enhanced and
maintained through the development of a "repeatable language, which can
be used to generate products consistent with the brand," (McCormack and
Cagan, 2003), and thus a consistent treatment of common design features
across a brands product portfolio (Karjalainen and Snelders, 2009) is now
recognised as a contributing factor to brand equity. Perhaps the best known
example is the Coca-Cola bottle (McCormack and Cagan, op. cit.), which has
evolved over more than a century but remains recognisable when applied to
both plastic and glass bottles of different sizes. In addition, Apple's filing of a
lawsuit against Samsung for infringement of "trade dress" (Fried, 2011),
claiming the latter's products copied the industrial design of the iPad and
iPhone, is particularly relevant.
AM-Enabled MC Toolkits
Piller, Salvador and Walcher (2012) describe the purpose of MC toolkits
as affording consumers the opportunity to specify the Fit, Form and
Function of a product, to more accurately meet their needs. Thus the Dell
configurator mentioned above offers choices of components to customise a
computers function, whereas the NikeID configurator offers choices of shoe
size (i.e. fit) and colour and material choice (form). However, whilst
configuration choices may indirectly affect a products shape (a bigger
battery in a laptop might require a larger casing, for example), toolkits such
as these offer the consumer no opportunity to directly interact with either
the products shape or its styling. The ability of the user to act as designer,
as often claimed in MC literature (Ciccantelli and Magidson, 1993; Franke
and Piller, op. cit; Randall, Terwiesch and Ulrich, 2003), is therefore a
considerably limited one.
Specification of an Additive Manufacturing Toolkit for Consumer Electronics Products
1071
AM-enabled MC toolkits overcome some of the limitations of
conventional MC systems by no longer relying on mass manufactured,
multiply-reproduced modules. Instead, product enclosures produced via 3D
printing can be individually styled such that not only might the component
specification of a consumers purchase be unique, its visual appearance may
be also. Such an opportunity risks placing considerable burdens on the
consumer however namely how to design an attractive, functional
product, and how to ensure the designed product can be manufactured.
AM-enabled MC toolkits must therefore provide both design freedoms and
design safeguards. This is achieved by constraining the solution space within
which the user can operate (Franke and Piller, op. cit.), but with additional
limitations such that the brands design language is not compromised. Two
examples of AM-enabled toolkits which work in such a way are presented
below.
Makielab
MakieLab is a London-based toy manufacturer, which incorporates an
online customisation toolkit to allow consumers to design poseable dolls. As
well as choosing clothes and hairstyles, facial features and expressions can
be modified, and the doll is 3D printed in laser sintered nylon. MakieLab
therefore represents a hybrid MC system, using both a modular and a
parametric design approach. The hair and face section of the MakieLab
configurator (Figure 1) demonstrates the ability of AM to create visually
unique products. Divided into features such as eyes, nose, mouth, etc. the
user controls sliders to determine the features shape and size. In designing
the dolls nose for example, the user can control the length, width, arch and
size of nostrils. These sliders offer a very fine grain interaction, and the on-
screen image of the doll is updated in real time, providing accurate
feedback to the user in terms of how his/her inputs affect the dolls design.
The solution space within which the user can affect the dolls design is
carefully considered. The MakieLab dolls have a recognisable aesthetic
which is maintained throughout the customisation process, and which is
determined by a number of factors which the consumer is unable to
influence: for example the available choice of hairstyles and clothing
suggests the doll represents a young hipster adult, rather than a child. The
proportions of the head and body are reminiscent of Japanese anime
characters (some of the choices of hairstyle are described as Manga), as
are the over-large eyes. These features combine to create a collectable
product, one which appeals to those who shop in comic stores rather than
SINCLAIR, CAMPBELL & YAVARI
1072
toy shops, and results in a product design language able to encompass all
possible variants of the MakieLab doll.
Figure 1. The MakieLab configurator.
Nervous System
Nervous System is a design studio creating jewellery and housewares,
based in Somerville Massachusetts. It specialises in the use of generative
design software algorithms that create forms based on both user input
and the interaction of the form with itself (Rahim, 2009). Generative design
typically produces naturalistic forms, a fact reflected in names given to some
Nervous System products: Algae, Ammonite, Dendrite and Xylem, for
example.
The Nervous System website features three generative design
configurators, the most sophisticated of these is the Cell Cycle configurator,
which allows users to create jewellery items such as rings and bracelets. An
on-screen model of the product can be rotated and viewed from different
Specification of an Additive Manufacturing Toolkit for Consumer Electronics Products
1073
angles, and the design is automatically updated to reflect user changes.
Although the products exhibit the naturalistic aesthetic described above, an
underlying mathematical logic is also apparent, and this is reflected in the
visual design of the configurator, which has a grid-like layout and
monochrome colour palette.
Unlike the MakieLab configurator, Cell Cycle uses only additive
manufacturing technologies, with users able to order products in either
laser sintered nylon, or precious metals, made by the Perfactory process.
The majority of interactions are via slider bars which increase or decrease a
given parameter, such as number of cells or degree of twist.
Figure 2. The Nervous System Cell Cycle configurator.
The Cell Cycle configurator again exhibits a very carefully considered
solution space. Crucially, the limits set within the configurator ensure that
the consumer designed product is manufacturable for example the
minimum material thickness for a piece manufactured in silver is 0.9mm;
this specification automatically updates to 1.2mm if nylon is selected
instead. In contrast to the the MakieLab configurator (which currently
manufactures only one product), designs resulting from the Cell Cycle
SINCLAIR, CAMPBELL & YAVARI
1074
system must fit within a much broader product portfolio. This is achieved
largely by the nature of the configurators generative design algorithms,
which are similar to those used in other, non-customisable products. The
uniqueness of such an approach means there are few findings applicable to
more conventional consumer goods manufacturers. Thus, whilst MakieLab
and Nervous System both indicate the potential of AM to increase the
extent of customisation, they are less able to demonstrate how a brand with
an established product design language might integrate AM-enabled MC
products into its portfolio.
Product Design Language Within AM-Enabled MC
Toolkits
A carefully conceived and orchestrated product design language is not
something a brand would wish to sacrifice were it to allow consumers to
engage with the design of its products to create unique manifestations of
those products (Abdallah and Chan, 2011). Such caution can be recognised
in the NikeID, configurator, where palettes of colours and materials
available to the consumer for each model of shoe are deliberately limited,
allowing Nike's designers to retain a degree of control over the brand's
design language. A system which incorporates AM-enabled MC must
similarly exercise control over the possible product forms which a consumer
might wish to manufacture. However, by providing the user the opportunity
to manipulate a products shape and exterior surface definition, a new
degree of complexity is introduced to the management of a brands design
language.
Survey Design and Participants
To better understand the commercial realities of brands' design
languages, and how these might be protected in an AM-enabled MC toolkit,
an internet-based survey was undertaken. Since a product design language
is applied across a brand's portfolio and may exist (and evolve) over time, it
was reasoned that survey participants should be experienced in design
and/or brand management, as evidenced by the participant's job title. All
respondents were therefore required to be practising at a minimum level of
'senior designer' or equivalent. Invitations were sent to 91 potential
participants and 39 completed surveys (43%) were received (4 unfinished
surveys were discarded from the results). Invitations were sent to personal
Specification of an Additive Manufacturing Toolkit for Consumer Electronics Products
1075
email addresses and contained a link to the survey web page together with a
personal log-in name and password.
Details of respondent demographics are shown in Figures 3-5 below. It
should be noted that although the country of work is shown, no
assumptions should be made regarding the nationality of respondents
(many are living outside their home country) or the target markets for which
they are designing.
Figure 3. Survey Respondents Job Description.
Figure 4. Survey Respondents Country of Work.
Figure 5. Survey Respondents Designer Type
Owner/Partner (10)
Director (13)
Design Manager/Head of
Department (5)
United States (15)
United Kingdom (13)
Finland (4)
China (1)
Germany (1)
In-House (18)
Consultant (21)
SINCLAIR, CAMPBELL & YAVARI
1076
Sampling Bias
Sampling bias, defined as "the difference between the expected value of
the sample estimator and the true value of the characteristic which results
from the sampling procedure" (Federal Committee on Statistical
Methodology, 1978: p.9), occurs when a surveyed sample does not
represent a random sample of the population being studied. The most
obvious bias within the survey presented below comes from the
geographical location of respondents: 38.5% are based in the United States
and 54% in Europe. The extent to which this bias distorts the survey's
findings is unclear however - it is possible to argue that Japanese, Korean
and, increasingly, Chinese consumer product manufacturers (for example)
operate as global brands, in which case designers working inside those
corporations would record similar responses. However the authentication of
such a statement is outside the scope of this research, and so the survey
results should be understood as applying primarily to Western brands.
Survey Results
Chen and Owen (1997) propose that a form language is comprised of six
attributes: form elements, joining relationships, detail treatments,
materials, colour treatments and textures. These attributes were used as
the basis of questions aimed at revealing the relative importance of
constituent elements of a design language. However in the survey materials
and textures were treated as one element; in addition a new consideration
logos or other brand identifiers was introduced.
With particular regard to the survey's relevance to the specification and
design of a consumer design toolkit, four specific findings are noted:
1. A successfully implemented product design language is an
important factor in a brand's image and profitability.
More than 90% of respondents considered a coherent design language
to be a critical factor in a well designed product, and more than 75%
considered it to be critical to a product's commercial success. Respondents
unanimously believed that a successful design language leads to
differentiation from competitors and increased sales to returning
customers, and a substantial majority believed it results in increased
consumer awareness of the brand (98%); increased consumer loyalty (95%)
and a willingness on the part of the consumer to pay more for a product
(82%). One caveat should be noted however - approximately half of all
respondents believed the companies they work for (either as employees or
consultants) placed too little importance on developing a coherent design
Specification of an Additive Manufacturing Toolkit for Consumer Electronics Products
1077
language. Thus it may be argued that these organisations would be willing to
sacrifice design integrity if it led to increased sales.
2. Consumers have insights and expertise which allow them to
custom design products which meet their own needs better
than non-customised products, however this may be in conflict
with a brand's image.
72% of respondents believed that consumers have valuable insights into
the design of current products and ways of customising or configuring them.
Almost all believed that current mass customisation toolkits are useful to
consumers and enhance the consumer's experience of both the product and
the brand. Significant majorities of respondents believed that existing mass
customisation toolkits enhance the consumer's perception of a brand (84%
for the Herman Miller Sayl, 97% for NikeID). However there is much less
enthusiasm for AM-enabled consumer design toolkits, with a majority (57%)
believing a brand's reputation for design quality would decrease.
3. The quality of a brand's product design language may be
diluted by consumer customisation, therefore any consumer
design toolkit should be constrained in its capabilities in order
to be acceptable.
A significant minority (43%) of respondents felt that allowing consumers
to customise products would dilute a brand's design language. Most
respondents preferred to reduce the number of options for customisation
that a design toolkit offers, suggesting they would seek to retain control
over a brand's design language by restricting the consumer's ability to
customise a product. This is confirmed by 77% of respondents who
suggested a consumer design toolkit should set boundaries of acceptable
designs.
4. In order of degree of influence, a consumer design toolkit
should allow:
- Changes to the position of logos and brand identifiers
- The use of non-standard colours, patterns and graphics
- The use of non-standard materials or material finishes
- Changes to the position of common elements
- Changes to the product silhouette
- Changes to the way in which common elements are detailed
This final finding is of particular importance for the specification of an
AM-enabled MC toolkit. Figures 6 and 7 show the degree of importance
placed on attributes of a brands product design language. The necessity of
incorporating a common approach to the detailing of common elements is
SINCLAIR, CAMPBELL & YAVARI
1078
clearly revealed, particularly in comparison to the importance of using
common forms to define product silhouettes. This is largely in accordance
with previous studies (e.g. Karjalainen and Snelders, op. cit.). Colour and
graphic treatments, and the position of logos or other brand identifiers, are
revealed as the least important attributes of a brands design language.
Figure 6. Survey Participants responses to the question: Which of the following
attributes is the most important to a successful and coherent design
language?
Other*
The placement of logos or other brand
elements in common positions
The use of similar colours, patterns or
graphics
The use of similar materials or material
finishes
A common approach to the detailing of
similar elements
The placing of common elements in
similar positions
The use of common forms to define
product silhouettes
0 5 10 15 20 25 30 35 40 45
% of Respondents Involved in
Design of Consumer Products
% of All Respondents
Specification of an Additive Manufacturing Toolkit for Consumer Electronics Products
1079
Figure 7. Survey Participants responses to the question: Which of the following
attributes is the least important to a successful and coherent design
language?
Table 2. Respondents answers to questions regarding AM-enabled consumer design
Strongly Agree Agree Disagree
Strongly
Disagree
The system should allow
the maximum design
freedom possible
10.5% 39.5% 36.8% 13.2%
The system should set
boundaries of
acceptable designs
35.9% 41.0% 17.9% 5.1%
It would be possible to
maintain a coherent
design language
23.7% 52.6% 18.4% 5.3%
The system would be an
addition to the brand's
standard products
26.3% 57.9% 15.8% 0.0%
The placement of logos or other brand
elements in common positions
The use of similar colours, patterns or
graphics
The use of similar materials or material
finishes
A common approach to the detailing of
similar elements
The placing of common elements in
similar positions
The use of common forms to define
product silhouettes
0 20 40 60
% of Respondents Involved in
Design of Consumer Products
% of All Respondents
SINCLAIR, CAMPBELL & YAVARI
1080
The brand's reputation
for design quality would
increase
2.7% 40.5% 54.1% 2.7%
Table 2 above shows respondents answers to a scenario in which AM-
enabled toolkits allow consumers to design unique products. A 50:50 split
occurs in opinions regarding whether the system should allow the maximum
design freedom possible, however approximately three-quarters of
respondents believed the system should set boundaries of acceptable
designs. Such answers show that there is little common agreement amongst
participants regarding the involvement of consumers in the design of
personalised products. Participants were also divided on whether a brands
reputation for design quality would be enhanced or harmed by such a
system, though a significant majority believed a coherent design language
could be maintained.
Specification of an AM-Enabled Consumer Design
Toolkit for Consumer Electronics Products
As mentioned above, the ability of existing AM-enabled MC toolkits to
demonstrate how a brand with an established product design language
might integrate AM-enabled MC products into its portfolio is relatively poor.
In addition, the complexity of product in comparison to a typical consumer
electronics product is low. The following guidelines therefore represent a
first attempt to formulate a specification for a toolkit suitable for the
Consumer Design of consumer electronics products.
Framework Definition
The framework definition (Table 3) of the toolkit refers to decisions
required before the detail design could commence. A framework definition
involves the specification of "the supporting structures and underlying
concepts upon which every detail depends," (Goodwin, 2009: p. 377), and in
a commercial context would typically involve inputs from product and brand
managers as well as designers (ibid).
Specification of an Additive Manufacturing Toolkit for Consumer Electronics Products
1081
Table 3. Framework Definition of an AM-Enabled MC Toolkit Suitable for Consumer
Electronics Products
FRAMEWORK DEFINITION FEATURE EXPLANATION AND APPLICATION IN
PROTOTYPE TOOLKIT
Design Method Type
AM-enabled Constrained Consumer
Design
A development of mass customisation,
allowing user-modification of a products
form via a software toolkit.
Constraints ensure the resultant product is
safe, functional and acceptable within the
brands product design language guidelines.
Value of Customisation and Design
Function and Form (Piller, Salvador and
Walcher, op. cit.)
Allows users initially to choose from
products whose specification targets usage
scenarios (e.g. sports, business, etc.).
Subsequently allows users to choose
whether design decisions are made for
functional of aesthetic (form) reasons.
Type of Modularity
Component Sharing and Component
Swapping (Ulrich and Tung, 1991)
Basic module of electronic hardware and
non-visible chassis provides basis of all
designs (component sharing).
Consumer-designed parts fix to chassis using
standard features (e.g. screw bosses)
(component swapping).
Extent of Customisation
(Dellaert and Stremersch, op. cit.).
Extent of specification customisation (screen
size, memory, etc.) is small, as determined
by hardware modularity.
Extent of design customisation is unlimited
within boundaries set by designer and
brand.
Functional detailing (wall thicknesses, draft,
etc.) and cosmetic detailing (fillets,
chamfers, etc.) is automated (Sinclair and
Campbell, 2009).
Customisation Type
Primarily Parameter-based
Needs-based systems are more complex to
implement (Walcher and Piller, op. cit.);
parameter-based systems are better suited
to users who understand technical details
(Randall, Terwiesch and Ulrich, op. cit.)
Consumers choose base product by usage
scenario, then define specification by
technical details.
SINCLAIR, CAMPBELL & YAVARI
1082
Design Interaction Type
Direct interaction with on-screen CAD
model
Model shapes and surface definitions are
modified directly using tools to push and pull
surfaces by click-and-drag type interactions.
Model shapes and surfaces are constrained
within limits determined by designer and
brand.
Manufacturing Scenario
Production by manufacturer or
authorised vendor
AM parts would be produced by
manufacturer or authorised vendor (no at
home production).
Product assembly carried out by
manufacturer.
Consumer assembly of changeable cosmetic
parts would be possible, if intended (and
designed) by brand.
Detail Definition
The detail definition of the toolkit (Table 4) refers to decisions governing
the implementation of features with which the consumer would interact
directly.
Table 4. Detail Definition of an AM-Enabled MC Toolkit Suitable for Consumer
Electronics Products
DETAIL DEFINITION FEATURE EXPLANATION AND APPLICATION IN
PROTOTYPE TOOLKIT
Platform and Installation
Platform-independent, in-browser
application
An in-browser application would require
no download or installation ensuring
maximum availablity to users.
Current web infrastructure would
preclude the use of detailed, fully
rendered models; this issue is anticipated
to reduce in future.
Visualisation
Products visualised with maximum
realism
Realistic visualisation increases customer
confidence in the product being
customised (Walcher and Piller, op. cit.).
Colours and materials are represented
accurately.
Model is shown in 3D perspective with
ability to rotate as required.
Specification of an Additive Manufacturing Toolkit for Consumer Electronics Products
1083
Price
Continuously updated
Final price of product is updated
continuously as changes are made
(Dellaert and Stremersch, op. cit.).
Default product is lowest priced such that
consumer choices add cost rather than
reduce it (ibid.).
Default Option
Five basic choices, with option to
browse library of previously submitted
designs
Needs based system determines choice
based on manufacturers
recommendation.
Also possible to choose from a library of
designs previously submitted by
consumers, then use as the basis of a new
design.
Order and Degree of Design Interaction Order of interaction is suggested by the
system, but not enforced.
Specification of the technical details
should take place first.
Design phase has an implied order,
according to importance of features (see
page 13). However consumer can carry
out tasks in any order.
Design Tools
Direct interaction with on-screen CAD
model
Toolkit provides consumer with the
following tools:
Scale: model scales as required; features
such as the display window remain fixed
in size and position during this operation.
Shape (Silhouette): silhouette of the
phone can be modified as required; as the
shape is changed features such as fillets or
buttons update automatically.
Shape (Move Surfaces): model allows
individual surfaces to be moved;
connected surfaces and features update
to reflect these changes.
Shape (Modify Surfaces): model allows
individual surfaces or connected surfaces
to be modified and re-shaped.
Colours, Materials and Finishes (CMF):
CMF is applied at the part level. System
allows designers to link the CMF of parts
such that when consumer changes one
SINCLAIR, CAMPBELL & YAVARI
1084
part, others also cupdate.
Detailing: detailing of the product
(however defined by the designer and
brand) should be 'protected' and non-
changeable by the consumer; a menu of
alternative choices might be provided.
Logo: consumer has the opportunity to
upload a logo or type a message which
would appear on the phone's cover.
Model Integrity
Production by manufacturer or
authorised vendor
Any consumer design resulting from the
toolkit should be manufacturable by a
suitable AM system.
Integrity of any design should be
guaranteed in terms of safety,
functionality, consumer law, etc.
Toolkit should prevent compromised
performance, e.g. by specifying metal
parts close to antenna.
Community Toolkit provides opportunity to share and
discuss designs, also to discuss the
system, suggest improvements etc.
Conclusions
Currently AM-enabled toolkits have been implemented only by brands
specialising in the application of these technologies; these toolkits are
therefore of limited value in terms of demonstrating how AM technologies
might be integrated into the portfolio of a brand which also includes more
conventional offerings. This is particularly significant in light of the survey
research presented in this paper, which shows that senior design
professionals have reservations regarding the quality of design which might
result from AM-enabled toolkits. In order to protect the brand equity which
a successful design language contributes, AM-enabled toolkits must
therefore take account of, and be limited by, the components identified as
contributory to design languages.
The literature commonly identifies six influences over the design of the
form of products, and the design languages which result when these are
applied in a common way across a product portfolio. However, the degree
of importance associated with each of these influences has not previously
been demonstrated. This paper therefore presents valauble insights to a
Specification of an Additive Manufacturing Toolkit for Consumer Electronics Products
1085
brand which wishes to introduce customisation toolkits which allow the user
to interact with a products form. This in turn has led to a specification of
the design tools required to enable interaction with an AM-enabled toolkit,
whilst at the same time constraining the users ability to create product
forms which lie outside of a brands design language.
Whilst this paper presents a first specification of an AM-enabled toolkit
intended to safeguard a brands design language, clearly further work is
required to demonstrate its effectiveness. Preliminary instantiations in the
form of wireframe prototypes would allow feedback to be gathered from
both users and product designers, who would be required to submit designs
which could subsequently be modified by users. This feedback would then
inform the design of a chauffered prototype (Usability First, 2014) with
which to demonstrate interaction methods and the types of tools needed to
modify product forms as users wish.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in the conferences proceedings is the property of
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to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Business Model Adaptation to a New Digital
Culture
Paola PISANO
a*
, Marco PIRONTI
a
, Alison RIEPLE
b
and Ioannis
CHRISTODOULOU
b
a
Politecnico di Milano;
b
Westminster University
New business models are emerging in the international business
environment. The reasons for this include the changing of business attitude
in favour of transparency and openness, to the massive increase in the use of
easier and collaborative technologies: Quirky is producing new products
developed by the community and manufactured using 3D printing
technology, Google gives its glasses to different developers who create their
own applications based on the Google glass; meanwhile Kickstarter attracts
funds through crowd sourcing, paying them back with the promise of future
sales of the products they fund. Employees, investors, customers and partners
do not follow a predictable rule of conduct with the organization but revolve
around it using different form of collaborations related to the organizations
needs.
Moreover the final product is customized in a reverse Pareto principle where
the business does not focus only on the top selling products but sells lot of
different ones. Its in this scenario that businesses like Amazon discover that
their achievement is being able to respond to different customers needs. Our
work is placed in this framework in focusing on defining an emerging business
model where the open collaborative way of creating, developing and
manufacturing products is addressed to a large number of different market
niches. Data from practice cases is used to provide support to the theoretical
evidence.
Keywords: economic accessibility; economic feasibility; 3-D printing;
manufacturing industry; open long tail model.
*
Corresponding author: Paola Pisano | e-mail: pisano@di.unito.it
PISANO, PIRONTI, RIEPLE & CHRISTODOULOU
1090
Introduction
Living with global instability and uncertainty is fast becoming a way of
life for organizations. While some corporations seem to respond reactively
and revert back to fixed strategies, resisting change, using high control
whilst basing their business on fixed and standard business models, others
seem to be more open to accepting and embracing the change. These
organizations are looking for the opportunities that may exist within this
chaos and disorder by seeking to create business models and strategies that
proactively work with the speed and scale of change. In this framework new
business models are being established based on the culture of sharing new
ideas, and on the ability to collect more and more collaborations in order to
build the skills and resources needed to grow and develop. One example of
this new category is based on internet platforms that gather, collect and sell
ideas and concepts posted by external designers and consumers, used
crowdsourcing resources to select the right concept, build up the idea and
finally raise the funds to produce it. Finally the idea takes shape through
powerful software tools such as those used in the 3-D printer manufacturing
process.
These new technologies accelerate innovation in the manufacturing
process whilst decreasing the potential limitations of its physical constraints.
This results in a more economically attractive business model. The digital
manufacture allows for the production of innovative and/or customized
products and to respond to the dynamics of the competitive environment.
The 3D technology expands the number of products available and thanks to
digital distribution is also convenient in terms of the ability to reach the
consumer. This trend is in line with a new economy that is shifting away
from a focus on a relatively small number of hits and moving toward a huge
number of niches. The previous trend is amplified by another tendency
defined as a true economic force (Anderson, 2013). The market
movement, a term coined by Dougherty of OReilly Media in 2005, that
identify a web generation creates physical things rather than just pixels on
screens. MIT Media Lab define the maker movement as people that are
treating atoms like bits using the powerful tools of the software and
information industries to revolutionize the way we make tangible objects
(Anderson, 2013). While the new digital tools enable product flexibility, the
internet platform model gives companies the opportunity to collaborate and
decrease physical constraints like shelf space and other distribution
bottlenecks. The objective of this paper is to structure a series of
propositions to formulate an innovative business model emerging from a
Business Model Adaptation to a New Digital Culture
1091
new culture and new technology trends. Three cases will be used as
illuminatory examples.
Literature review: the two major frameworks
In this part of the paper the authors review the most relevant and
important parts of the literature on the open business model and the long
tail model. From these two the open long tail model emerges.
An open system model is one in which the firm creates and captures
value to take advantage of both internal and external resources. In his book
Open business model: how to thrive in the innovation landscape,
Chesbrough (2006a) analyzed the characteristics that a firm should exhibit
to create an open organization. According to the author in the old model of
closed organization, companies had to generate their own ideas that they
would then develop, manufacture, market, distribute and service
themselves. In contrast, the open organization model involves
organizational characteristics that are suitable for managing creativity
innovations, including the process of acquiring and integrating new ideas
into the organization and marketing them. As valuable ideas can come from
inside or outside the company and can go to market from inside or outside
the company as well (Chesbrough, 2006b), in the open organization model,
firms commercialize external (as well as internal) ideas by deploying outside
(as well as in-house) pathways to the market. Specifically, companies can
commercialize internal (external) ideas through channels outside (inside) of
their current businesses to generate value for the organization.
The vehicles for accomplishing this goal are related to the organizations
ability to create connections with external actors to absorb different types
of knowledge (Ahuja, 2000), improve survival rates (Baum, & Oliver, 1991),
increase innovativeness (Baum, Calabrese, & Silverman, 2000; Stuart, 2000),
improve performance (Hagedoorn, & Schakenraad, 1994; Shan, Walker, &
Kogut, 1994) and grow faster in general (Powell, Koput, & Smith-Doerr,
1996; Stuart, 2000).
There are plenty examples of organisations structured in an open model:
InnoCentive, an Eli Lilly spin-off, manages a platform where organizations
can post the technical issues that need solving on a scientists community
board, will explain the unsolved problems by using the internal R&D of the
pharmaceutical organizations; Fold.it, a revolutionary new computer game
enabling everyone to contribute to important scientific research.
PISANO, PIRONTI, RIEPLE & CHRISTODOULOU
1092
The long tail concept was created by Chris Anderson (2006) to describe a
shift in the media business from selling a small number of hit item in large
volumes toward selling a very large number of niche items each in relatively
small quantities. Anderson (2006) believes three economic triggers gave rise
to this phenomenon in the media industries:
the democratization of tools of production: falling technology costs
gave individuals access to tools that were prohibitively expensive
just a few years ago. Million of passionate amateurs can now record
music, produce short films, design simple software with professional
results and create object with 3-D3-D printer technology;
the democratization of distribution: the internet has made digital
content distribution a commodity and dramatically lowered
inventory, communications and transactions costs opening up new
markets for niche products;
falling search costs to connect supply with demand: the real
challenge of selling niche content is finding interested potential
buyers. Powerful search and recommendation engines, user ratings
and communities of interest have made this much easier.
For many product categories smart technology is transforming mass
markets into millions of small niche markets. Although each of these niche
markets may be small when all the various niches are combined the volume
of business is actually greater than the traditional mass market successes.
But simply offering more variety alone wont generate greater demand.
Instead, consumers need to have tools which will help them find product
niches which match their tastes and interests. These tools act to simplify the
finding process thanks to the filters usage . An example of an organization
that uses this business model is the online video rental company Netflix or
Lulu.com, a multi-sided platform- serves and connects authors and readers
with long Tail of user-generated niche content.
In the following section we describe the methodology and the case
studies.
The case studies methodology
Scholars have used case studies to develop theories about topics as
diverse as group processes (Edmondson, Bohmer, & Pisano, 2001), internal
organizations (Galunic, & Eisenhardt, 2001; Gilbert, 2005), and strategies
(Mintzberg, & Waters, 1982). Building theories from case studies is a
Business Model Adaptation to a New Digital Culture
1093
research strategy that involves using one or more cases to create theoretical
constructs, propositions and/or midrange theories from case-based,
empirical evidence (Eisenhardt, 1989b). Case studies are rich, empirical
descriptions of particular instances of a phenomenon that are typically
based on a variety of data sources (Yin, 1994).
The literature on new forms of entrepreneurship based on creativity and
design (Abecassis-Moedas, Mahmoud-Jouini, DellEra, Manceau, & Verganti,
2012) lays the foundation for exploratory research that builds propositions
and turns them into initial statements to be used as triggers in future
research. The central notion in our analysis is to use cases as the basis from
which theory can be built inductively. The theory emerges by recognizing
patterns of relationships in constructs and cases. The theory building
process occurs via recursive cycling in the case data, emerging theory, and
later extant literature (Eisenhardt, 1989a; Mintzberg, 1979; Pettigrew, 1988;
Yin, 2008).
The selection of case studies was carried out in line with the criteria of
extreme exemplars, as underlined by Yin (1994). We decided to select not
only one case but three because while single-case studies could richly
describe the existence of a phenomenon (Siggelkow, 2007), multiple-case
studies would typically provide a stronger base for theory building (Yin,
1994).
As case studies can accommodate a rich variety of data sources we
decided to include three semi-structured, in depth interviews with the
professors of Technology Management at Stanford University, Westminster
University of London and the University of Turin, to view the phenomena
from different perspectives and make a more confident selection of the
cases.
We ended up investigating three case studies. The first case is Quirky, a
new venture firm created around the potential of 3-D printing in order to
develop ideas and concepts suggested by users and designers. The second is
I-Materialize, an incumbent company specialized in prototyping services
that uses 3-D printing to create a digital connection platform between
creative communities and users. The third is Fab-Lab, a new global network
of design shops based on 3-D printing technology that works with small
businesses, users and craftsmen in the production and sales of their
products.
PISANO, PIRONTI, RIEPLE & CHRISTODOULOU
1094
The open long tail model in practice
In this section we will briefly describe three cases: Quirky, I-Materialize-
Fablab.
Quirky is a company of consumer products that turns crowd-sourced
inventions into retail products with a manufacturing process based on 3-D
printing technology. Since its launch in 2009, Quirky has changed the way
that product development happens.
The process, which goes from an idea to a final product, involves a
plethora of different types of actors. Each week different ideas are
submitted by dozens of amateurs such as kitchen workers, technology
experts, jewelers, etc..; then, hundreds of online community members (or
Quirks)- mainly made of hobby inventors, students, retirees and product-
design enthusiasts -weigh in on the products and vote for their favourite
submissions. The two most popular ideas are sent to an in-house team of
engineers and designers to research, render and prototype. Ben Kaufman
(Quirkys founder) and his team cull the results, sort out potential patent
conflicts or production problems, then make the final call on the weeks
winner. At every stage--design, colours, naming, logo--the community
chimes in. The best suggestions are incorporated, earning secondary
influencers a portion of future sales revenue.
Even if a product gets community approval, it will only make it to market
if enough Web surfers pre-order it to cover production costs. This is where
we find out if a good idea is a good product, Kaufman says. The world
doesnt need more junk. In fact, less than a third of Quirkys products are
actually produced in the end.
Thanks to the community, Quirky collects a wide range of multi-
disciplinary skills needed to turn an idea into something tangible. A
background in design, electrical engineering, marketing, fund raising and
access to retailers and manufacturers are all required skills that can be
found inside the sourcing community in order to complete and sell a
product. Thus, the community members that participate in many aspects of
product creation, from design to naming and coming up with a tagline for a
piece (Protect Your Produce is the Mercado slogan) will receive a small
share of the profits.
The manufacturing process includes a small factory with 3-Dprinters, a
laser cutter, milling machines, a spray-painting booth and other bits of
equipment. This prototyping shop is central to Quirkys business of turning
other peoples ideas into products: Quirkys product-development team
makes a prototype. Users review this online and contribute towards its final
Business Model Adaptation to a New Digital Culture
1095
design, packaging and marketing, and help set a price for it. Quirky then
looks for suitable manufacturers. The product is sold on the Quirky website
and, if demand grows, by retail chains. Quirky also handles patents and
standards approvals and gives a 30% share of the revenue from direct sales
to the inventors and others who have helped.
By using its community as a strong base, Quirky can quickly establish if
there is a market for a product and set the right price before committing
itself to making it in bulk. Moreover, the speed with which Quirky turns
designs into products (thanks to 3-D printing technology) is remarkable,
The amount of creativity that happens when you are standing next to a
machine thats making hundreds of thousands of things is much greater
than when you are working 4,000 miles away, says Mr Kaufman. Your
mind is spinning as to what else you can design for the machine to make.
Kaufman calls this process the social product development.
We bring at least three brand new consumer products to market each
week, by enabling a fluid conversation between a global community and
Quirkys expert product design staff.
Our second case company, I.materialize is an online 3-D printing service
which is based in Belgium and was formed in 1990 as a spin-off of
Materialise, a product development company. I.materialize, is premised on
the belief that people have an inherent need to express themselves, more
than ever before, in this world where standardization has become the rule.
its business focuses on allowing consumers the possibility to turn their ideas
into reality. I.materialize provides designers and inventors with access to
higher quality materials and greater choice. I.materialize gives designers the
chance to demonstrate their talent and sell their products thanks to a
worldwide distribution network, on the other the potential buyer can access
a collection of different products that can be built on demand.
First, the user uploads a project file, then he/she selects material, size
and quantity with the aid of a template. After that, a quote will appear and,
upon receiving confirmation of the online payment, the product will be
manufactured and delivered. It is also possible to sell the design projects
and earn a percentage if the user doesnt want to manufacture it .
A set of 3-D software is used- by the user -to create files up loadable to I-
Materialize platform: Tinkercad, 3-D Tin, 123 autodesk and Google sketch up
enables amateurs to design 3-D printable products without any previous
expertise: the maker can just open the browser and start creating in a very
intuitive way. I-Materialize supplies over 20 different 3-D printing materials:
PISANO, PIRONTI, RIEPLE & CHRISTODOULOU
1096
users can sell their design, choose the fee to apply over the production price
and manufacture the item in 5 to 15 business days.
Our third case example is not a single organisation, but a network of
organisations. Fab labs (fabrication laboratory) are small-scale workshops
offering (personal) digital fabrication facilities. Fab Labs have opened around
the world from Italy to Spain, from California to Finland. A fab-lab is
generally equipped with an array of flexible computer controlled tools that
cover several different length scales and various materials, with the aim to
make almost anything. This includes technology-enabled products
generally perceived as limited to mass production. Each fab lab includes:
A computer-controlled laser-cutter, for press-fit assembly of 3-D
structures from 2D parts.
A larger (4x8) numerically-controlled milling machine, for making
furniture- (and house-) sized parts.
A signcutter, to produce printing masks, flexible circuits, and
antennas.
A precision (micron resolution) milling machine to make three-
dimensional moulds and surface mount circuit boards
Programming tools for low-cost high-speed embedded processors
Fab labs allow individuals to create smart devices for themselves. One
important benefit of this network of organizations is the ability to diffuse
education, business and research about a world where almost anyone can
make almost anything, anywhere. Fab labs share an evolving inventory of
core capabilities, people and projects that can be shared and promoting
these is an explicit part of their ethos.
The San Diego Fab Labs pre-college Maker Learning programs for middle
and high school students are held in partnership with the University of
California at San Diego. These classes are based on the Maker philosophy
that San Diegos Fab Lab has developed in response to the need to inspire
students while engaging them in learning next generation technology.
The Fab Lab curriculum includes hands-on and experience-driven
activities that are standards based, as well as fun and relevant: Fab Foos is
an open source Table Soccer Game, opening in Amsterdam featuring 2 web
cams, an audio response, an electronic counter system and vga out. The Fab
Lab House comes from the Institute of Advanced Architecture of Catalonia
(IAAC) is a example of eco-living house. This Madrid-based project generates
three times the energy it consumes and also houses an orchard in order to
produce food. The shape of this house was dictated by its purpose: a
Business Model Adaptation to a New Digital Culture
1097
sustainable, self-sufficient construction whose form follows energy. All the
characteristics of its environment were carefully studied and taken
advantage of, such as the wind or the solar rays.
Data analysis and proposition development
In this paper we collected qualitative information and data about the
case companies business models from the companies websites, journal
articles and special issues.
The companies analyzed originally offers services that are engaged all
the phases of the innovative process, from the concept to the distribution
where prototyping and materializing concepts are used to provide input and
feedback on the quality and characteristics of products. Such organizations,
by materializing objects, provide companies designers and R&D offices with
the input and the insight that they need for the revision of engineering and
conceptualization phases of their process, thus strengthening the
relationship between thought and practice typical of creative processes
(Shon, 1984).
3-D printing is among a spectrum of technologies being developed as a
way to make easier and more cost efficient to create parts and products in a
personalized way. The running of a 3-D printer starts from a software
technique aimed at helping designers to create shapes of parts in three
dimensions on computer screens and then transfer the instructions for
making them to production machines. Such software is being used to make
products on this basis in a range of industries from aerospace engines to
jewellery. Laser scanning systems - made by companies such as the USs
Faro Technologies - can be used to measure the dimensions of items that
need to be replicated or modified. Such items could be anything from
products or parts made by competitors - in so-called reverse engineering -
to parts of the human body. The information can then be converted into
computer codes and sent to a production machine for turning into a solid
object.
The new technology is changing many aspects of the manufacturing
industry:
The relationships between designers and production players.. The
designer will have the chance to do not only the scratch but also the
prototype of the product or, better, the final product as it happens
in Qurky or Fablab. This change will allow the designer to acquire a
part of the value chain belonging to the manufacturing organization.
PISANO, PIRONTI, RIEPLE & CHRISTODOULOU
1098
The personalization of the product as Fablab, Quirky or I materialize.
A key attribute is that the technology makes it possible to produce
one-off or highly personalised parts more easily than other
manufacturing methods. This advantage will have an impact on the
reduction of the relevance of inventory risk and management
connected to the opportunity to print on demand the desired
artifacts;
The intrinsic characteristics of 3-D printing technology enable to
produce different categories of products, in limited quantities and,
above all, without a technological complementary relationship
among them.
In fact in all of the cases studied, there is an extremely high
heterogeneity of produced and sold categories of goods. Fashion
accessories, jewels, toys, shoes, musical instruments, lamps, interior design
products are indistinctively found in all product portfolios managed by 3-D
printing companies. In fact, the major problems connected with this
technology concern the different exploitable materials. The absence of links
and technological complementary products together with the absence of
large production scale and volume economies as found in several cases
lead to a wide and diverse portfolio management. The profitability logic is
founded on generating profits as well as on a number of product lines with
low product volumes(Kekre, & Srinivasan, 1990; Osterwalder, & Pigneur,
2010; Amit, & Zott 2001). This characteristic founded in long tail model
introduced the first proposition:
1st proposition: the emerge of digital tools for design and
manufacturing includes the 3 D printer the laser cutter and the 3D
scanner and CAD software gives leads / is positively correlated to a
diverse variety of customized and low volume products with no
technological complementarities
Based on the development of the web 2.0 technologies, the advent and
the growing of a global creative class (Florida, 2003), and the evolution of a
more educated and sophisticated user (Von Hippel, 2009), the
crowdsourcing represents a new source to manage the innovation process
leveraging on external creative sources an collaboration. As the tools of
creation become digital so do the designs which are now just files that can
be easily share online. Manufacturers and organizations can thereby take
advantage of the webs collaborative innovation, tapping into open source
Business Model Adaptation to a New Digital Culture
1099
practices and all the other social forces that have emerged on line. The old
model of toiling allows space to a global movement of people working
together online in a crowd sourcing collaborative way: crowd sourcing is
used to connect labour demand and supply (cloud labour), to develop
aggregate and share knowledge and information (collective knowledge), to
increase audience engagement and build loyalty through online dialogue
with costumers (community building) and finally to raise capital for a new
projects and business by soliciting contribution from a large number of
stakeholder.
Collectively a large pool of costumers will have virtually unlimited time
and energy an important detail related to the long tail model where capacity
need to be extended a very long way (Anderson, 2013). In fact, the increase
of the human resource vote to create and make, are shifting away from a
focus on a relatively small number of hit (mainstream products and markets)
at the head of the demand curve and moving towards a huge number of
niche in the tails (Anderson, 2006). Fablab, Quirky and I-materialize make up
an example of producing different category of products as art, fashion,
gadgets, games, jewelry, toys, etc The capability of producing different
products for different niches thanks to the costumers that do the job
turned the unprofitable products and markets into profitable ones.
Platform like Quirky gathering, collecting and selling ideas and concepts
that are posted by external designers and consumers.
These platforms are mainly supported by two types of makers: (i)
designers who propose their own products to market them on the platform
(market-oriented designers); (ii) users looking for products that are not
standardized or sold in great volumes not event in an industrial scale
(customization-driven users).
This new customers have affected the world of manufacturing through
(?) self-production and creating a making culture where users with
different tools and technology (among these the 3-D printing technology)
are able to build up personalised products supported by new forms of
craftsmanship (Friedman, 2010; Senneth, 2009; Micelli, 2011; Yair, Tomes, &
Press, 1999):
We, therefore, suggest the following second proposition:
2 proposition: the new business model organization based on outside
resources involved costumers in the R&D and prototype process as a
key source of skill and competence
PISANO, PIRONTI, RIEPLE & CHRISTODOULOU
1100
Furthermore this model not only helps to increase the number of the
products sold and the niches discovered but also gives boost to the
collaborative behaviours between the member of the community and the
organization. For example, Quirky has 8 designers on staff for a total of 40
people in the team, and hundreds of community that interact with the
platform; the ideas submitted received a more than one evaluation both
from the community s(?) member staff (both in Quirky, and I materialize).
This collaboration involves the costumers in a new model where is not the
organization that meet the needs of the costumers but is the costumer that
in collaboration with the organization find the way to answer to the other
costumer needs.
The essence of a business model defining a fresh way by which the
enterprise delivers value to customers, entices customers to pay for value
and converts those payments to profit do not seem to reflect any more the
managements hypothesis. The last one could be about what customers
want, how they want it, and how the enterprise can organize to best meet
those needs, get paid for doing so, and make a profit but the hypothesis that
come from a collaboration between makers and organization. In this
collaboration the organization supports and participates to the maker
process of creating developing and producing their ideas. The customer is
not only involved in the creation and production but also in the profit share.
These users give design advice on the product idea, the brand name,
packaging and so on and will receive a percentage of the 30% profit
generated by that specific product idea. Of course also the actual designer
of the product will get a share of this profit once the product has made
actual sales. To lower the risk, Quirky will only start to produce and sell a
product in their webshop once 500 people made a pre-sale of it.
The availability of the organization tools of production (as the tool to
draw and produce the object) improve the odds to produce goods and the
subject who can do it reduced the time to make the product. for example,
Fab-lab lends 3-D printing (and other technological devices) to those
inventors who can prove their ability, or who have been educated by the
Fab Lab Academy, to use these technologies properly. Quirky, I-materialize
and Fablab offer digital fabrication as a service so anyone can effectively
rent time on high end industrial 3D printers or computer controlling milling
machines. Quirky and I materialize produce using their own 3D printer or
hire them. This way to collaborate introduces the last proposition:
3 proposition: the business value proposition is defined by costumers
and reach through a platform which enabling the relationship
Business Model Adaptation to a New Digital Culture
1101
between customers expands the potentiality and profitability of the
both organization and makers.
Inventing something new isnt enough: it has got to get to market too,
ideally in economically sustainable way. This means mass production, and
traditionally thats been reserved for people who either own a factory or can
afford to commission the service of one. That used to involves months or
years of negotiations with different country and culture. But today the word
factory is increasingly accessible on the web, open to orders of any size from
anyone at any scale. Thanks to the digital production and design, factories in
China are flexible enough to take order online by credit card for small as well
as large quantities
Finally, the acceleration in the production seems to be sustained by the
e-commerce in the distribution.
Discussion and Conclusion
The business model that comes out, is based on different type of users
becoming designers and makers of small quantity of different product
selling to few costumers thanks to digital platform as Quirky and I
materialize. The underpinning process, is based on the concept that a
collaborative community outside the organization can develop an idea into a
product ready to be sell
The new model balance the open innovation model and the long tail
model: The disintegration of the conception-conceptualization-engineering-
production-sales activities chain of business processes and the breakdown
of integrated value chains (Porter, 1980) gave rise to companies specialized
in micro-activities.
Moreover a number of knowledge brokers and bridging ties link
actors who propose new knowledge in the form of new ideas and products
with actors who are able to accomplish, implement and sell these ideas and
products. This business model supported by the new digital technology and
in general the improvement of the technology that enables company to
carry far more product items in their catalogs, (because most of the item
exist solely as descriptions in an electronic databases and are digitally
distributed) permits to define a long tail model too: as Anderson said (2006):
the mass of niche has always existed but the cost of reaching it falls now.
Since the first industrial revolution the power to make things at scale has
belonged to those who own the means of production, which as meant big
PISANO, PIRONTI, RIEPLE & CHRISTODOULOU
1102
factories, big companies and the mass-market good they were built for
(Anderson, 2013). But now we can imagine an open long tail model where
the web digital instruments make the diffusion of the objects of the
community: the consumers finding niche products and niche products
finding consumer (Anderson, 2006) and consumer create niche products for
other consumers.
This could potentially change everything because will create an era of
unprecedented choice for consumers and organization together that
collaborate to increase their opportunities and profit(Micelli, & Rullani,
2011). All this process is creating an opportunity for an emergent business
model that makes possible a bottom up transformation of the
manufacturing following the democratization of its trajectory. It is still in its
early days but the potential is immense because manufacturing is one of the
biggest industries in the word (Anderson, 2006).
This new niche market is not replacing the market of top selling but it
start to redefine the ways we design, buy and distribute product
complemented the other models.
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Reducing Uncertainty Through Disciplined
Experimentation
Davide SOLA
*
, Gianfranco SCALABRINI and Giovanni SCARSO BORIOLI
ESCP EUROPE
New product development (NPD) is an inherently uncertain process. Such
uncertainty translates into a strong risk for companies in the process of new
product/services development, which typically involves involve substantial
investments committed upfront.
The article presents an innovative methodology for to reduce this innovation-
related risk. In particular the methodology is based on the principle of
disciplined experimentation, a structured process to identify quickly the key
vivid needs of the customers (Job To be Done), reproduce the key features of
the new service/product to satisfy these needs (fast prototyping), and
simulate a realistic customer journey directly with the final customers. A
rigorous testing protocol and a continuous improvement process support
these experimentation steps.
This approach allows testing the main working hypotheses, pivoting them
continuously to verify the value (clients are ready to pay for the
product/service a price p higher than the cost c needed to deliver the
product/service), growth (how to scale up the tested hypotheses up to the
entire target segment) and sustainability (how to enable the needed change
in internal culture and prevent direct competitors to quickly replicate the
value proposition).
The article presents two concrete cases of action research, where
researchers have been directly involved within the design and delivery of the
this methodology in two different industries, fast fashion and heating systems
manufacturing, and the lesson learned from them.
Keywords: Innovative NPD, Disciplined Experimentation, Design of
Experiments, Fast Prototyping
*
Corresponding author: Davide Sola | e-mail: dsola@escpeurope.eu
Reducing Uncertainty Through Disciplined Experimentation
1106
Introduction
New product development (NPD) is an inherently uncertain process.
Research shows that as many as 40% of new products fail to deliver
anywhere near the promised objectives (Castellion & Markham, 2013).
Such uncertainty of outcome derives from many factors including the
difficulties in the identification of vivid customer needs, to the definition
of the right features and user experience of the new product or service to
identifying the most suitable route to market to of course the pricing. All
this in an environment where there is an increasing competitive pressure to
deliver products cheaper, faster better.
To examine the issue of how to reduce the uncertainty around NPD, we
first undertook a review of the existing literature in order to identify NPD
best and worst practices with the intent to establish what are the
circumstances under which NPD activities lead to success or failure.
NPD Literature
New product development can be defined as the processes employed by
a business to identify and develop new products. But which processes to
employ? Which are key processes or key factors? Research into NPD
sought to identify the processes involved in order to determine if any
contributed to success; identify those factors and successful NPD should be
possible by more businesses. Early work by Hustad (1977) adopted a broad
perspective when defining the new product development process and
included topics such as market planning, product strategy, product line
extension, market forecasting, product abandonment and product liability.
Other researchers were also working to refine the definitions of the NPD
process into more distinct factors. Another early proponent of managed
NPD processes was Morris (Morris, 1990) who had spent forty years
improving project management techniques and published his Management
of Projects theory in 1990. In the 1970s Robert Cooper and his colleagues
started looking at the difficulties businesses were encountering in bringing
new products to successful fruition (Cooper & Kleinschmidt, 1986; 1987;
1990; 1991). During this period Cooper and his colleagues developed the
NewProd project, which used a stage-gate process, that is, one where the
NPD process is broken down into segments and after each segment or
stage there is a hurdle or gate that must be passed before progressing to
the next stage. Cooper identified five main functions in the NPD process;
SOLA, SCALABRINI & SCARSO BORIOLI
1107
scoping, building the business case, development, testing and validating,
and product launch (Cooper, 2001).
However, Loch (2000) argued that while Stage-Gate is at the core of
most NPD processes, survival and growth ultimately depends on how well a
company adapts to its specific environment. Davidson et al. (1999) reached
a similar conclusion emphasizing the need for flexibility so that a process can
be continually adjusted to an organisations changing needs and desires.
According to Fixson (2009) most definitions of NPD include stages such as
product opportunity identification, market and user analysis, idea
generation, concept generation, concept refinement and selection,
industrial design, prototyping, testing, financial evaluation and market
introduction. Cormican and OSullivan (2004) saw strategy and leadership,
culture and climate, planning and selection, structure and performance, and
communication and collaboration as key factors. Kahn et al (2012) identified
seven separate factors of the NPD process; strategy (including portfolio
management), process, research, project climate (including team
organisation), company culture, commercialisation, metrics and
performance evaluation.
Amabile (1997), Smith & Reinertsen (1998), DeCusatis (2008) analysed
team characteristics and found that these factors can increase the creative
ability of the team and help accelerate the NPD process.
Fail often to succeed sooner is reportedly one of the mottos of the
successful product design firm IDEO (Kelley, 2001). Thomke (2003) noted
that team integration encouraged experimentation and prototyping, which
Barczak, Griffin and Kahn (2009) also found was a factor of high-performing
firms suggesting this was a key factor in the NPD process.
With the rapidly changing technological advances of the past decade
there is a growing interest in the role of NPD processes that were created to
handle uncertainty and changing customer needs and wants; among these
new methods Agile NPD is leading the way.
Critique of NPD Literature
While all the NPD processes reviewed help in the quest of reducing the
risk of developing a new product that will not support the firm in achieving
or sustaining competitive advantage, we believe that all of them, have a
number of pitfalls.
First, all the NPD processes featured in our literature require
commitment and time to execute effectively; speed plays second place to
Reducing Uncertainty Through Disciplined Experimentation
1108
quality of execution. The earlier processes focused on the need to control
the process, the people taking part and ultimately the product to ensure
that the development plan was completed within budget. As these NPD
processes matured some of the proponents sought to keep in pace with the
changing commercial environment, while others did not.
The Management of Projects and the Critical Chain Management
approaches remain static. The Stage-Gate process developed by Cooper has
re-invented itself to take on board the changes of a modern, fast paced
world where technology forces changes in design practices and design
development. Agile Development has begun to be adopted by those outside
the software development arena where it was born. The flexibility of the
Agile approach allows the designers and developers to take on board the
fickle demands of an ever more aware customer enabling products to better
meet the customers needs. Lean Start-up takes the involvement of the
customer even further by encouraging continuous involvement from the
very earliest stage of development, even conception. Lean Start-up builds on
the relationship with the customer to create an environment where a
product could be launched well ahead of schedule, with upgrades being
made available to extend the life of the product.
Design Thinking and Design of Experiments offer a different view of the
NPD process. These two approaches are useful in resolving problems using
unconventional means and may offer innovative insights into the
development of new products and services.
However, except for the Stage-Gate process, all the other processes
assume that the right product has been selected and that the main
emphasis should be on its development. Even in the case of the Stage-Gate
process one of the main problems with the process has been that businesses
do not know how to ensure the go/kill gates work effectively. Once the
product entered the NPD process it was assumed that this was the product
to develop. There appeared to be a lack in any of the processes to consider
outside influences, such as, an aggressive competitor bringing in a similar
product earlier. Even in those processes that encourage involvement with
customers (esp. lean start up), trying out and testing the product in
development, there was no suggestion that a product should be terminated.
Rather the product would be adjusted to take on the comments of the
potential customers.
Another pitfall of the processes reviewed was the lack of emphasis on
encouraging ownership to the product being developed, as soon as the
product entered the process that was it; now develop it. None of the
SOLA, SCALABRINI & SCARSO BORIOLI
1109
processes reviewed provided guidance on who should be involved in the
NPD team, despite citing cross-functional teams as vital to success. The use
of true cross functional teams can improve ownership of the product being
developed but this was not raised as important. Experimentation is creeping
in as a means to check the viability of a product but its use is not central to
the overall NPD process and, like the involvement of customers, is generally
left till late in the NPD process when there is a physical product that can be
handled.
The Lean Start up and Design thinking approaches, but in particular the
Lean Start up, learning from the previous approaches has introduced a set of
principles that contribute to overcome some of the pitfalls. The early
experimentation through the construction of Minimum Viable Products
(MVP) aims at testing only one or a few variables at a time. While the
introduction of the Value and Growth hypothesis, that needs to be tested
progressively during the NPD process, has provided the dependent variables
that can be used to validate the impact of the assumptions behind the new
product. Finally the concept of Pivot has reinforced the principles that when
a new product fails to test positively against the value and growth
hypothesis it should be reconsidered and amended or altogether
abandoned.
Research question and methodology
We believe such principles represent a great advancement in the search
for a theory of NPD, nevertheless we also believe that there are still some
areas that need to be addressed. This leads to our decision of investigating
the following Research Question and related Hypothesis
Can disciplined experimentation reduce uncertainty in NPD in a fast
changing environment?
With the Hypothesis that it can, if two conditions are fulfilled
First, that the experimentation is constructed in order to validate
progressively three variables, in particular
Value which involves explaining how the new product or service will
create value by resolving a vivid need (as opposed to a latent one)
producing outcomes that outweigh the effort required.
Growth .the aim of this hypothesis is to validate if the new product
can be scaled up beyond the first group of pioneering customers,
Reducing Uncertainty Through Disciplined Experimentation
1110
guaranteeing that the value created will, at least proportionally, also
increase.
Sustainability aims at validating two mutually reinforcing sub-
hypothesis. The first relates to the ease with which competitors can
replicate the new product and the second concerns how easily the
organisation itself will accept the changes required to implement
the new product.
Second that disciplined experimentations entails two mutually
reinforcing dimensions
The use of creative experimentation techniques leveraging
innovation in technology and process in order to maximise the
number of experiments, while making them as inexpensive as
possible through speed of execution. the speed of them as well as to
make then as inexpensive as
Use of experimental analysis approaches, such as, Design of
Experiments (DoE) that maximise the learning from each experiment
performed
In order to investigate the validity of our framework the subsequent step
was to identify organisations that would be willing to participate in a multi-
year study. We succeeded in engaging 4 different organisations from
industries as diverse as rail transportation (United Kingdom), animal health
pharmaceuticals (United Kingdom), gas heating manufacturing (Italy) and
fashion (Italy) with whom we have worked in the last 18 months, and for
which this paper reports the preliminary findings.
The Progressive Hypothesis
The success of a newly developed product, defined as its ability to
contribute to the achievement or sustaining of competitive advantage of the
firm, relies on a set of hypotheses which need to be validated. A hypothesis,
in business as in science, is an explanation or a proposition made on the
basis of limited evidence as the starting point for further investigation. Until
proven true, hypotheses are just statements. The only way to prove their
validity is to test them. Testing will either prove or disprove the validity of a
hypothesis, but it will also provide insights about how the hypothesis could
be refined or even replaced by a better one.
Just like a scientist in a laboratory, executives should first make explicit
the hypotheses behind their initiatives and then validate them through
SOLA, SCALABRINI & SCARSO BORIOLI
1111
experiments. We propose, as stated before, that in the case of NPD there
are three hypotheses that need to be validated progressively, starting from
value, going through growth and concluding with sustainability. As you
move from each hypothesis to the next, the overall level of uncertainty
reduces, but it is not until the new product has provided evidence for all
three hypotheses that uncertainty will be meaningfully reduced, although
never eliminated.
The first hypothesis is about Value, which involves explaining how the
new product will create value by producing outcomes that outweigh the
effort involved. The typical questions that need to be addressed are:
What kind of problem does the new product solve?
Who are the people facing this problem? How aware are they of the
problem?
Are they prepared to pay for someone to solve it?
Will the price they are prepared to pay for the new product be
sufficient to cover the cost of its development?
The second hypothesis is about Growth. Here we must think through
how the initiative can be scaled up beyond the first group of pioneering
customers, guaranteeing that the value created will also increase
sufficiently. The typical questions to be addressed are:
Does the new product address the needs of a large enough group of
people?
Will the new product need to be changed or adapted for this
enlarged group?
How difficult and how costly would it be to scale-up to meet
increased demand?
What is needed for the new product to appeal to this larger group?
Will the price need to be changed?
How could we reach and engage a growing group of users? How
much would this cost?
Will the increase in users be reflected in increasing value creation
i.e. will the increase in outcomes outstrip the increase of the cost of
achieving such growth?
The last hypothesis is about Sustainability which has two mutually
reinforcing facets. The first relates to the ease with which competitors can
replicate the new product and the second concerns how easily the
Reducing Uncertainty Through Disciplined Experimentation
1112
organisation itself will accept the changes required to implement the
initiative. The typical questions for the first facet are:
How easily can the competition imitate the new product or
substitute it with another product? How long would it take?
What kinds of barriers are there which will preserve the advantage?
Are there other barriers we could create? How much would they
cost?
And for the second facet:
How will the organisation need to change to enable the new product
to be implemented?
Will the organisation be able to cope with such changes?
Is there something about the initiative that we can adapt in order to
make it more acceptable to the people and culture of the
organisation? What impact would this adaptation have in terms of
value creation?
By addressing these questions the NPD executives will be able to decide
whether the New Product merits being moved forward. Furthermore, this
approach will help NPD executives to identify potentially serious flaws which
require fixing before the initiative can be progressed
The Two Facets of Experimentation
To leverage experimentation successfully, you need to be clear about
which tests will be carried out, in which order, and the metrics you will use
to judge the outcome and decide whether or not the hypothesis has been
proven. Many experimentation tools and techniques are available and new
ones can always be developed, but the most important thing is to select the
ones that are the most appropriate for your particular circumstances. The
fitness for purpose of any technique will depend on the time and resources
you have available, but the ideal should be something which is simple, quick
and inexpensive.
In an experiment about new product development, managers and
engineers separate an independent variable (the cause) from a dependent
variable (the effect) and then manipulate the former to observe changes
in the latter. The manipulation, followed by careful observation and analysis,
then gives rise to learning about relationships between cause and effect,
which can be applied or tested in other settings.
SOLA, SCALABRINI & SCARSO BORIOLI
1113
Fear of failure is especially pertinent in the development of new
products and services, where no idea can become a product without having
been shaped, to one degree or another, through the process of
experimentation. Today, a development project can require thousands of
experiments, all with the same objective: to learn whether the product or
service can address a new need or resolve a problem before then
incorporating the information in the next round of tests so that the best
results can be achieved
One of the key barriers to experimentation has always been the cost, since
it has often been considered expensive in terms of the time involved and the
effort expended. What has changed, particularly given new technologies
available is that it is now possible to perform more experiments in an
economically viable way while accelerating the drive towards a successful new
product.
To overcome the cost constriction barrier managers have essentially two
choices:
change the fundamental economics of experimentation through
new creative processes and new innovative technologies (the first
facet)
try to get more out of each experiment employing sophisticated
statistical methods, which help to manipulate multiple variables in a
single experiment while maintaining integrity in its data analysis
The first facet use creative processes and new
technologies to increase number of experiments
New creative processes and new innovative technologies now enable
more learning to be created more rapidly, and the outcomes can be
incorporated in even more experiments at less expense. Examples can be
found in:
Customer usage simulations. Through the building of simple mock-up
user interfaces to see if a customer is interested in a particular value
proposition, including the description of the product features, the price and
even how the product works. This particular type of process has been made
very famous by the Lean Start Up and Design thinking approaches.
Computer modelling. Once, the first Monte Carlo based simulation was
used to build a computer generated artificial world in 1945 for the
development of the hydrogen bomb, computer modelling has become an
Reducing Uncertainty Through Disciplined Experimentation
1114
essential part of science. However, it is only with the dramatic increase of
wide spread availability of computer power at very affordable cost (i.e. first
cheap powerful workstation and then cloud services) that computer
modelling has become an everyday reality. Today Artificial Intelligence (AI)
packages or Computer Aided Design (CAD) can substitute many of the
physical experiments and market testing requirements of numerous
products. Many organisations leveraging rich big data can today simulate
price points and conversion rates by developing computer simulation of the
likely behaviour of their customer base to a particular stimulus (i.e. new
products). 3D CAD has in many instances now eliminated almost completely
the need for physical prototypes.
The second facet accelerate learning through
experimentation
When all relevant variables are known, formal statistical techniques and
protocols allow for the most efficient design and analysis of experiments.
These techniques are used widely in many fields of process and product
optimisation today and can be traced to the first half of the 21
st
century
when the statistician and geneticist Sir Ronald Fisher first applied them to
agricultural and biological science, which have become the foundation of
what today we call Design of Experiments (DoE)
Design of Experiments (DoE) is a statistical method of establishing which
variables are important in a process and the conditions under which these
variables should work to optimize that process (Ilzarbe, et al., 2008).
Methods from the field of DoE have been applied to quality control
problems in many engineering fields for several decades (Kuhn and Reilly,
2002) and according to Ilzarbe et al (2008) many scientists and statisticians
have contributed to DoE development and to its application in different
fields.
Table 1 Thomkes (2003) Factors that affect the learning by experimentation
Factor Definition
Fidelity of experiments The degree to which a model and its testing conditions
represent a final product, process, or service under actual user
conditions
Cost of experiments The total cost of designing, building, running, and analysing an
experiment, including expenses for prototypes, laboratory use,
etc.
SOLA, SCALABRINI & SCARSO BORIOLI
1115
Iteration time The time from planning the experiment to when the analysed
results are available and used for planning another reiteration
Capacity The number of same fidelity experiments that can be carried
out per unit of time
Strategy The extent to which the experiments are run in parallel or
series
Signal-to-noise ratio The extent to which the variable of interest is obscured by
experimental noise
Type of experiment The degree of variable manipulation (incremental versus
radical changes); no manipulation results in observation only
In general usage, DoE or experimental design is the design of any
information-gathering exercises where variation is present, whether under
the full control of the experimenter or not. Formal planned experimentation
is often used in evaluating physical objects, chemical formulations,
structures, components, and materials. Practical applications of DoE do
exist, for example, the list of 131 case studies provided by Bisgaard (1992),
which illustrate the application of experimental design in engineering and
manufacturing.
In the design of experiments, the experimenter is often interested in the
effect of some process or intervention (the "treatment") on some objects
(the "experimental units"), which may be people, parts of people, groups of
people, plants, animals, etc. Design of experiments is thus a discipline that
has very broad application across all the natural and social sciences and
engineering. (http://en.wikipedia.org/wiki/Design_of_experiments)
Thomke (2003) identifies seven factors (see Table 1) that affect the
ability to learn through experimentation which are: fidelity, cost, iteration
time, capacity, sequential and parallel strategies, signal to noise ratio and
type of experiment.
Early evidence from Field work
As part of a 3 year study we have engaged with a number of
multinational organisations based in the UK and Italy with a considerable
part of their business outside their domestic markets. The sectors covered
are fashion both production and retailing, heating systems both electric and
gas powered, animal health pharmaceutical and finally rail transportation.
As part of the engagement we are allowed to work alongside the NPD
executives in their process to successfully launch new products, where by
successful launch it means that they will within a reasonable amount of time
Reducing Uncertainty Through Disciplined Experimentation
1116
(always less than 24 months) reach volumes and revenue that are
meaningful for the organisation (at least their fair share) and of course
contribute to the bottom line and ultimately to sustain the competitive
advantage of their respective firms.
At the time of the study we have started the activities with all the four
multinationals, but of course the stages of progress are different. For this
reason in this paper we will concentrate on only two cases, the one of the
fashion house and the one of the electrical and gas heating system.
Fashion House
The fashion house is a fully integrated textile company with over a
century of history with many innovations to its name. They were the first to
introduce a new type of dying, which allows fast, very economical
production. They were the first to introduce large scale fully automated
cutting plants. They were also among the first to launch successfully the
business model of fast fashion, the one made famous by the like of ZARA,
which quickly became the key driver of growth and profitability.
Unfortunately, in the last years the performance of the fast fashion
division went south, many management teams were called in, but none
managed to turn things around. Late in 2013 a new management team, with
considerable experience in turnarounds was called in, who since then have
asked the research team to collaborate alongside the management in
particular the NPD team. This was because very early on it was understood
that the core challenge, which would unlock the turnaround, was to return
to the innovation history. The products (mostly womens fashion) had a
good enough style but they had two clear problems. First their speed to
come to market was always far later than the competitors and therefore it
was impossible to command prices that would guarantee profitability (by
the time the products were out it was time for the heavy discount sales).
Second many products were just not in sync with what the customer
wanted, which again exacerbated the situation increasing level of stocks of
unwanted products.
The management decided to completely overhaul the NPD process
introducing a new system called marketeyes, which basically introduced
the discipline of experimentation to the heart of NPD. Marketeyes is a sort
of social workflow management system that allows a concept idea for a new
product to go through a set of super-fast experiments, which reduce the risk
that the product will not succeed in the market. These experiments range
SOLA, SCALABRINI & SCARSO BORIOLI
1117
from a simple very fast survey about the concept idea (basically a
professionally designed sketch of the garment with details of the price
points and the type of material) that within 2 hours is run through over 3000
shop assistants who give their view about the product (minimum threshold
of response is 500), to a pre-ordering e-commerce facility that allows real
customers (carefully selected among their CRM database as predictive
customers meaning that historically for this particular type of garment, if
they bought it, it has then reached success) to view the product and pre-
order it if they like it, which now it has been produced in few prototypes and
photographed as required for an online e-commerce site. The outcome of all
the experiments are analysed through statistical techniques that provides
insights about the potential success of each product and also the size of the
potential success (in terms of volume and value of sales).
Marketeyes keeps track of all the experiments and provides factual
evidence of what works and what does not work (and what should be
changed to make it work). This speeds up the process to the point where
deciding if to launch a new garment or not can be made within 7 working
days. The process is not only speedy but also very selective, since many
products that were thought to be potential blockbusters would be stopped
and not launched or launched with a far lower range than initially thought.
Marketeyes as a platform is accessible and used by most of the division of
the organisation from product design to supply chain, from management
control to shop assistants, which enables the fashion house to seemingly
spread knowledge about new products, as well as, invite suggestions for
meaningful new innovations.
The early evidence of the spring collection shows that the products
launched using marketeyes performs twice as well in terms of in season
sell compared with the products launched using the traditional system.
Clearly, from the evidence provided by these early cases it seems that
thanks to fast experimentation and the learning gained from the analysis of
the experimental results, marketeyes provides a very efficient method to
validate the value and growth hypothesis. The sustainability hypothesis is
not yet fully validated since only the involvement of the people of the
organisation has been validated. Competition for the time being has not
been able to react, because the size of the product portfolio realised with
the marketeyes is still very small.
Reducing Uncertainty Through Disciplined Experimentation
1118
Electric and Gas Heating Systems
The company is a multinational, serving over 50 countries and with
production facilities in more than half a dozen countries, specialised in the
design, manufacturing, and distribution of electric and gas heating systems.
It has a history of successfully developing good quality, mid-range
technically sophisticated products, all in the traditional core business. This
has given the company the reputation of one of the best value for money
brands in the world.
The company has over the last 15 years installed a huge number
(millions) of heating systems, which soon will come up for replacement
(normally a heating system has a working life between 7 and 10 years) and
here is the biggest challenges for the company; how to ensure the heating
systems are replaced their products not those of the competition and the
used spare parts for the repairing are the original. Its distribution is mostly
indirect, using independent installers and service centres who install and
maintain the relationship with the users of the systems. Unfortunately most
of the independent installers and service centres are multi brands and have
proven to have very little loyalty to any of the brands they sell. In other
words, they will promote the one that has the best commission for them at
the moment of the required replacement and/or facilitates their job for the
maintenance. Furthermore, recently new technology players have entered
the space from adjacent markets, companies like Nest Labs who have been
recently acquired by Google, introducing devices that are covering some of
the features (guaranteeing warm and cool) of traditional heating systems.
Given this context the company decided to launch a project in early 2013
offering a device that would allow remote connectivity with the heating
systems, as well as, a wide array of other features, such as, automatic
optimisation of temperature, safety alerts, etc. The purpose was to match
the Job to Be Done of three different actors; the end users needing to
keep their houses under control (remote control) and be diagnosed by their
service centrecentres, the service centrecentres needing to optimize their
business through the upfront knowledge of the interventions to be done
(remote diagnosis), Company internal functions needing a laboratory on
the field (most of the installed devices are constantly under control) and a
clear view of potential substitutions and spare parts. The project was mostly
driven by the R&D and engineering divisions and at one point the business
case was presented to the Board asking for a multi-million investment for its
deployment. The board was not very convinced about it because years
before a similar project (with a similar budget) failed dramatically and
SOLA, SCALABRINI & SCARSO BORIOLI
1119
causing trouble with the distribution network. As a result the board decided
to change the approach and asked the marketing team, with whom as
researchers we worked alongside, to investigate how the project could be
de-risked. The team proceeded as follows, first it identified the bottom-up
Job to Be Done of each actor and the cost of the best alternative today
applied (e.g., thermostat remotely controlled, special maintenance
contracts); based on this the team produced a high quality brochure and a
non-functional but graphically complete app for devices that presented the
product as if it existed, and it defined the price points, built bottom-up on
the Job to Be Done evaluation, all the key features and it even produced a
rendered picture of how it would look. Armed with this brochure and the
app, a number of installer-service centres were contacted (selected upon
their openness and eagerness of being part of something innovative) and
presented the project with the following line we are here to present you a
new product which will be commercialised in 3 months and because you are
a valued partner, we will offer it to you in advance to pre-order. Differently
from traditional market research, they asked the service centre to sign an
order, therefore not just capturing an intention to buy, but actual sales..
With much surprise, the first few sales meeting were an absolute disaster
since the comments were very negative about several aspects from the
price to the key features, to the design. All these feedbacks were clearly
tracked and addressed to the working hypothesis to pivot. Enriched with
such insights the team instead of going back to the R&D team, kept on going
by just simply changing the features, price points and even the design and
presenting the new version to new installers-service centres. After half a
dozen of these interactions, the marketing team was able to exit most of the
sales meetings with firm sizeable pre-orders, which demonstrated that the
new imaginary products had potential and that people were prepared to
pay. This was feedback to the board and the R&D, who at first did not like
the outcome, but then eventually committed in creating a first prototype of
the new device, which was much simpler and much faster to develop.
Next the team, in order to further reduce the risk of the product,
decided to run the same type of experiments directly with end customers
(the ones that would eventually have the device in their homes). Working
with some of the installer-service centres stalls in major department stores
were organised, where the product was showcased, still on paper and with a
very simple video cartoon, to perspective customers. Again the installer-
service centres were given the possibility of pre-ordering. Much to the
surprise of the installers-service centre operators, many unexpected
Reducing Uncertainty Through Disciplined Experimentation
1120
comments from customers were received, which again triggered changes
(done overnight). The disciplined experimentation supported also the
technology development. For example, an initial the working hypothesis
from the technology team was to rely only on wi-fi technology for signal
transmission, considering that its high penetration in Italian households. .
On the contrary the experimentation demonstrated how roughly half the
people having wi-fi at home, switch it of overnight (for several reasons,
ranging from energy saving to concerns related to electro-magnetic field)
and would prefer to buy the GPRS version. These changes in the features,
prices and presentation of the product led to very encouraging sales results.
The entire process took around 10 weeks from start to finish. It allowed,
at least theoretically, avoiding an investment that would have surely proved
wrong, that is the original design was not well received. Instead they now
have a new product that seems to have much greater chances of
succeeding. Such a process also allowed many people in the organisation
and in their distribution network to realise the many biases they had about
what customers want and value. Finally, it also had two strong impacts on
the internal processes of the company; (i) it removed many of the barriers of
fast development, forcing many of the R&D to use unconventional means
(such as 3D rendering, simulated cartoons, etc.) to prototype and test
their creations; (ii) it facilitated the development of a Go to Market model
with a clear understanding of the supporting tools and processes needed to
sale a so innovative product for the salesforce.
Discussion and Lesson learned
There are three major lessons learned which are:
Front load as many experimentations as possible at the beginning of
the process. This will reduce the overall time to market as well as
the overall cost of new product development
Have the courage to abandon or put to rest a new product if the
evidence from the experiments is not sufficiently strong
There is only so much uncertainty you can remove through
experiments, consider every day activities after the launch as a
natural experiment and track the outcome as if it was an
experiment
The final lesson learned is also a note of caution. Some people
mistakenly think that experimentation is the same as running a pilot phase.
SOLA, SCALABRINI & SCARSO BORIOLI
1121
However, we would argue that experimentation is very different from
running a pilot for the following reasons:
Pilots are usually the prelaunch of an initiative that has already been
developed, with the aim of the pilot being to prepare for full
implementation. Experimentation, in contrast, is a process used to
develop a new product and ensure that it meets the criteria of
value, growth and sustainability.
In a pilot, the final or advanced version of the new product is tested,
albeit on a small scale. This limits its usefulness as a means of
testing because if it goes wrong it is hard to say which particular
aspect led to the failure. As a result, areas for improvement cannot
be accurately pinpointed. Experimentation is a progressive process,
which scrutinises different aspects of a new product and, therefore,
is much more likely to highlight exactly what is wrong, or right,
about the new product.
Although pilots are often carried out with the intention of
smoothing the process of change within the organisation, if they are
presented as a fait accompli - a predetermined new product from
the top - they may have the opposite effect. In contrast,
experimentation can be done as a participative exercise, which
allows staff to contribute to and understand the development of a
new product, process or service. Involving staff in this way not only
leads to a better developed initiative, it also means they are more
likely to support its implementation
Limitations and Further Research
The research reported in this paper has of necessity been limited to two
case studies. From our experience the use of the framework suggested in
this paper offers a means to improve the NPD process in terms of selecting
appropriate new products that fully satisfy customer needs, speed of NPD
delivery, and ultimately cost. Only through the application of the methods
described can the framework be further tested, which will take time.
However, the more people who apply the approach the sooner this will
happen.
Applying the methods described to work in tandem with other
methodological processes could offer improved performance of those
methods and improve the success rate in selecting the right product for the
right customer at the right time and at the right price. Experimentation
Reducing Uncertainty Through Disciplined Experimentation
1122
could prove a useful addition to other NPD processes, provided it is
conducted correctly.
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Section 2d: Enterprise Eco System Design
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1127
Editorial: Enterprise Eco System Design
Kaja TOOMING BUCHANAN
This track focuses on how design can help companies redesign their
relationships with people through improved information systems. There are
many ways that design can benefit management practice in order to
improve customer satisfaction and create a positive user experience. It can
be done through meaningful dialogue, through a design process that
integrates all functional elements into the unified whole, or through a
change in the customers attitude and cultural interests.
In Innovating Innovation: Deliver Meaningful Experiences in
Ecosystems, Gardien, Deckers and Christiaansen maintain that companies
need to work toward co-creation, since it is no longer possible for a
company to understand all facets of the ecosystems, let alone create
meaningful experiences for end-users. Therefore, the new ways of working
and the development of new competences are crucial. At Philips Design, the
authors believe that design thinking is a suitable methodology for facilitating
the collaborative process of innovation. They created a framework called
Co-Creating Innovation that includes elements such as Empower, Position,
Create and Enable. As part of the paradigm shift that they believe this
represents, Philips changed its focus from technological improvements
toward innovation of meaning. This framework helps to create new
meaningful experiences for end-users.
A different approach is taken by Hillner, De Leon and Qian Sun in IP
Management in Response to Changing Conditions. Instead of focusing on
the co-creation process of companies, the authors focus on the
designer/entrepreneur perception of the significance of Intellectual
Property for prospects of their success. They are also aware of how the
relevance of IP may change over time. The authors conclude that a better
understanding of typical design business development cycles will lead to a
more effective use of IP. What will be required in addition to new laws and
regulations is a culture shift.
In A Semantic Approach of Cultural Interpretation Toward Service
Innovation, Yuan and Tai focus neither on large companies nor on
individuals. Instead, they focus on small and medium businesses (SMBs) and
the struggle of these enterprises with service innovation strategies in a
Enterprise Eco System Design
1128
cultural context. They propose a semantic perspective of cultural and
experiential modeling in order to design a semantic information system
artifact that connects culture and personality to cultural interpretation and
to the SMB owners managerial behavior with regard to service innovation.
According to the authors, this system can facilitate the work of designers to
motivate or inspire SMB owners to develop new ways of thinking about
service innovation in terms of cultural interpretations.
19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in the conferences proceedings is the property of the
author(s). Permission is granted to reproduce copies of these works for purposes relevant to the
above conference, provided that the author(s), source and copyright notice are included on each
copy. For other uses, including extended quotation, please contact the author(s).
Innovating Innovation deliver meaningful
experiences in ecosystems
Paul GARDIEN, Eva DECKERS
*
and Geert CHRISTIAANSEN
Philips Design
The world is growing ever more complex and is facing huge problems like aging
societies, energy scarcity and increasing demand for healthcare. To meet these
challenges we require new types of systemic solutions, based on a holistic,
integrative and multi-dimensional approach. The good news is that the world is
moving towards a knowledge economy, which is a suitable basis for developing
the solutions for these challenges (Brand & Rocchi, 2011). Yet this in itself
presents a new issue; we have to learn to design in a different way, creating
ecosystems of interconnected products, services and solutions that can be
accessed wherever and whenever users desire. These ecosystems need to offer
a meaningful, relevant and coherent experience for the end-user. However, it is
no longer possible for a company (or one part of it) to understand all facets of
these ecosystems, let alone create meaningful experiences for end-users. In
addition, it is evident that these experiences will be delivered by different
players, such as businesses, governmental organizations and NGOs. No single
entity has all the answers. We therefore need to work towards co-creation. At
Philips Design we are in the process of changing our way of working to support
this process. We believe that innovation is inherently driven by true
collaboration from the onset, and that design thinking is a suitable
methodology for facilitating this process. You could say we are innovating
innovation, by not only focusing on new ideas, which is the focus of a lot of
current innovation literature, but also by developing new ways of working as
well as new competences at the same time. With this publication we aim to
share the progress we have made so far, stimulate the debate on developing
new ways of working and inspire third parties to join us on this journey.
Keywords: Innovating Innovation; Designing for Ecosystems; Co-creation
*
Corresponding author: Eva Deckers | e-mail: eva.deckers@philips.com
GARDIEN, DECKERS & CHRISTIAANSEN
1130
Introduction
Shifting Paradigms
Following the paradigm shift from the industrial and experience economy
to the knowledge economy (Brand & Rocchi, 2011, Gardien et al. 2014), we
live in a world of constant and rapid change; one in which users expect
evolving, personal experiences. As a result, within companies both the
propositions and the way of working are shifting from a linear to a networked
structure. Instead of thinking in terms of single connected products, all the
stakeholders of products and services need to start thinking in terms of
ecosystems, while at the same time harnessing the skills and capabilities
acquired from both the industrial and the experience economy.
Figure 1. From industrial to knowledge paradigm, from linear to networked.
In the industrial paradigm, single products are typically delivered to a user.
Value is created through efficient production and continuous (perceived)
improvement. The design process is characterized by a rational, problem-
solving approach, and traditional product design skills. In the experience
paradigm, companies typically focus on market segmentation with tailored
solutions delivering targeted experiences to customers with particular
lifestyles. The design process in this paradigm is characterized by a user-
centric approach and by delivering solutions as opposed to offering single
products (Gardien et al. 2014).
Now society has entered the knowledge paradigm, which requires
supporting people in creating and leading a life that is uniquely their own.
People are looking for evolving experiences that are capable of growing and
Innovating Innovation; deliver meaningful experiences in ecosystems
1131
changing with them - what in turn produces data and content that contributes
to shaping their own experience. As such, companies needs to shift from
being the creator to becoming the enabler of experiences, providing the
platform and ecosystem within which users can add their own personal touch.
Innovation of meaning
As part of this paradigm shift, the Philips business focus changed recently
from the importance of technological improvements toward the innovation of
meaning (Gardien & Gilsing, 2013). This stems from the fact that the world is
growing ever more complex and is facing huge problems such as aging
societies, energy scarcity and increasing demand for healthcare. It is
impossible to model these problems with any accuracy and they cannot be
addressed using a reductionist approach (Zimmerman et al. 2011). Without
integrative disciplines it will be impossible to adopt a holistic approach and
sensibly expand knowledge and products beyond the internal environment
and into peoples lives (Buchanan, 1992). In innovating solutions the whole
system needs to be considered with its many different aspects. What is
required is a holistic, integrative and multi-dimensional approach, integrating
people aspects as well as business, technology and socio-cultural
developments. This poses four main challenges:
Firstly, innovation is by definition multi-dimensional. For example, the
ten types of innovation (Keeley et al. 2013) show that successful
propositions innovate on multiple dimensions. As example the iPod is
described by Keely, which innovates on 7 dimensions of the 10
(including, in addition to the product itself, experience, channels and
business model). Seminal works such as Blue Ocean Strategy (Kim &
Mauborgne, 2005) or Michael Porters activity maps (1996) equally
emphasize the multi-dimensional character of innovation.
Nonetheless, all these models, in our opinion, lack any systematic
connection to the societal drivers behind the change that determines
whether a specific direction is sustainable. Moreover, these models
fail to connect to how the innovation is expressed. Users must
recognize that an innovation adds value to their lives if they are to
adopt it and if the innovation is to be successful.
Companies need platforms of innovation if their efforts are to be
sustainable. A one product approach lacks sufficient volume to
justify the research and effort required to develop and produce it.
Moreover, as for the first point, innovations need to resonate with the
end-users mindset and lifestyle. New breakthrough propositions are
GARDIEN, DECKERS & CHRISTIAANSEN
1132
built on wider social cultural changes (Holt & Cameron, 2010). We
need to operate at an innovation paradigm level (both from a user
and company perspective) that is applicable and valuable to a range of
propositions.
Moving towards the knowledge paradigm means a change from
branded or staged experiences to assisting in solving personal goals.
These solution approaches differ in two fundamental ways. First of all
they form part of a system of different hardware, software and data
elements. And secondly, ongoing engagement of the end-user with an
ecosystem means that functionality, content, advice and transactions
unfold only over time. The actual product is more fragmented and
cannot be defined in the same way as before. We therefore need to
develop the skills to anticipate and design for the complexity,
openness and growth of these ecosystems.
It is no longer possible for a company (or one part of it) to understand
all facets and complexity of these ecosystems, let alone create
meaningful solutions or opportunities (Bhmer et al. 2012). In
addition, it is evident that these experiences will be delivered by
different players, such as businesses, governmental organizations and
NGOs. Design as a discipline, using facilitation techniques and tools,
has a key role to play in bringing these parties together. To ensure a
people focused perspective in this world of ecosystems we need to
articulate and develop a design perspective that looks at the system
of innovation. This is in addition to, for example, the business and
technology perspectives where there are recognized models, like the
Business Model Canvas (Osterwalder, 2010) or Porters 5 forces
(1979).
Towards Co-creation
Design as facilitator
In response to the challenges posed by designing for ecosystems and
innovation of meaning, Philips Design has in recent years made huge changes
to the way in which it works. The shift, from operating as a separate global
service unit that leases out design services to each sector of the business to
becoming a core function of the company, has made a huge difference
(Gardien & Gilsing, 2013). The design function is now well embedded in the
strategy process of Philips and collaborates strongly with group strategy, to
name just one of the advantages this new approach brings.
Innovating Innovation; deliver meaningful experiences in ecosystems
1133
Figure 2. It is no longer possible for a company (or one part of it) to understand all
facets and complexity of these ecosystems, let alone create meaningful
solutions or opportunities; therefore we have to move towards co-creation
throughout the company.
We further operationalized the embedding of the design function by
focusing on close collaboration with businesses and functions; building on the
concept that innovation is inherently driven by collaboration and that design
thinking (e.g. Cross et al. 1992) is a good way of facilitating this process. We
embedded our designers within the Philips business groups which enabled the
whole organization to make better use of the powerful perspective that
design thinking brings. Next to this we are educating the whole Philips
organization on design thinking - named co-create training - via the Philips
University, as we will describe in the next chapter. But design thinking does
not just disseminate designers knowledge and insights throughout the
company; it also means working together from the onset to ensure essential
insights from all the departments and functions in Philips.
New ways of working
At Philips like at many other companies - many products or services
used to start life in research, then moved via an advanced development
GARDIEN, DECKERS & CHRISTIAANSEN
1134
department to the development and marketing groups that brought the
product or service to market, effectively polishing the idea prior to launch.
One of the problems with this linear approach is that everything happens
sequentially. Not only is it hard to get all the disciplines involved, it is also
time-consuming. To design for, and contribute to, successful ecosystems we
need to be open and flexible. We can no longer follow a linear structure
where we go from vision or strategy to proposition to new product
development (Kyffin & Gardien, 2009).
Moreover, in addition to the time aspect the knowledge aspect is as
important. It is impossible to define the whole system upfront and top-down.
The aim is to reach beyond collaboration (within and outside the company) of
different departments and groups, where they remain responsible for only a
part of the development, and work towards true co-creation. Co-creation
builds concepts from the bottom-up so that propositions are designed
together from the outset (Sanders & Stappers, 2008). Adding many diverse
inputs at the front-end of the process helps give a new perspective on how to
design a truly holistic and integrated ecosystem. Besides, this input doesnt
only originate from new products or visions; a large amount of information
also flows from current (connected) products back into the ecosystem. This
means that the concept of the ecosystem is no longer determined solely at
the front-end of the innovation process; it builds up over time.
Getting to grips with this complexity means that designers have a new role
to play. Rather than providing creative direction at every touch point, they will
have to champion and facilitate balance and synergy between projects within
the different innovation horizons, shaping and framing a story of the
ecosystem that will make sense in first instance to the end users and also to
the other departments in the company.
Co-creating innovation
To help Philips move forward together, we created a framework called Co-
Creating Innovation which is geared towards the knowledge paradigm. As
mentioned above, the concept or story of the ecosystem will develop over
time; this is the position part of the framework. As we will explain in greater
detail later, the position will develop through reflection on action. For
example, knowledge of current products and services, research findings and
in-market experiments are at the base of this positioning. These activities in
themselves are referred to as create. This creation can only be carried out in
an efficient way if it builds on the infrastructure of the ecosystem, for instance
IT systems, hardware and software building blocks or even privacy policies.
Innovating Innovation; deliver meaningful experiences in ecosystems
1135
This is called enable. All these 3 elements - which run simultaneously are
framed in the co-creation philosophy as elaborated upon above. Next to these
three elememens we set out to empower employees throughout the
company to apply design thinking.
Figure 3. The knowledge paradigm innovation framework. Position, Create and Enable
run in parallel to deliver meaningful experiences in ecosystems. Empower is
about spreading design thinking throughout the company.
So we are setting out to drive change, by delivering a range of new
initiatives and tools that will empower the company, create a position on
ecosystems or domains as we call them in Philips - and enable us all to
create the next meaningful solutions. In this paper we will introduce the
empower, enable and create elements of the framework briefly, before
discussing the position element in more detail.
Empower
In the introduction we elaborated on the fact that we feel, within Philips,
design is too important to be left to designers alone. To spread the philosophy
and knowledge on design thinking we created a co-creation training intended
to empower everyone in our company, including those outside the design
community, to deploy design thinking. The training will first teach participants
about design thinking, equipping them with the tools and methods they need.
The training is part of a Philips-wide initiative known as the Philips University,
which encourages employees to put together courses and workshops based
around their particular skill sets and interests.
The co-creation training is built on learning by addressing topics and real
business challenges to solve real problems, but structured on key principles of
design thinking.
GARDIEN, DECKERS & CHRISTIAANSEN
1136
Create
The true value proposition comes only through real interaction with the
end-user (e.g. Ries, 2011). So a few years ago Philips Design initiated so-called
rapid co-creation projects to help accelerate the pre-seed stage of innovation
(described in Fake it Make it, Crisp Magazine April 2014).
Doing fast experiments helps us to incorporate different perspectives that
quickly assess the viability of ideas, and to prioritize opportunities by ensuring
that the perspectives required for success have the space to evolve. By
adopting this 360 view early on, concepts are developed in balance with a
truly multidisciplinary perspective. Rapid co-creation brings designers,
researchers, business specialists and relevant stakeholders together to focus
all their insights and experience on one value area by quickly visualizing ideas
and involving them all in the decision-making process. The cross-disciplinary
approach also maps out what the next steps need to be.
It also means we can facilitate the early stage from innovation to market in
a dynamic and hands-on way using simple tools such as sketches, models,
demonstrators and videos that clearly visualize the idea, and then test it with
real people. The whole team then reflects on the results of this external
testing, which helps to shape the next iteration of the concept.
Rapid co-creation is primarily used to shape new products or service
propositions. Currently we are working on developing a similar, co-creative
approach for our strategic and visionary projects.
Enable
These experiments and projects can be only completed efficiently if the
right enablers are in place. These enablers can be very diverse, ranging from IT
infrastructure, prototyping facilities, and building blocks (such as standard
technologies or design templates) to privacy agreements and contracts as well
as the methods and tools used in collaboration. In addition, our design
locations themselves play an important role in effectively developing
propositions. Experimental design labs will cater to this. For example, in our
own practice we are setting up a variety of creative hubs in key office
locations. These are physical meeting places dedicated to knowledge building
and shared creativity, where different groups of people can come together to
build and test propositions. Creative hubs support design thinking in a
multidisciplinary setting. Two examples of initiatives in these creative hubs
are the Digital Accelerator Lab and the ExperienceLab.
Innovating Innovation; deliver meaningful experiences in ecosystems
1137
Digital Accelerator Lab
The lab is a joint initiative between our Design, Research and IT disciplines,
aimed at speeding up our digital innovation and bringing digital ways of
working to life. We have created teams of technology researchers, IT platform
architects, software coders and designers specialized in interaction, visual and
user-interface design. Using state-of-the-art equipment, they work to bring
new digital innovations to the market as quickly as possible.
At the same time, we have mirrored this Europe-based lab in our research
center in Bangalore, India, so the teams are able to work round the clock if
necessary by passing on information at the end of the working day. For
example, their recent work on data visualization has shown other areas of the
business how new meaning can be found in data sets in areas such as
healthcare, retail and street lighting.
ExperienceLab
Reintroduced in collaboration with Philips Research at the end of 2013, the
ExperienceLab is a physical space where project teams can rapidly build and
test technology and concepts with end-users in order to speed up the end-to-
end innovation process. The ExperienceLab includes themed rooms that
present realistic set-ups of a home, hospital and lighting concepts, each with
the flexibility to be adapted to meet a projects specific requirements.
The rooms are an important tool for assessing user interactions with new
technologies or design prototypes. They can be used to observe and record
interactions using embedded electronics that are unobtrusively built into the
surrounding environment.
An important next step is to move the interactions into real life with the
creation of experimental design landscapes (Gent et al. 2011).
Position
To be able to deliver meaningful experiences in an ecosystem, a company
has to understand what drives the end-user and his/her experiences in this
ecosystem. In other words, we need a clear story for innovation in which our
offering is connected and which is relevant and applicable in society. We need
a clear positioning on what we want to deliver and why.
Experience domains
An experience domain is a thematic, strategic area in which design,
research and business activities are organized and initiated. An experience
GARDIEN, DECKERS & CHRISTIAANSEN
1138
domain revolves around a specific user group or experience. It is a platform
for collaboration, integration and building on each others skills. Based on the
thinking of the knowledge paradigm, we take a dynamic approach: experience
domains are developing over time and provide directions and opportunities.
Creating the underlying knowledge that drives an experience domain is
currently being developed in various projects. Developing new propositions
depends on the effective collection and cross-referencing of this knowledge.
Collecting and maintaining this knowledge has been difficult for a number of
reasons. For example, due to the structure of businesses, it is hard to
connect, design-wise, products that may target the same people but only as
part of another activity or context within different business units or sales
channels. Good off-the-shelf design knowledge management systems are
scarce. The time required to store and code the generated knowledge
effectively is often unavailable within current project structures.
Moreover, as timing is crucial, delays or temporary project stops are
common. Too often, insights and knowledge from finished projects are not
transferred. This problem of overview and coherence soon results in a failure
to build sufficiently on each others experiences, insights and expertise.
Integration may happen on a project level, but what we want is to create a
strong value network (with internal and external stakeholders) that supports
us in understanding and connecting tangible and intangible facets of our
business (Allee, 2000). This interconnected way of working is crucial if we are
to complete the transition to a knowledge economy, let alone to move to the
transformation economy (Brand & Rocchi, 2011), where trust and thus the
reliability of the information is key. This interconnected way of working is
equally crucial in formulating and developing a strong story for innovation,
but instead of trying to store all the knowledge we propose to accumulate it
in the domain position.
Innovating Innovation; deliver meaningful experiences in ecosystems
1139
Figure 4. Six perspectives influence the domain position.
Experience domain position
Six perspectives
While the structure we propose works towards a design system for
innovation, the total story, or the position of the experience domain, is made
up of dialogue between activities and events different in perspectives,
namely: technology, business, people, experience context, society & culture
and company.
Our approach is inspired by Tom Kellys Venn diagram on design
innovation (IDEO). In this model, design innovation is at the heart of
integrating technology (feasibility), business (validity) and people (desirability
and usability). This model works extremely well to describe design in an
organization, but in order to better link external and legacy topics, we have
added three perspectives to this model as drivers for the experience domain
position.
To build the position and in order to reflect upon the outcome of our
activities, we needed a fourth perspective: namely, how the domain is
GARDIEN, DECKERS & CHRISTIAANSEN
1140
understood or experienced via the experience cotext in the wider socio-
cultural context of its consumption (Appadurai, 2013) . The experience
domain position becomes concrete in these expressions. We need to
understand the cultural narrative, create an experience journey throughout
the ecosystem and share this experience with our users and stakeholders. It is
only at the moment the person actually interacts with the device that is
becomes meaningful: meaning is in (inter)action (Overbeeke, 2007; Dourish
2004; Gibson, 1978; Verganti, 2009).
Furthermore, to put more emphasis on the disruptive character of the
drivers for expression, we have added a fifth perspective: society and culture.
This allows us to differentiate between personal and societal structures and
developments. Since we are seeking the innovation of meaning, we can no
longer focus solely on functional aspects. We must shape strategies and ideas
around a preferred cultural state (Holt & Cameron, 2010). It is therefore
important that we also consider the economic paradigm we are designing for,
and place our work in the context of current and upcoming trends. We need
to connect to what drives people, not only on a personal level but also in
terms of their social and cultural environment.
As a sixth perspective we explicitly include the company perspective.
Innovation does not happen in a vacuum, but is rooted in a companys legacy
of positions, capabilities and assets. Zook and Allen explain that the strongest
sources of differentiation, in a companys strongest businesses, are like crown
jewels. Most innovations, even disruptive ones, affect only one part of a
businesss capabilities, assest and positions (2012).
By including a business, technology and company perspective in our story
for innovation, we create a strong connection between products from
different business units in Philips and thus integrate the brand identity. As
explained previously, we believe it is impossible to design for our complex
world without this integration. In the past we put forward design visions via
the future design probes. Although we provided a very clear idea of our
opinion on the preferred future (Zimmerman et al. 2011), we had no deep
connection with departments in Philips to allow for emergent solutions. If we
want to design for the knowledge economy, in which people and products are
all connected, we have to do the same between the different departments in
the company.
Laddering
To define innovation at the correct level and create focus for the input
from all six perspectives, we propose laddering. Laddering theory (Reynolds &
Innovating Innovation; deliver meaningful experiences in ecosystems
1141
Gutman, 1988) and the related means-end theory (Gutman, 1982; Pieters et
al. 1995) is very commonly used in people research activities (Parmeswaran &
Raaijmakers, 2010). We also propose a laddering for the
Figure 6. The laddering approach provides focus and helps us to understand the
multidimensional character of the story for innovation by defining it at
different levels.
other six perspectives, for which this is not common practice. Laddering in
people research provides insights on how people relate the attributes of a
product or solution to their behavior, needs, wishes and values. We apply the
same principle for the other perspectives in different ways.
Laddering all the perspectives not only gives us a better understanding of
each separate perspective, it also allows us to tell a story for innovation at
different levels, integrating all the perspectives. For example Verganti shows
in his work on technological epiphanies how defining innovation from
different perspectives at the right level leads to breakthrough thinking and
implementations (Verganti, 2010). In this work, Verganti highlights how Apple,
Swatch but also Philips have been successful by using technology to create
products and services that people find more meaningful than current
GARDIEN, DECKERS & CHRISTIAANSEN
1142
offerings, and by integrating several perspectives in addition to the
technological perspective. We use three levels: the outer circle drives change
(why), the middle circle creates potential tension enabling change (what) and
the inner circle describes propositions form different angles (how). If we are
to work towards successful positioning of the experience domain, ensuring
and demonstrating its relevance and extensibility, all these aspects, with all
their perspectives at every level, must be in place.
Experience domain structure
Balance and synergy between projects
The experience domain is not a static, restricted area; it is open and
dynamic. Not knowing where exactly you are going is inherent to the
innovation process. Most true innovation starts with a vision, but the end
point is not clear (Deckers et al. 2012). It takes confidence to hang out in the
world of the unknown (Walters, 2013). To build this confidence and connect
with the near and more distant future, the different types of projects we run
are collated in the experience domains.
As described above, but also depicted in a number of influential models
like Chesbroughs Open Innovation funnel (2003), innovation is often
organized in a rather linear way: develop a vision (execute research), put
forward propositions (advanced development) and develop new products.
This linear model is no longer sufficient (Kyffin & Gardien, 2010) thanks to
rapid market development and the complexity of the product-service systems.
The experience domain thus needs to demonstrate balance and synergy
between projects that are more strategic or visionary in nature, projects that
aim to put forward realistic product and business propositions, and projects
on new product developments that are on their way to market.
Innovating Innovation; deliver meaningful experiences in ecosystems
1143
Figure 7. Different types of project are connected. The projects integrate and feed back
to the experience domain position.
The structure of our experience domains is borrowed from the idea of the
Reflective Transformative Design Process (Hummels & Frens, 2008, 2009). It is
a bottom-up approach where all the players contribute equally and all take
responsibility for the experience domain development and outcomes.
Although all activities take place in the experience domain, there is no specific
order. New product development may influence the strategic or visionary
projects as much as the other way around. There is no linear or top-down
process where decisions are made in a one-directional stream. There will
preferably be a high pace of interaction between different projects,
stakeholders and individual activities. Nonetheless, some projects need more
independence or time than others.
Reflection on action
The development and outcomes of the experience domain are reviewed
through reflection on action, and exemplified by the experienceable
outcomes. There is strong interplay between the experience domain position
and the projects that we run. Not only should the project incorporate the
overall experience domain position on a strategic level, it also needs to be
GARDIEN, DECKERS & CHRISTIAANSEN
1144
aligned at both tactical and operational level. We build towards connecting
the outcomes of the experience domain in an ecosystem, offering a
recognizable, reoccurring story for innovation and user experience. We
therefore need to build upon each others domain knowledge, e.g. by creating
and sharing toolkits and guidelines (enablers).
Both the position and the content develop through reflection on action,
taking into account all six perspectives. What are the experienceable
outcomes (Experience Context)? Did we involve and affect the user, and how
(People)? In which economic paradigm can we place our outcomes? What is
the impact on society of our solutions (Society and Culture)? Did the
businesses profit, and how (Business)? What technological advances did we
integrate (Technology)? Did we integrate the companys mission and vision?
(Company).
Figure 8. Reflection on action makes it possible to provide direction, make decisions and
possibly redefine the experience domain position.
Connecting existing and new meanings: MAYA
Although we organize our work in an open and flat structure, the various
types of projects focus on different horizons. If we can find a balance in the
different types of projects that run in the experience domain, and succeed in
truly allowing the different types of projects to provide feedback to one
Innovating Innovation; deliver meaningful experiences in ecosystems
1145
another, we can build a timeline in which the distant and near future are
strongly connected and build on each other. We make our innovation story
tangible. Not only does the story become stronger, it also helps us to take
stakeholders and end-users along on our journey.
This is essential because when radical new meanings are introduced
without considering existing meanings, a sociocultural gap is created (Baha et
al. 2012). This results in end-users, possibly also stakeholders, failing to
recognize and understand the innovation. As Raymond Loewy (1951) put it in
his Most Advanced Yet Acceptable (MAYA) theory: The adult publics taste
is not necessarily ready to accept the logical solutions to their requirements if
the solution implies too vast a departure from what they have been
conditioned into accepting as a norm. In our approach we create interplay
between existing meanings and new meanings. Different types of projects
that focus on different horizons contribute equally and inform each other.
Figure 9. Connecting existing and new meanings.
As such, we bridge the sociocultural gap by establishing a balance between
the introduction of new meanings and the preservation of existing meanings
(Baha et al. 2012). Through our way of working, we develop a strong sense for
what is most advanced, yet acceptable (Loewy, 1951). This is also the
foremost reason to consider society and culture as a separate perspective, in
addition to the people perspective, in our reflection on action model.
Examples
There are several examples of products where we did and did not manage
to bring together all the perspectives and introduce the right innovation at the
GARDIEN, DECKERS & CHRISTIAANSEN
1146
right time. For example, when Philips launched a very early video game
console in 1991, the Cd-i (Compact disc-interactive), there were too many
aspects that did not fit with consumers mindset at the time. For instance the
general public did not recognize the notion of a multimedia console, and the
Philips positioning: you can do it all with CD-i did not help in developing the
understanding. Later consoles like the Sony play station clearly positioned
themselves as primarily game consoles. Moreover, we failed to provide the
content to support a change in mindset. For example, at the market
introduction there were only a few titles available. People were unable to
connect to concepts such as edutainment (educative entertainment),
interactive movies or video-on-demand.
A successful example is our alliance with Douwe Egberts. The Senseo
coffee machine combined new technology with a surprising but recognizable
new experience. The coffee experience gained traction around the same time
as Starbucks expansion into Europe in the late nineties. People liked fast but
good coffee, and the fact that you could easily just make one cup. Philips had
all the channels in place for selling coffee machines. In turn, Douwe Egberts
had all the channels in place to sell the complimentary coffee pads.
By positioning our work more strongly in experience domains we can
actively shape and develop the story of innovation making a next step in
designing for the knowledge and transformation paradigms, making sure we
understand and frame all the dimensions to our innovation and bringing it to
our customers in the right expression at the right time.
Conclusion
If design is to deliver on the promises enabled by design thinking,
designers need to take the next step forward. We need to redirect our
creative skills away from looking at all the touch points around a proposition
to developing and maintaining a position on the user experience in a domain
that includes the different innovation horizons.
However, to do this effectively, not only do we need to expand our
competences; we also need to adopt new ways of working that coincide with
the challenges inherent in the knowledge economy. To design for connected
experiences in ecosystems and domains, we at Philips Design are piloting
approaches that integrate a strong position in a domain combined with rapid
experimentation, built on solid enablers and embedded in a collaborative, co-
creative way of working. This dynamic and iterative approach will enable us to
Innovating Innovation; deliver meaningful experiences in ecosystems
1147
deliver meaningful experiences to our end-users in a rapidly changing,
interconnected world.
We shared our journey because we believe that not one company,
organization, NGO or government is able to deliver these experiences. This
will require true co-creation, and in order to achieve this we as organizations
need a shared vocabulary, methods and tools. We believe that design as a
discipline, through facilitation and people focus, can take a leading role in this.
With this paper we want to encourage you to join us on this journey and to
create a shared understanding and attitude towards co-creation.
Acknowledgements: The contents of this paper build upon the
insights of many of our Philipscolleagues. The examples, tools
and approaches we discuss are the result of a communal effort.
We would like to say a special thank you to everyone who is
actively involved in framing our innovation program and setting
up experience domains. We like to thank Caroline Hummels for
her feedback and thorough editing.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in the conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
IP Management in Response to Changing
Conditions
Matthias HILLNER
a,b *
, Nick de LEON
b
and Qian SUN
b
a
University of Hertfordshire;
b
Royal College of Art
This paper, which has evolved from a series of qualitative interviews,
examines a few examples of award-winning design-led start-up businesses in
order to highlight the entrepreneurs perceptions of the significance of IP for
their success prospects. It will break the proprietary design business
development process down into 3 stages in order to highlight how the
relevance of IP may change over time. Following the discussion of possible
business development strategy, the paper will clarify to what extent a
registered design may help to delay costly and time-consuming patent filing.
Based on the case studies, the paper will offer a small number of principles to
follow when assessing the relevance of certain steps in conjunction with IP
strategies. The paper provides a comparative assessment of patents and
registered design rights with respect to costs, strength and litigation
frequency. It discusses anticipated changes to the IP bill, and how these may
affect designers in the future, before conclusions are drawn on how designer-
entrepreneurs can make best use of IPR protection methods to get started.
Keywords: Intellectual Property, Innovation, Start-ups, Infringement, Patents,
Design Rights, Entrepreneurialism, Business Development, Exclusivity
*
Corresponding author: Matthias Hillner | e-mail: m.hillner@herts.ac.uk
HILLNER, LEON & SUN
1152
Introduction
This paper examines the most significant intellectual property protection
options available to lone entrepreneurs as well as small and medium
Entreprises (SME). SMEs are recognised as an important source of
innovation yet have limited resources and knowledge to select, secure and
enforce their legal rights to their innovations. In their paper UK design as a
global industry, The Big Innovation Centre confirms that The design-
intensive industries [] feature a large number of small businesses. It can
often be hard for smaller businesses to use the intellectual property system
effectively especially in a field like design where there are so many different
ways to handle intellectual property. (The Big Innovation Centre, 2012,
p.83) This inhibits their capacity to grow and benefit from the returns on
their innovation. This paper focuses predominantly on a comparison
between patents and registered designs. It will conduct a cost-comparison,
and evaluate effectiveness of both measures, before assessing to what
extent either of the two measures can be deployed by design-led start-ups.
To do so, it will discuss current changes in the patent bill, examine past and
current start-ups, and sketch out the typical venture development
processes.
This study relies predominantly on qualitative data collected through 17
open and semi-structured interviews. The ventures were carefully selected
to produce a credible and representative range of case studies covering
different kinds of inventions that are aimed at a variety of markets. The
majority of questions raised within this study have evolved from these
interviews, and their significance has been assessed with Grounded Theory
methods. This is an inductive study, the results of which are compared to,
and contextualized in findings obtained through literature reviews. The vast
majority of sources do not differentiate between large corporations, small
and medium enterprises (SME), and micro-scale start-ups. Levin et al admit
to that when stating that the exclusion of those without publically traded
securities undoubtedly means that small start-up ventures, important
sources of innovation, were underrepresented. (Levin et al, 1987, p. 791)
This constitutes a problem, because the fact that the latter have limited
access to financial resources and complementary assets such as
manufacturing facilities and distribution networks sets them aside from
established businesses. This study is aimed at filling the relevant knowledge
gap through focusing on early-stage start-ups. Teece argues that IP can be
utilized to compensate the lack of complementary assets during the early
phase of a business development. But Teece discusses this matter in
IP Management in a Climate of Change
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conjunction with the risk of being imitated (Teece, 1986, p. 297). However,
the risk of radical innovations to be imitated during the start-up phase is
comparatively small, because the markets are mostly unproven, in some
cases non-existent. Compared to established profitable businesses, start-
ups, many of which are in the pre-trading stage, face a different set of
challenges such as the search for seed funding, prototyping, route to market
development etc., and they have different means of tackling these problems
such as incubation schemes, peer-to-peer networking, bootstrapping and so
on. This study will sketch out development models and strategies, which will
provide the independent designer entrepreneur with guidance in their
decision-making.
Changes to the IP bill
On Monday, 27 January 2014 Sebastian Conran sent a letter to the Times
asking for criminal provisions for deliberate unregistered design
infringement, as well as registered design infringement to be included to
the IP bill, which is due to be re-issued in 2015. 16 May 2014 the bill, which,
contrary to Conrans plea, does not treat unregistered design rights as
criminal offenses, received Royal Assent. Copyright and trademark
infringement have already been treated as criminal offence, whereas the
infringement of Registered Designs, i.e. the formal protection of two-
dimensional designs or surface patterns, and unregistered design rights, i.e.
the right on the original design of a three-dimensional shape, has not.
Neither has the infringement of patents. The proposed changes to the IP bill
are set to turn the infringement of registered designs into a criminal
offence. Infringement of patents and unregistered design rights will remain
a subject of civil law. The difference lies in the liability, as well as the fact
that a criminal offence can entail custodial sentences. This gives rise to the
question whether or not registered designs are due to become more
attractive means of IP protection than patents for start-ups.
Patent law is proposed to change in that a unitary patent will be
introduced within Europe. The rules of this will be the same in every
country and you will be able to challenge unitary patents and European
patents in one action at the Unified Patent Court. This will be cheaper and
easier than fighting your case in the courts of each country where the patent
is valid. (IPO, 2013d) A unitary patent application covering 25 EU member
states is hoped to reduce translation costs from some 20,000 to 600, and
save time and effort. A unified patent court in London will serve all unitary
HILLNER, LEON & SUN
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patent infringement, and a patent opinion service provides out-of-court
advice on potential infringement matters for no more than 200. The
changes to design rights are no less drastic, as explained above. However, it
has to be said that infringement of registered design rights are only to be
treated as a criminal offence if the infringement happens intentionally, and
that may be rather difficult to prove. A design rights opinions service
provided by the IPO will be aimed at helping businesses to resolve design
disputes without litigation. The costs involved in using this service equate to
those needed for the patent opinions service.
Whilst many designers will argue that the proposed changes do not go
far enough, the IPO expresses confidence that making the infringement of
registered designs A criminal offence will help create a coherent approach
to the protection of intellectual property rights in the UK. [] As a result of
this increased confidence design registration could become a more
attractive proposition to creators. (IPO, 2013c)
On-going discussions surrounding the current changes in the IP bill
suggest that the registered design is about to be strengthened to a much
higher degree than the patent. This may help designers develop more
confidence in this mode of protection. Whether or not a registered design
can ease the way into a proprietary design business development depends
on numerous other factors too. However, one is inclined to think that it
may, in particular if the technical details, which are aimed at a patent
application, can be kept secret. Needless to say that the surrounding factors
such as complementary assets, team building and funding must not be
neglected. The benefit of focusing on a design registration as opposed to a
patent at the outset lies in the reduced cost and time that is needed to
obtain protection. So it allows the design entrepreneur to invest significantly
more time and money into the development of other aspects, business
relations and the innovation itself included.
A Comparison Between Patents and Registered
Designs
When discussing The choice between formal and informal intellectual
property Brownyn et al. make no distinction between registered designs
and patents, nor does Teece when introducing us to IPR in conjunction with
appropriability regimes. It may be due to the fact that the US equivalent to
the European design registration is a so-called design patent and the
arguments are meant to encompass both patent variants. A more likely
IP Management in a Climate of Change
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reason is pointed out by Rebecca Thushnet from Georgetown University Law
Center, who suggests that The laws traditional bias against, even fear of,
the visual may help explain why design patents have been of less interest to
many intellectual property scholars than other bodies of IP law. (Tushnet,
2012, p.409) To establish how much of a difference there is between utility
patents and design registrations/design patents, we shall first look at the
formal requirements for obtaining either.
Costs
Whereas filing a patent costs several thousand pounds and takes several
years to reach approval, a design registration takes a couple of weeks,
months at the most, and costs only a few hundred, even if filed through
Office for Harmonization in the Internal Market (OHIM) across Europe. The
US equivalent of the latter, the design patent, costs more, around $1,500 in
total, and it takes longer, around 12-18 months, which is still less than the
time required to obtain a utility patent. As opposed to the European design
registration, the US design patent does not require any renewal
applications, which somewhat justifies its higher costs. But its lifespan is
limited to 14 years, which is 11 years less than that of a European design
registration, and 6 years less than that of a utility patent.
Given that processing time and costs seemed the biggest problems
associated with utility patents, one might be surprised to not see a greater
emphasis on design registrations / design patents in conjunction with
design-led start-ups. May this have to do with the bias against, even fear of,
the visual mentioned above? Do entrepreneurs and angel investors share
this fear? And, if so, where does this fear come from?
Statistics
Helmers and McDonaghs paper on Patent Litigation in the UK
establishes that only a small percentage of IP disputes at the Patents County
Court (now the Intellectual Property Enterprise Court or IPEC) are patent
related, only 12 out of 64 in 2007/8 (Helmers, McDonagh, 2012). Copyright
issues and trademark disputes dominate here. Regrettably the paper does
not distinguish between registered and unregistered design rights. But the
combined number of cases of registered and unregistered design right
disputes equates to the number of patent disputes with around 6 or 7 per
year. This would suggest that design rights and patents are equally
significant to designers.
HILLNER, LEON & SUN
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The situation at Patents Court at the High Court (PHC) differs
significantly. Helmers and McDonagh explain that the number of cases of
patent disputes at PHC level is 68 in 2007/2008, which constitutes 60% of all
IP disputes at this level. The cases at PHC mostly relate to patents that
protect pharmaceutical and chemical compounds and production
processes, whereas the cases at IPEC level tend to relate to patents of
lower complexity and value, which are secured to protect inventions of
mechanical, discrete nature (Helmers, McDonagh, 2012, p.26). Most of the
case studies further down would fall into the latter category. Patents
litigated at IPEC level are said to be mostly less than 10 years old, which
means that design-led start-up businesses are vulnerable to either being
litigated, or having to initiate litigation.
IP Strength
Figure 1: 3D trademark by Haberman
Views on the strength of design registrations and utility patents
respectively vary considerably. Adam Sudcliffe, one of the designer-
entrepreneurs interviewed in conjunction with this study, thinks highly of
them, but suggests using them during the later stages of a venture
development rather than earlier-on. Mandy Haberman, inventor of the so-
called AnywayUp cup, has little faith in registered designs, so little in fact
that she filed a 3D trademark for her Smiley Cup design instead of
registering the design (Figure 1). Interestingly she filed the Design Patent [in
the US] as a strategic measure, to obtain a granted right faster than could be
IP Management in a Climate of Change
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achieved by our patent application. She further explains that The US
patenting process can take many years and it is likely that we will be
launching our product there before our patent is granted. (Haberman,
2014) Utility patents are probabilistic rights, which means they are only
proven once confirmed in court. One could argue that design patents and
registered designs are equally, if not more probabilistic as are utility patents.
Tushnet explains that the ordinary observer test makes design patent
infringement findings harder to review and analyze; as gestalts, they are
difficult to dissect (Tushnet, 2012, p.417). In an interview Haberman stated
that she had seen a cup similar in design to her Smiley Cup during a trade
fair, but decided not to challenge it in court because minor differences
would have limited her chances to succeed (Haberman, 2014). How similar a
competing design must be for it to be litigated without risk is difficult to tell.
Although the design registration itself is comparatively cheap, costs add up
if applied across a range of products. Sebastian Conrans Universal Expert
range of kitchen utensils comprises 200 objects. To secure registered design
rights for 200 items, and to do so internationally would amount to a
considerable sum of money.
The Haberman case
The value of patents is often rated low, because early-stage design-led
start-ups usually lack the funds to defend their rights in court. Patents are
perceived as no more than a necessary burden to secure angel investment.
Mandy Haberman is an established designer-entrepreneur, but went
through the entire process of proprietary business development. Her case
proves that the threat of imitation is real, and start-ups are not perfectly
safe from harm.
HILLNER, LEON & SUN
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Figure 2: Haberman Feeder Figure 3: AnywayUp Cup Beaker
Figure 4: Bird Cup Figure 5: Suckle Feeder
(Images: Courtesy of Haberman Products Limited)
IP Management in a Climate of Change
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Figure 6: AnywayUp Cup timeline
Mandy Haberman has invented a number of products in the field of
childcare and nutrition. But we are focusing on the early stages of an
entrepreneurial design venture, and with regards to this, two of Habermans
inventions stand out here: The Haberman Feeder and the AnywayUp cup. In
1984 Haberman patented the first product, a baby cup for children with
feeding problems. Initially she filed the patent herself, but soon realised that
she would better use an attorney. She refilled within a year. The
development of the Haberman Feeder was funded through 20K worth of
grants which Haberman had secured in the course of a 4-year period.
Eventually the device was produced, marketed and distributed from home
directly to hospitals and parents in need. Haberman had failed to secure a
licensing or distribution agreement. Her market was too much of a niche,
too small to attract the interest of large incumbents. The situation was
different with her second invention, the patent for which was filed in 1992.
The AnywayUp cup was the first reliable non-spill baby cup in the world,
using a slit-valve to keep the liquid secure inside. Haberman presented the
product to 18 incumbents under NDA, but secured no contracts. Together
with a marketing team the inventor introduced the product during trade
fairs in 1995 and secured almost instantly 10K worth advance orders. Using
a bank loan rather than investment, Haberman started production and
trade. Sales grew fast and much benefitted from a redesign by Sebastian
Conran in 1997. But Habermans invention had already been copied by
Jackel International Limited, one of the 18 companies mentioned earlier.
The case was taken to High Court and led to an injunction in 1996.
Subsequently various other infringements were successfully challenged in
Holland. Last, but not least, Haberman had to take legal action against two
companies in the USA, where her licensee refused to take action on her
behalf. The results were mixed here. Haberman succeeded to take action
against Playtex, who settled out of court. However, her lawsuit against
HILLNER, LEON & SUN
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Gerber proved her patent valid but not infringed. An injunction could not be
issued here. With her patent proven valid, Haberman found herself lucky in
that the outcome attracted new licensing deals in the US. With a cap in legal
fees at 300K due to a contingency arrangement with her lawyers, her
losses were mitigated. This appears like a painful but successful journey. In
an interview Haberman admits to one major mistake she has made: The
AnywayUp cup was filed twice, in 1991 and in 1992. Both times an attorney
had been used. Haberman decided not to proceed with her first application
due to financial reasons. Between both filing dates the Richard Belanger had
filed a patent application for a baby cup with a different kind of valve in the
US. Both the Belanger patent and Habermans patent from 1992 are valid.
But due to the prior art created by Belanger, Haberman lost a huge amount
of market share. It is true that I did extraordinarily well from the cup, way
better than I ever dreamed. However, if I had proceeded with my earliest
patent application, rather than abandoning that and refiling a year later, my
patent would have been worth significantly more. (Haberman 2014)
Haberman could rely on a bank loan to get started, something that is
thought to be impossible nowadays. Her case suggests that patents are vital
to the success of the independent designer entrepreneur, even if one does
not need investment. The threat of being copied is real, but only once proof
of market is established. Fund raising ambitions aside, IP seems of little
benefit if one is not ready to enforce it in court. We can also learn from
Habermans case that the product language, i.e. the design that goes
beyond the technical functionality, matters, at least in the retail sector. The
Conran redesigns of the AnywayUp cup led to a significant increase in sales.
After all Haberman has a name to herself, and now holds no less than 8
registered trademarks with OHIM. More recently Haberman has added to
her product portfolio the Suckle Feeder, an improved baby feeding device,
the Anyware range of child-safe kitchen ware, and the Glugs, a set of animal
characters to be used to teach children healthy eating through story telling.
Neither the Anyware range and the Glugs benefit from any kind of
technological innovation, which again is an indication that design in terms of
a product language matters, in particular if you can attach a brand value to
it. The brand connects the product with the inventor and the firm.
The value of a brand depends on the recognition of a firm or person. The
latter does not exist from the outset. Habermans venture was not
established until the late 90s. If we take the birth of Habermans daughter
Emily in 1982 as a starting point, then it took her some 13-14 years to reach
a stable and sizable turnover. Her brand value grew gradually over time. To
IP Management in a Climate of Change
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verify means of appropriability other than brand recognition deployed
during the development process, we will attempt to break the process down
into 3 major development stages.
Development Phases
In order to produce a rough framework of reference, we can segment
Habermans business development into the fledging business (Haberman
Feeder: 1984-1995), the transitional business (AnywayUp: 1995-2006), and
the established business (Suckle Feeder, Anyware range, Glugs: 2006-
present). To better understand the three stages, we can hypothesise on the
characteristics of businesses during ach period. The characteristics listed in
the following are indicative, and not necessarily part and parcel of each and
every single venture development.
Figure 7: Business Development Stages
Murta et al. (2004) define the pre-paradigmatic phase in reference to
Abernathy, Utterback, Dosi and Teece as a competitive phase during which
companies rely on standardized manufacturing equipment, in order to
retain flexibility to adopt an alternative, should their offering fail to establish
itself as the dominant design. In the paradigmatic phase of competition,
companies face reduced uncertainty over product design, gravitate toward
customized manufacturing equipment and compete on the basis of scale,
learning, and process innovation to reduce cost. (Murta et al., 2004, p.8)
One can argue that a start-up ceases to be a start-up as soon as it enters the
paradigmatic phase. It then becomes an established business, however
small it may be. One must bear in mind, however, that the customisation of
HILLNER, LEON & SUN
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manufacturing equipment depends on the invention. Some may need a
higher degree of customisation than others.
As pointed out earlier, the focus of this study is on the fledging stage of
the design business development as this is commonly neglected in the
literature. However, the ambition of filing for patents has long-term
implications. These need to be taken into account when it comes to
comparing the strengths and weaknesses of diverse IP protection methods.
It also needs noting that the transition between pre-paradigmatic and
paradigmatic phase is likely to be gradual, rather than sudden. It may vary
from venture to venture when exactly this transition takes place. We may
assume that stage 1 is predominantly pre-paradigmatic and stage 3 of a
paradigmatic nature. This means that the transition is likely to take place in
the course of stage 2.
Designer-entrepreneurs might trade the business towards the end of
stage 2 and engage in the development of a new venture. Haberman chose
to take her initiative to stage 3. It has to be acknowledged that, although
she had keenly pursued the option of integrating manufacturing, she ended
up outsourcing it, because some of her investors had demanded this to
allow for a greater focus on sales. (Haberman, 2014)
What becomes clear in the Haberman case is that the significance of IP
does not become less critical over time, its value changes. In phase one it
may be a necessary burden for raising equity investment. In stage 2, when
trade turns profitable and funds become gradually available to invest in
lawsuits, if required. IP can be used as an effective defence mechanism to
grow and sustain market share. In stage 3, IP can be connected with brand
values, and be used to signal innovativeness and market control. So the
relevant problems and benefits in conjunction with IP change as
entrepreneurs enter the next stage. To begin with, time and money are the
key concerns in relation to IPR, along with worries about the affordability of
litigation. During the second phase the primary concern is market share,
possible competition and imitation. In the third phase the designer
entrepreneur must focus on the expansion of the IP portfolio, and on re-
innovating. Adam Sudcliffe, inventor-founder of Orbel, a medical device,
suggests shifting emphasis from patenting to design registrations during the
second stage. These are less expensive, benefit from a faster application
process, and are according to Sudcliffe easier to enforce in court. Haberman
disagrees with the latter. But using registered designs in place of patents at
an early stage may speed up the process of securing IP and it can safe costs.
IP Management in a Climate of Change
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The following section introduces the case studies and highlights how the
designer entrepreneurs involved handle IP.
Summary of case studies
As an inventor, it is important to understand how the patent system
works and to do as much as you can to protect your intellectual property
before you share information. (Haberman, 2014b)
In preparation of this study 10 designer-entrepreneurs, who developed
their business upon exit from academia, have been interviewed in relation
to their invention and their views on IP. Most of the ventures are still in the
fledging stage, except two, who are in stage 2. Habermans case differs from
those of the other designer entrepreneurs, in that she did not rely on an
incubator to get started, nor did she initiate her development upon exit
from academia. That aside, all of the designer inventors have been dealing
with comparable sets of circumstances to begin with and most of them have
filed for one or several patents. The only exception with regards to patent
filing is Yossarian Lives!, a digital search engine that does not qualify for
patenting in Europe, and Squease, the inventors of a pressure vest designed
for autistic users. Squease let their patent lapse shortly after filing because
the technology was still under development.
Figure 8: Incubator timeline
The team decided to build on a first-mover advantage instead. The team
behind Yossarian Lives! built their IP strategy around secrecy. The majority
of the remaining 8 interviewees have expressed a lack in confidence in their
HILLNER, LEON & SUN
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patents due to the fact that their financial resources are likely to be
insufficient to defend their IP in court at this stage. The main reason why
they opted for patents is the fact that they assume it to be a requirement to
have a patent for securing angel investment. Conversations with angel
investors from the London Business Angel Network have revealed that angel
investors share the interest in patents, as they see it as an indicator for
innovativeness, and as a way to mitigate the risk of infringing third party IP.
Design innovation strategies and IP
The fledging designer-entrepreneur must understand where and how to
prioritise various protection methods, and how to shift emphasis over time in
accordance to the business needs. To summarise the most basic mechanisms
we can distinguish between formal IP (such as patents and registered
designs), secrecy, and sales focus (first-mover advantage). Informal IP such as
copyright and unregistered design rights are going to be neglected on this
occasion because these rights are difficult and too expensive to enforce,
certainly during the very early stages. NDAs and confidentiality agreements
connect secrecy with formal IP. But due to the difficulty for a micro-scale
start-up to enforce such rights, we subsume such arrangements in secrecy.
Brand values grow only over time, and although it can be protected with IP
such as trademarks, such as trademarks, the word brand value is used as a
summative term here, and it is treated as a separate asset from formal IP.
The case studies conducted to date suggest that those firms who opt for
an early patent enter markets later than those who neglect the patenting
option in the beginning in favour of a sales-driven strategy. Formal IP is time-
consuming and costly to establish. The designer-entrepreneur needs to decide
very early to what extent product developments are worth decelerating in
order to pursue patents. The Haberman case has shown how costly a one-year
delay in patent filing can turn out to be in the long run. Registered designs are
much cheaper and faster than patents. But in the Haberman case it would not
have helped to establish a barrier to entry for competitors. So the
effectiveness and suitability of design registrations can be questioned. If we
look at formal IP, sales orientation, secrecy, and brand value as the four main
corner stones of a start-ups appropriability regime, then we can envisage a
model that comprises a time line, based on which the deployment of these
different mechanisms can be mapped out.
IP Management in a Climate of Change
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Figure 9: Possible development and protection strategies
HILLNER, LEON & SUN
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If we separate formal IP into that which connects with the technology,
namely patents, and that which relates to the visual particulars (product
language), we end up with 5 appropriability aspects in total: product
language, secrecy, technology IP, and sales. If we then imagine that only 2 or
3 can every be pursued at a time, how would we map out the process? If
change is incremental, one may be drawn towards a sales-driven approach.
If it is a radical disruptive innovation, then one of the other two options
might be preferable.
The 3 schematic simplifications above illustrate how the fledging phase
may roughly pan out for a start-up. The first version is the one that
resembles most of the case studies. KwickScreen is closer to the second
version, as is Squease. None of the ventures went through the 3
rd
route,
which may be due to the way in which the incubatees were taught during
their studies and coached during the incubation phase. The simplicity of the
diagrams may reduce their credibility. However, the sales-focused approach
appears to be the most straightforward. The technology-focused one may
lead to a small patent portfolio, whereas a focus on product-language may
lead to a coherently designed product range. It has to be highlighted that
the term product-language applies not only to the items on sale, but also to
the communications on the whole, including the interior design of working
premises, collateral materials and media communications. Within the flow
charts, the steps connected to formal IP are highlighted in red.
Case studies revisited
Instead of discussing each of the 10 ventures mentioned above in great
detail, we look at some of them as examples to discuss 3 proposed
principles in relation to IP strategies:
Suggestion No 1: Set your priorities: design, technology, sales
KwickScreen is a retractable divider screen aimed at use in hospitals. The
company behind the novelty holds both a UK patent and a registered design,
but care very little about either of the two. Their registered trademark
weighs higher. After all the team focused on sales very early-on, and thus
established market credentials faster than most of their peers. The company
benefits from exclusive access to one particular fabric, the so-called
RolaTube technology, that is vital to make their product work. They sell their
expandable mobile divider screen directly to hospitals. Getting the product
to work as well as building and managing their trade contacts, led this
IP Management in a Climate of Change
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company to success. The two founders, Michael Korn and Denis Anscomb,
who are now working on the first redesign of their product, employ 5 people
and the business grows by around 100% each year. The ventures sales focus
has led to the development of a bespoke customer relationship
management system called Romulus, which has led to an additional revenue
stream because it could be licensed to some of their business contacts.
Figure 10: KwickScreen (Image: Courtesy of Korn Wall Ltd)
Suggestion No 2: Adjust your IP strategy where needed.
The team behind Squease started off with IP, but realised that their
product required still a lot of development. This led to weaknesses in the
patent, although having a patent pending helped to attract angel investors
nonetheless. But investing time, energy and money in a weak patent was of
limited benefit to the companys prospects according to Sheraz Arif, one of
the company founders. The market for devices that provide autistic people
with a sense of comfort and security in busy public environments was
almost non-existent in the beginning. With limited competition in the field
and in agreement with their investors, the team behind Squease decided to
drop their patent, and to focus on developing credentials for their product
through client relations, and a licensing agreement with a distributor in
Australia.
HILLNER, LEON & SUN
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Figure 11: Squease pressure vest (Image: Courtesy of Squease Ltd)
For Arctica, an environment friendly cooling system, the patent-route
proved vital. The inventors and original team members, Karina Torlei, William
Penfold, Daniel Becerra and Mathew Holloway, had 3 different patents to
secure exclusive access to the technology, which provided an alternative to
conventional air conditioning units. The start-up was confronted with the fact
that the market was controlled by large incumbents who have exclusive
relations with property developers. Edging their way into this tightly
controlled market was impossible. The team managed to establish proof of
market only through focusing on period properties, which cannot be fitted
with air con in the UK due to existing regulations. Having found a way to trade
their technology in a niche market, Arctica could be sold to Monodraught
Limited, one of the key players in the industry.
Figure 12: Arctica cooling system (Image: Courtesy of Royal College of Art)
IP Management in a Climate of Change
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So here we see two opposing strategies. The focus on sales on the one
hand, and the focus on patents on the other were required due to the
particular nature of the relevant product and the industry it is aimed at.
Suggestion No 3: Remain flexible. Accommodate strategy
change if needed.
Concrete Canvas is the oldest initiative here. Peter Brewin and Will
Crawford invented a concrete shelter aimed at military use and at use for
disaster zones. However, despite a trial with the military, the team did not
manage to secure lasting relationships here. So they shifted their focus to
the material, for which a separate patent had been filed in 2006, two years
after the concrete shelter had been patented. All in all Concrete Canvas
holds 4 patents, 40 including international filings, and trade their inventions
worldwide. Their main income stream relates to the use of Concrete Canvas
for lining ditches, for slope protection and for bund lining protection around
petrochemical tanks. However, new areas are being discovered in
collaboration with people who seek to acquire the material for untried
applications. So Concrete Canvas rely on working relationships as much as
on patents.
Figure 13: Concrete Canvas applied to slope protection (Image: Courtesy of Concrete
Canvas Ltd)
HILLNER, LEON & SUN
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Ultimately all 3 aspects, product language, technology, and sales need
developing, and the designer-entrepreneurs focus of attention will at times
shift from one to another. The above explanation is hoped to alert the
designer-entrepreneur towards the need of establishing a focus of attention
and to foster a systematic approach to navigating through these business
development needs. What has been neglected is the need for the IP strategy
to be aligned with the funding strategy. Whilst delaying the patent may limit
the interest from investors, filing early requires funding in the first instance,
and it entails other disadvantages. Rather than considering patents as a
necessity from the outset, designer-entrepreneurs should be encouraged to
contemplate what exactly it is that strengthens their business proposition.
Conclusion
Despite the costs involved, many designer-entrepreneurs perceive
patents as a necessity for obtaining equity funding. Given the current
circumstances this does not come as a surprise. However, other means of
protection often remain neglected. The way in which different forms of IP
can be effectively combined and how their filing is best timed is not
sufficiently understood. In particular now that we are witnessing significant
changes to the UK IP bill, the relevance of registered design rights needs to
be revisited. A better understanding of typical design business development
cycles will lead to a more effective use of IP. To achieve this, IP in terms of
patent filing must not be reduced to a tick box exercise. Instead, IP
strategies must be devised in response to the predicted development route
of a design-led start-up. The examinations above suggest that starting out
with patents and adding trademarks and design registrations later, is
currently the preferred route, as equity investment is usually required to
succeed in surviving the fledging phase. This could change, provided that
faith in the value of product languages grows amongst entrepreneurs and
investors. What will be required in addition to new laws and regulations is a
culture shift. Conrans redesign of the AnywayUp cup is only one example
that evidences the degree to which attractive design propositions are valued
by customers, and how this in turn benefits sales. If we can get product
languages recognised as effective tools for preparing products for market, if
we can establish means to defend those product languages against
competitors, then we can emphasise the visual aspect of design in the early
stages. This in turn will help to reduce initial costs and time spent on IP and
thus speed up development processes.
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Acknowledgements: I would like to acknowledge the support
and contribution of my PhD supervisors, Prof. Nick Leon and
Dr. Qian Sun from the Royal College of Art, without whom this
paper would not have been possible. I would further like to
thank all the designer entrepreneurs mentioned in the article,
in particular Mandy Haberman and Sebastian Conran.
References
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for a Successful Business, London: Elliott & Thompson
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Interviews, conversations and ifollow-up correspondences (in
chronologcal order)
Interview with Paul Thomas, co-founder of Cupris (06/11/2012)
Interview with J. Paul Neeley, co-founder of Yossarian Lives! (08/11/2012)
Interview with Thomas Hoehn from Imperial College Business School
(20/11/2012)
Interview with Mathew Holloway, co-founder of Arctica (07/12/2012)
Interview with Roland Lamb from Roli Labs (18/01/2013)
Email exchange with Mathew Holloway from Arctica (15/03/2013)
Conversation with Nick Coutts from Innovation RCA (16/05/2013)
Conversation with Txaso Del Palacio from University College London
(23/05/2013)
Conversation with Kristien De Wolf from Imperial College Business School
(24/05/2013)
Interview with Peter Brewin, co-founder of Concrete Canvas (18/06/2013)
Interview with Gregory Ebbs, founder of Robofold (04/07/13)
Interview with Sheraz Arif, co-founder of Squease (04/07/13)
Interview with Bradley Hardiman, Investment Manager at Cambridge
Enterprise (28/11/13)
Interview with Damon Millar, co-founder of Buffalo Grid (18/12/13)
Interview with Adam Sudcliffe, founder of Orbel (18/12/13)
Interview with Sebastian Conran, Conran Associates (21/02/14)
Interview with Julian Wilkins, from Blue Pencil Media Limited (18/03/14)
Interview with Mandy Haberman, inventor of the AnywayUp cup (07/05/14)
Email exchange with Mandy Haberman, inventor of the AnywayUp cup
(21/05/14)
19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in the conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
A Semantic Approach of Cultural
Interpretation toward Service Innovation
Soe-Tsyr Daphne YUAN
*
and Hua-Cheng TAI
National Chengchi Uinversity
Service innovation and the development of culture and creative industries
have gained importance in recent years. Many studies have demonstrated
the importance of culture and how it influences service business owners'
decision-making and management behaviour. However, it's rare to see IT-
facilitated use of cultural ingredients to design service and enable innovation.
This study investigates whether cultural factors and information systems can
be used to facilitate the designers to come up with service innovation
strategies, especially for those small and medium businesses (SMBs) of which
the owners mostly serve their customers directly. This paper proposes the
notion of cultural interpretation in representing the emotions, values and
behaviours which customers experience because of the culture. Cultural
interpretation is a semantic perspective of cultural and experiential
modelling. We design a semantic information system artefact that connects
culture and personality to cultural interpretation and SMB owner's
managerial behaviour on service innovation. This system can facilitate the
designers to motivate or inspire SMB owners to develop new ways to think
about service innovation, in terms of cultural interpretations. Our attempted
contributions are to give sense to managerial behaviour by taking into
account culture in a semantic view toward service innovation.
Keywords: service innovation, culturally sensitive design of information
system artefact, SMB owner, cultural trait, personality trait
*
Corresponding author: Soe-Tsyr Daphne Yuan | e-mail: yuans@nccu.edu.tw
A Semantic Approach of Cultural Interpretation toward Service Innovation
1176
Introduction
In recent years, there is a trend to add elements of culture to industries
to help create core values for products or services. This starts from the
cultural and creative industry. Many different policy regimes support and
promote the development of cultural and creative industry (Cunningham,
2002). This development involves a combination of creativeness and the
local culture to produce service and product innovation (Zhong et al., 2008).
The other industries can also provide the energy to facilitate the inclusion of
culture elements (Lin & Lin, 2009). Lin (2009) suggested the transfer of
culture and creative industry to the other industries that emphasize on
service innovation by including local culture, technology and aesthetics. Lin
(2009) mentioned that if culture and creative industry is to be well
developed, it must be facilitated and designed with creativity, in order to
create a good experience for customers. Lin (2009) also pointed out that
culture and technology must be used together to design original lifestyles.
The facilitated inclusion of culture elements in industries for the provision of
new experiences can be regarded as a way toward service innovation,
because service innovation aims to offer customers sufficiently appealing
new benefits (Berry et al., 2006).
Individual business managers are the key to service innovation and to
whether a new service development is successful (De Jong et al., 2003),
especially when local culture is utilized for service innovation. Individuals are
influenced by their cultural background, which contributes to different
mental programming and determines individual thinking, feelings and
actions (Hofstede, 1984). Accordingly, the knowledge of the people who
deliver and create the new service innovation is important. The owners of
SMBs operate and dominate the firms. Their cultural background, such as
their beliefs and attitudes, affect the way in which they manage and
organize a business. The business managers underlying culturally influenced
beliefs and attitudes also influence changes in the business (Bhaskaran,
2006). For example, if people are raised in a collectivist culture, they are
more likely to cooperate and to interact with others, and this is reflected in
their work attitude (Mannix & Neale, 2005). In addition, culturally influenced
beliefs and attitudes and the way they respond to service innovation are
also influenced by their business skills and by the personal contact networks
that SMBs develop and access (Bhaskaran, 2006). That is, both cultural and
personal characteristics nurture the performance of innovative products or
services (Scott & Bruce, 1994).
YUAN & TAI
1177
This study considers the people who perform the service innovation to
be the owners of SMBs. Accordingly, there is a need to understand how
culture influences SMBs and how culture affects SMBs in providing service
innovation and developing local cultural industry. However, existing studies
rarely address SMB service innovation based on culture. Consequently, this
study proposes the concept of cultural interpretation, which refers to the
interpretations of the influences of the local cultural context and the
impressions that SMBs wish to convey to their customers when performing
service innovation. The concept of cultural interpretation is to facilitate
SMBs to identify the possible directions for service innovation based on
culture.
To this end, this study develops a technological framework of semantic
information system artefact (called Cultural Experiential Semantic Modeling,
CESM) taking into account culture as a sense-making concept that links local
culture to the SMB owner's managerial behavior on service innovation. This
sense-making concept connects culture and personality to Cultural
Interpretation and SMB owner's managerial behavior on service innovation.
The CESM artefact can be regarded as a kind of culturally sensitive design of
information systems (Kummer et al., 2012) that focus on the utilization of
culture through information systems. That is, our artefact is so designed as
to address cultural elements into existing business managerial behavior,
focusing on changes in SMB owners mind-sets to support possible strategic
change on service innovation. This artefact can be utilized by either the
designers who motivate or inspire SMB owners or directly by the SMB
owners themselves.
Related Background
People reside in different countries and in different period, and the ideas
they encounter cannot help but reflect the effect of their environment
(Hofstede, 1993). When the ideas and decision originate from the SMB
owners, they decide their business managerial behavior. Different cultures
also result in different types of goods/service behavior (Winsted, 1997).
These goods/service behaviors can be viewed as a SMBs management or
business style.
Hofstedes (1993) cultural study mentioned that culture can be
described in five dimensions, which can be used to predict how a society
operates, including its management. Each of these cultural dimensions has
two opposing elements (Hofstede, 1994): (1) Power Distance is defined as
A Semantic Approach of Cultural Interpretation toward Service Innovation
1178
the inequality between people; (2) Uncertainty Avoidance is defined as the
degree of tolerance for structured or unstructured situations; in societies
with high power distance, inequality is accepted, but in societies with low
power distance, there is relative equality between individuals; (3)
Masculinity, which most values success, competition and (the opposite is
femininity); (4) Individualism is defined as the degree to which people prefer
to work alone or to be in a team work (i.e., collectivism versus
individualism); (5) Long-Term Oriented is defined as the values that are
oriented towards the future. The opposite is short-term oriented. Adler
(1991) proposed the cultural and behavioral cycle theory to demonstrate
how culture (values, beliefs and attitudes) influences management behavior
of individuals. This can be applied to SMB owners as well. Individual
decision-making is guided by different cultural rules and principles (Briley
and Morris, 2000). Individual decision making rules and principles are often
derived from culture and knowledge.
According to the five factor theory of personality (Costa & McCrae, 1996,
1999), cultural and personality traits are closely related. Personality traits
can be influenced by culture. Culture and personality are the classical terms
according to the field of psychological anthropology (Hofstede & McCrae,
2004). For instance, Hofstede (2001) detailed five cultural dimensions,
emphasizing the significance of culture on business communications, and
gave a definition of culture as the collective programming of the mind
(i.e., cultural mental programming) that differentiates the members of one
class of people from those of another (Hofstede, 1984). This definition
focuses on a cultures mental programming, which can be a result of a type
of thinking, feeling, or action. Hofstede conceptualized culture as
programming of the mind in the sense that certain cultures create certain
reactions, based on the differences between the primary values of the
members of different cultures (Hofstede, 2001).
The Revised NEO Personality Inventory (Costa & McCrae, 1992) classified
personality into five big sectors, called neuroticism (N), extraversion (E),
openness to experience (O), agreeableness (A) and conscientiousness (C).
Each personality was defined by six specific cultural traits (Hofstede &
McCrae, 2004). For example, personality openness includes the fantasy trait,
aesthetics trait, feelings trait, actions trait, ideas trait and value trait;
personality extraversion includes the warmth trait, gregariousness trait,
assertiveness trait, activity trait, excitement seeking trait and positive
emotions trait.
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In sum, the literature shows that culture does affect SMB owners and
that different cultures cultivate different business management styles. In
order to further understand the effect of culture on SMBs management
styles (i.e. decision making, service provision), this study will propose a SMB
cultural model, which involves different dimensions (social and cultural
embodied, religion, social relationships) within a local cultural context and
Hofstedes cultural dimensions and the Revised NEO Personality Inventory
(Costa & McCrae, 1992), to assess the effect of local culture on SMBs
business managerial behaviour.
The CESM Artefact
The main idea of the CESM artefact is to recommend for SMBs the
directions in service innovation, considering socio-cultural implications. This
means it requires an understanding of the socio-cultural context and
behavior of the SMB that can be subsequently linked to the cultural and
personality traits of SMB owners and their awareness of suitable cultural
interpretations. A direction for development is then suggested, based on
culture.
The socio-cultural context denotes the SMBs cultural background,
which includes their local lifestyle, practices, tradition, social contacts,
norms and values, ideas and cultural identity (Chiesura & De Groot, 2003).
Socio-cultural behavior refers to lifestyle and may include favored behavior,
habitual activities, or even implicit routines. Some behaviors are implicit, but
some are explicit. Both the socio-cultural context and socio-cultural
behavior contribute to cultural traits referring to the traits (attributed by the
cultural) that ones have.
Given that cultural and personality traits are closely related, culture
contributes to values and behavior and cultural traits signify both cultural
and personality traits (Hinenoya & Gatbonton, 2000). That is, each SMB
owner has its own cultural traits, because they come from different
cultural contexts and have evolved different cultural behavior. A SMB
owners cultural traits shape each SMBs culture, circumstances and the
cultural activities in which it participates.
The way in which cultural traits are manifested or represented, in terms
of either an action or a SMB owners self awareness, i.e., cultural
interpretation awareness, which is cognitively shaped, are examined. A SMB
owners cultural traits are psychologically shaped, so the process of
becoming aware is cognitive in that it involves the gathering, processing and
A Semantic Approach of Cultural Interpretation toward Service Innovation
1180
evaluation of information on habits or actions (Hayes & Allinson, 1998). That
is, each SMB has its own traits and SMB owners realize and conceive their
behavior through a cognitive process. In addition, the SMB owner's
cognition can be further transformed into SMB managerial behavior. The
process of cognition gathers interpretations into a mental model and then
guides actions, videlicet, and applies this concept in the business field (i.e.,
the SMB performs service presentation).
In order to act upon the above basic ideas, Figure 1 shows the
framework of the CESM artefact and identifies four main components,
which include Modeling SMBs cultural Traits (to classify and identify SMBs
cultural traits), Proposing Knowledge Based Cultural Interpretations (to
recommend cultural interpretations for SMBs), Rethinking and Appraising
Current Service Status Quo (to recommend SMB new service innovation
directions using cultural interpretations), Evaluating and Suggesting Cultural
Interpretations for Cultural Service Innovation (to evaluate and suggest the
most suitable interpretations to a SMB). The details of the components are
described in the following subsections.
Figure 1 The CESM artefact.
Modeling SMBs Cultural Traits
This component identifies the SMBs socio-cultural background and
behavior and then classifies them into cultural traits. At the beginning, a
series of questions which are related to the users cultural context are
YUAN & TAI
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posed. The user provides information by answering those questions. This
component subsequently analyzes these statements to identify the cultural
traits which characterize the user. Once these cultural traits are identified,
cultural interpretation recommendations will then be made. This study is
conducted in the context of Chinese culture and we use a model of three
levels of analysis for the classification of cultural traits, as shown in Figure 2.
This model is proposed with the following theoretical basis.
Figure 2 SMBs cultural model.
The first level of cultural background requirement represents the socio-
cultural context (religion and social relationship) and socio-cultural behavior
of SMBs (socio-cultural embodied). Traditionally, a local Chinese culture is
often tied up with a local religion (Yu & Miller, 2003), including Buddhism,
Taoism or Confucianism (Haber & Mandelbaum, 1996). Meanwhile, the
social relationship more focuses on the value of social network which
includes the relationship in the family and GuanXi that refers to the inter-
connected nature of relationships based upon reciprocation and obligation
(Imrie, 2008). In addition, the socio-cultural embodied is about the living
style, that is, SMBs habitual and cultural activities that SMBs participate
such as tea activities, traditional festival celebration or some special local
activities.
A Semantic Approach of Cultural Interpretation toward Service Innovation
1182
The second level (linking to the first level) includes the four dimensions
(power distance, uncertainty avoidance, masculinity, individualism) of
Hofstedes cultural model, because these dimensions can reflect the
fundamental dimensions of culture from the view of value systems at
different levels (individual, group, organization) (Inkeles & Levinson, 1969).
That is, to understand SMBs' local socio-cultural background, the knowledge
of culture can give a big picture about how culture affects peoples behavior.
Culture is a shared experience of those people who come from the same
culture context; they will teach their offspring the value systems of viewing
the real world (Yu & Miller 2003). These values compose the kernel of the
society and serve as the foundation of the attitude and anticipation of the
members from the culture (Yu & Miller, 2003). The linkages between the
first and the second layers can be attained according to previous studies. For
example, the linkages to the manifestation of socio-culture embodied
behavior and activities can include Hofstedes power distance dimension
about how a person handles inequalities when it occurs, the uncertainty
avoidance dimension about the degree of how people feel uncomfortable
when the future is unknown or ambiguity, the masculinity dimension about
peoples self-concept about the role they view and play (e.g., more assertive
role or to be more caring, nurturing role), the individualism dimension about
peoples view and preference (e.g., preferring a loosely knit social network
or a tightly knit social network) (Hofstede, 1983), simply in terms of relating
their capacities attempted.
The linkages to religion are also based on previous studies about
different religions contributing to different behaviors. For example, the
value of Buddhism is related to the three cultural dimensions (high power
distance, femininity and collectivism). For SMB owners, their religions
contribute to their business styles more or less (Yu & Miller, 2003) and the
main characteristics of Chinese business/management style are under the
influences of the three religions (Buddhism, Taoism, Confucianism). For the
business style of Buddhism being to obey, trust and carry morals and stable
mentality (Yu & Miller 2003), the characteristics of Buddhism is to behave
morally good and nice. Accordingly, it is inferred that Buddhism SMB owners
have the characteristics of high power distance (more willing to see a
peaceful world), femininity (willing to show their caring to others), and
collectivism (without strong self-centered argument and unfair feeling).
Similar inferences for the other two Chinese religions are omitted in this
paper.
YUAN & TAI
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The linkages to the value of social network involve three cultural
dimensions (power distance, individualism/collectivism and uncertainty
avoidance). Our main focus is the relationship and GuanXi between SMBs
and their families. Most of Chinese people are family oriented, and have
considered 'family', rather than 'individual', as the basic social unit (Hung,
2004). In addition, Hofstede and McCrae (2004) mentioned in collectivist
societies, people are integrated from birth onward into strong, cohesive in-
group, often extended families (with uncles, aunts, and grandparents),
protecting them in exchange for unquestioning loyalty. And a societys
power distance level is bred in its families through the extent to which its
children are socialized toward obedience or toward initiative. We also
argue that family education might lead their children to be willing to take
risk and adventure or just stay in a comfortable atmosphere.
The third level (linking to the second level) includes the four
50
of the five
personality traits of the revised NEO personality inventory (NEO-PI-R) (Costa
& McCrae, 1992), which include conscientiousness (C), extraversion (N),
openness to experience (O) and agreeableness (A), to examine personality
traits at the culture level (Hofstede & McCrae, 2004) for our purpose of
finding the cultural traits of SMBs. Hofstede and McCrae (2004) provided
the research results about the zero-order correlations (Table 1) between the
personality factors and culture in Asia. The correlations indicate that all five
personality factors are significantly associated with at least one dimension
of culture and that all four cultural dimensions are related to at least one
personality factor. That is, the links between the Hofstedes cultural
dimensions and the NEO-PI-R personality factors are based on the results
shown in Table 1.
With the links of the NEO-PI-R personality factors, it is possible to
recommend possible personality traits to SMBs and allow them to confirm
their main personality traits given a personality is defined by six specific
cultural traits (Hofstede & McCrae, 2004) as mentioned in Section 2. These
cultural traits can subsequently form the basis of the next step in
recommending cultural interpretations to SMBs. The process to identify the
cultural traits is through the collection of socio-cultural embodied
information and the analysis of cultural questionnaire (related to the
religion and social relationship), attaining the possible main personality
50
In this study, the personality of neuroticism is excluded for consideration because we focus on
the use of positive cultural traits and positive emotions to encourage SMBs to do service
innovations.
A Semantic Approach of Cultural Interpretation toward Service Innovation
1184
factor. To confirm the correctness of the main personality, another
personality questionnaire related to its six traits will be also tested.
Table 1 Zero-Order Correlations between Mean NEO-PI-R Factors and Culture Scores
(Hofstede & McCrae, 2004).
Proposing Knowledge Based Cultural Interpretations
This component uses cultural traits to recommend suitable cultural
interpretations to SMBs. In this study, Cultural Interpretation (CI) is defined
as the styles of behavior and the rules that allow individuals to express their
unique attributes and to determine the very nature of their own life
experience, including cognitive, emotional and motivational behavior. It is
assumed that cultural interpretations are the adjectives used to describe the
behavioral styles of SMBs. These adjectives have a series of related
meanings that characterize cultural traits. The CESM artefact adopts the
ontology shown in Figure 4(a) specifying the relationships among
personality, cultural traits and cultural interpretations, i.e., SMBs six cultural
traits and the cultural interpretations for each of the four personalities (i.e.,
totaling to 24 cultural traits).
For example, the personality of extraversion is defined as having the six
cultural traits of warmth, gregariousness, assertiveness, activity, excitement
seeking and positive emotions. For the cultural trait of warmth, there is a
series of adjectives to describe the meaning of warmth, such as gentle,
cordial, or sincere. That is, these words indicate an individual who has
warmth as a cultural trait. Therefore, the cultural interpretations of gentle,
cordial and sincere are classified into the cultural trait of warmth as
exemplified in Figure 4(b).
YUAN & TAI
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(a) Ontology specifying the relationship between cultural traits and cultural
interpretations.
(b) An exemplar.
Figure 4 The semantic relationship of cultural interpretations classifications.
The aforementioned semantic design allows the construction of a
cultural interpretations knowledge database that can easily classify or
aggregate the cultural traits information. Suitable cultural interpretations
that are classified as members of the SMBs cultural traits can then be
recommended to the SMBs. These semantic relationships between the
classification of cultural interpretations and cultural traits (i.e., the
classification of cultural interpretations using cultural traits) are based on
the meaning of cultural interpretations and cultural traits. Semantic
similarity (Resnik, 1995) is used to analyze and evaluate the similarities
between the meaning and information about cultural interpretations and
cultural traits. Table 2 shows an exemplar relationship between personality,
cultural traits and cultural interpretations, based on their similarity. DISCO
(extracting DIstributionally related words using CO-occurrences) is used, and
A Semantic Approach of Cultural Interpretation toward Service Innovation
1186
this is a Java class program that allows the semantic similarity between two
words to be identified (Kolb, 2008, 2009). It produces a semantic similarity
score. This score represents the similarity between two given words; a
higher score signifies a greater semantic similarity.
Table 2 An exemplar relationship between personality, cultural traits and cultural
interpretations.
There are 24 diagrams in total representing each of the four personality
factors and its six cultural traits. This component recommends six cultural
interpretations to a SMB owner, based on his/her personality and cultural
traits. The cultural interpretations are determined by randomizing the
selection of the cultural interpretations and cultural traits in accordance
with the personality traits of the SMB owner. Random choices are used to
identify recommended cultural interpretations in order to ensure
impartiality and diversity and prevent choosing the most similar or the least
similar cultural trait, because each cultural interpretation may have a
different degree of similarity to a cultural trait in each diagram.
Rethinking and Appraising Current Service Status Quo
The component, Rethinking and Appraising Current Service Status Quo,
allows SMBs to assess the current service status quo from a list of questions
YUAN & TAI
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related to the SMB's business activities and their yes/no connection to the
ten types of service innovation identified by Keeley (1999), which are of four
different categories (process, offering, delivery, finance) each of which can
be further divided into two or three subtypes.
Going through the questions, SMBs would review their current business
situation and the cultural interpretations attained from the previous
components that connect the cultural interpretations with the factors
considered within the ten types of service innovation. We anticipate SMBs
could get some inspirations about how to utilize their cultural
interpretations for the purpose of inspiring SMBs to think about the new
chances of service innovation based on culture and personality elements.
Evaluating and Suggesting Cultural Interpretations for
Cultural Service Innovation
This component allows the SMB user to understand cultural
interpretations and their use to improve the current service and business by
connecting their cultural activities and their current business status quo to
cultural interpretations, in order to identify possible SMB service innovation
opportunities. In order to allow SMBs to implement service innovation
based on cultural interpretations more clearly, the suggested advice shows
descriptions of cultural interpretations-service innovation that combine
cultural interpretations and the four categories of the subtypes of service
innovation. That is, this component suggests possible directions of cultural
interpretation based service innovation according to the SMB cultural traits,
allowing the SMB to develop a holistic appreciation of their own personality
results and exercise more imagination on them for their future service
innovation.
In sum, the CESM artefact is used to facilitate and inspire SMBs who
want to do service innovation or to impress their customers with
servicescape using their socio-cultural strengths. Our implemented artefact
system currently is still in its small scale form that does not involve
corporate-level service oriented technology and management to enable the
transition from domain-specific business views to formalized technical
service view in order to facilitate the sharing or transferring as addressed in
Demirkan et al. (2008), partly because the system is used by SMBs that have
very limited resources and their owners mostly serve their customers
directly. However, this artefact can further be integrated with a co-design
tool in order to generate some groundbreaking innovation concepts.
A Semantic Approach of Cultural Interpretation toward Service Innovation
1188
Data Analysis
Our preliminary evaluations adopt qualitative interpretation data
analysis (Saldana, 2009) to evaluate our CESM artefact. This study has two
assumptions: (1) Local cultural elements can be implemented and included
in different domains of cultural industries toward service innovation, so
regardless of the type of industry, local cultural elements would influence
SMBs, because local culture is a part of the SMBs cultural context. (2)
Different individuals are depicted by different cultural interpretations
because of their different cultural context and personality, so cultural
interpretations can represent the explicit and implicit behaviour of SMB
owners (which contribute to SMBs different degrees of service innovation
and different business styles).
The evaluations of our CESM artefact are twofold. The CESM artefact
begins with an analysis of a SMBs local cultural context, in order to discover
the cultural interpretations which apply to the SMBs and can guide SMBs to
execute service innovation. Hence, it is necessary to ensure that cultural
interpretations can indeed represent a SMBs cultural context and can
inspire SMBs to perform service innovation. In other words, SMBs are
influenced by local cultures and then contribute to their explicit and implicit
behavior. This type of explicit and implicit behavior is described using the
notion of cultural interpretations proposed in this study. Accordingly, the
following hypotheses are presented:
Hypothesis 1: Local culture contributes to cultural interpretations
that can represent SMB owners behavior and thinking.
Hypothesis 2: Cultural interpretations can be a local cultural driver to
guide SMB owners to perform service innovation.
The field chosen for this study's evaluation was in the city of Yi-Lan, a
typical agriculture tourism city that features a variety of SMBs with limited
resources aspiring to increase innovation opportunities. The field interviews
focus on an exemplar leisure farm area named pillow mountain leisure
agriculture area, which was the first leisure agriculture area in Yi-Lan,
founded in 2000. It includes four villages: Zhen-Shan village, Tung-Le village,
Tou-Fen village and Yong-He village. Zhen-Shan village is the major
development area, with an area of seventy-eight square hectometers. Many
different services are provided by the vendors in Zhen-Shan village, such as
bed and breakfast, fruit picking experiences and many other different and
YUAN & TAI
1189
colourful tourist products and services that highlight the natural aspects of
Zhen-Shan and support an interest in agriculture.
To examine the values of our artefact, we take four successful SMBs
from the field of Zhen-Shan village and shown them our semantic
information system artefact and gather data from them by interviewing
these SMB owners. These interview subjects also exemplified the typical
business in Zhen-Shan village and in Yi-Lan, most of which nevertheless are
not considered as successful. That is, we would like to know if our system
artefact can resonate with the service innovations made by these four
successful SMBs in Zhen-Shan village. The data were gathered through
group interviews and individual in-depth interviews. The data collected from
the field interviews is used to evaluate the hypotheses that cultural
background does contribute to SMBs thinking and actions and that it can
influence the way with which SMBs serve their customers toward service
innovation.
In order to evaluate the hypotheses, we delimit the encoding of the
interview data first. These data will be used to evaluate the hypotheses.
Data encoding (Saldana, 2009) is an interpretive act in qualitative research
that symbolically assigns summative, salient, or evocative attributes for a
portion of data, which can be further analyzed to attain an in-depth
understanding of human behaviour or decision-making and the reasons
behind it. There are two coding cycles. The first cycle uses vivo coding (i.e.,
code mostly taken directly from the text) to identify the preliminary codes.
The second cycle then classifies the themes of the preliminary codes into
the final codes used to verify the hypotheses.
Hypothesis 1: Local culture contributes to cultural interpretations
that can represent SMBs owners behaviour and thinking.
In order to collect useful information to show that local culture can
represent SMBs behaviour and thinking, the relevant interview data is used
to demonstrate the findings. Knowledge of the SMBs background and the
factors that influenced SMBs is vital. The raw data is classified into two
different final codes: cultural context and cultural interpretation. Cultural
context is local culture, which includes family relationships, education,
values, environment and background. The cultural interpretation is the
thinking and behaviour that is contributed by SMBs cultural context and
experience. The encodings of the interview data show the positive linkage
between cultural context and SMB owners thinking and behaviour as
A Semantic Approach of Cultural Interpretation toward Service Innovation
1190
indicated in Table 3. That is, cultural context would contribute to cultural
interpretations implying SMBs owners' behaviour and thinking.
The data collected here are all from the in-depth interviews, because
the details of each vendor are important. According to the data collected
from the interview sessions, as noted in Table 3, the common backgrounds
of the SMBs affects them, internally or externally. However, they use
different ways to reflect and show this effect. The abduction method is used
to show the findings for their cultural effects. The abduction method
requires that the interview data is given as a preliminary code that would be
inferred into final code. In other words, the final code represents the spirit
of the interview data.
For example, the owner of Vendor D B&B, Mrs. Lee, was a child who
grew up in a farming family, so the working principles of Mrs. Lee are highly
influenced by her family working on farm. Mrs. Lee said,
10
I was born and
brought up in farming families. All I know is that we have to be diligent and
to do our best at what we are doing now. Her diligence is firstly encoded as
her
10
family education style and then her family education style is classified
into a part of the cultural context. In addition, her background also
contributed to her
11
Conservative and with low ambition personality,
inferred from her description:
11
I think that I am so conservative because of
my family background. I do not have such ambition to achieve everything.
This conservative and low ambition personality is an example of a type of
thinking, represented as a cultural interpretation. That is, she prefers to
observe first and then starts to ascertain whether something is worth the
effort, when she encounters an innovation opportunity. In sum, it is inferred
that Mrs. Lee is influenced by her cultural context, which contributes to her
thinking and behavior. Through these illustrative stories shown in Table 3, it
is inferred that the influence of local culture does affect SMB owners
behavior and thinking, which is represented as cultural interpretations. Their
current actions reflect their own experience and cultural context.
YUAN & TAI
1191
Table 3 Interview data analysis for evaluating Hypothesis 1.
A Semantic Approach of Cultural Interpretation toward Service Innovation
1192
Hypothesis 2: Cultural interpretations can be a local cultural driver to
guide SMB owners to perform service innovation.
In order to evaluate this hypothesis, the interviews focus on why and
how SMBs design their services and whether they gain any inspiration from
their own experience or cultural background. That is, we would like to know
if these inspirations are either resonate with our system artefact or could be
guided by our system artefact. The interview data is encoded into three
main final codes. The first is the cultural context presented as local culture,
which includes family relationships, education, values, environment and
background. In the second, cultural interpretation represents the thinking
and behaviour that is contributed from the SMB owners cultural context
and experiences. In the third, service provision and design represent SMB
owners business style and their services. These raw data are firstly given
their preliminary codes and then categorized into proper final codes. Table 4
of interview data to evaluate Hypothesis 2, shows the raw data, followed by
the preliminary codes and the third column shows the three final codes. The
relationship between the interview data and the final code is then inferred.
It is found that local culture drives the way with which SMBs design their
service and what they hope to provide to their customers.
For example, Mrs. Lee, the owner of Vendor D, designed her B&B
based on the way she worked on the farm, with several different but square
rooms. She said,
22
I divided my B&B into several different square spaces
and I decorated those spaces as differently themed bedrooms.
23
Like a
vegetable farmer, we divide our land and grow different vegetables. This
shows that her behaviour was influenced by her
23
Family working style and
22
working experience, the influence of the cultural context transformed into
the action. In her mind, she prefers
24
harmony style to competition, as shown
by her interview data:
24
I do not like to compete with other B&B providers; I
think that that will lower the quality of the B&B industry. I think that
customers will feel what we convey to them.
25
I try to make visitors feel
YUAN & TAI
1193
comfortable and relax, so that they can enjoy the peace and beauty here.
Therefore, she would like her B&B to be a place to
25
convey peaceful
atmosphere. Her need for harmony shows her cultural interpretation and
her wish to convey a peaceful atmosphere to her customers and shows her
service provision and innovation.
Table 4 Interview data analysis for evaluating Hypothesis 2.
A Semantic Approach of Cultural Interpretation toward Service Innovation
1194
Using the encoding process for these SMB owners vivo data, it is
possible to understand, as mentioned in Hypothesis 1, that their cultural
context could have a motivating effect on their behaviour and thinking.
These action and thoughts are deciding factors in how they decorate their
businesses, how they convey their views and how they run their business as
mentioned by Hypothesis 2. It states that cultural interpretation is a local
driver that can guide SMBs to execute service innovation. The four SMB
owners assert that what they present and how they act can be interpreted
as their personality and their deep motivation based on cultural
interpretations. This resonates with the attempted contributions of our
system artefact that were highly appreciated by the four SMB owners.
Conclusion
This study is presenting a framework of semantic information system
artefact used to determine the social cultural drivers, called cultural
interpretations, which can help guide SMB owners toward service
innovation in combination with further enterprise design research on
creating new services in line with the cultural interpretations as driven by
the owners. This artefact proposes a local cultural model to describe the
main local cultural contexts which influence peoples acts, thinking, or
service behaviour. This artefact uses cultural interpretations to motivate and
guide SMB owners toward different types of service innovation. In the
analysis of the interview data and inferences, it was found that some SMBs
have no idea that their behaviour and their cultural background are linked in
the beginning. However, during the interview sessions, it was discovered
that what they described could be traced back to their cultural background
YUAN & TAI
1195
and gave clues to the link. It was also found that they can easily accept the
concepts of our artefact, as long as it is presented in an easy and straight
forward manner. The data from the interviews shows a positive relationship
between the new service provisions and the SMB cultural characteristics. In
other words, our CESM artefact is believed to be able to help guide SMBs to
link their service innovation to their own cultural traits in terms of cultural
interpretations. Our CESM artefact can also emerge for SMBs as an enabler
bringing together cultural elements into existing business managerial
behaviour, focusing on changing SMB owners mind-sets to support possible
strategic decision making on service innovation.
There are several limitations of this study. The first limitation is our
local cultural model might be less robust owing to its limited coverage of
cultural contexts (e.g., for example, the dimensions of religion and social
relationships are two main cultural factors in the Chinese society). The
second limitation is the possibly limited collection of cultural
interpretations and the further consideration of the emerging cultural
dynamics. Future researchers can continuously improve our local
cultural model in order to cope with these limitations.
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Chapter 3
Contextualized Designing
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Section 3a: Co-creating Shared Value in
Service Design
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1203
Editorial: Co-creating shared value with
stakeholders in service design
Tung-Jung (David) SUNG
a
and Yuan LU
b
a
National Taiwan University of Science and Technology;
b
Eindhoven University of
Technology
Service design plays an increasingly important role in provision of value
in a modern economy (Mager & Sung, 2011). In addition, value co-creation
is often considered as a fundamental cornerstone of service design
(Schneider & Stickdorn, 2011), while co-creation is today's most accepted
model for innovation (Forbes, 2011). However, value co-creation with
stakeholders under the service-dominant logic can occur in different ways.
Therefore, how to effectively manage value co-creation to be a sustainability
strategy has become relatively crucial for different kinds of organisations,
such as enterprises or non-profit organisations (NPOs).
As a result, revisiting an integrated model or framework of value co-
creation with stakeholders is becoming a major challenge for user-centred
service design. So far, there has been very limited research on exploring co-
creating shared value with stakeholders in service design. Therefore, this
session aims to offer a platform for researchers and practitioners to present
the state of the art research, discuss latest developments, and envision
future directions.
This session consists of eight articles. Each of them contributes
important insights into the understanding of co-creating shared value with
stakeholders in service design, and the findings provide an important
benchmark for subsequent research on related topics. To provide readers
with a quick overview of the eight collected articles, a brief summary for
each of them is presented as followed.
The first article, by Anders Haug and Pia Storvang, discusses how the
concept of consumer communities can be integrated into store concepts
based on two case studies of outdoor product stores. Furthermore, Haug
and Storvang explore the four key issues and relative approaches for the
related stores as a reference for future consumer community development.
The second article, by Satu Miettinen, Simon Rontti, and Jaana Jeminen,
highlighs that service simulations and prototypes are crucial in service
Co-creating shared value with stakeholders in service design
1204
design methods since they can serve as personalized emotional samples,
which reveal customers emotional reactions and enable decision makers to
go through their own experiences with an early engagement of the process.
Moreover, Mittinen et al. advocate that the role of the designers should be
placed in more strategic positions in the new value of co-creation system.
The third article, by Jeff Man, Yuan Lu, Aarnout Brombacher and
Fangtian Ying, examine the issues of team communication and design
challenges in distributed intercultural design teamwork. Through conducting
design courses and related co-creation workshop, Man et al. uncover that
team communication is important and requires some effective
communication tools to improve intercultural design teamwork. The fourth
article, by Shu-Shiuan Ho, Yi-Fang Yang, and Tung-Jung Sung, offers valuable
insights into exploring the relationships between co-creation and store
image consistency in creative stores. The findings of the study reveal that
higher levels of store image consistency require not only tangible or
intangible elements, but also the image co-creation through different types
of actors. The fifth article, by Chih-Shiang Wu and Tung-Jung Sung, discusses
the importance of facilitating stakeholders to co-create for customer
experience management in tourism. In a service design project, Wu and
Sung integrate practical insights of customer experience management and
stakeholder co-creation into each stage of the service design process. The
sixth article, by Busayawan Lam and Andy Dearden, aims at investigating
current state of co-design knowledge of the community-based
organizations. Through surveys, interviews, case studies, and a creative
workshop, Lam and Dearden provide a valuable guidance for effective co-
design services with the beneficiaries during the design process. The seventh
article, by Pelin Gultekin-Atasoy, Hanneke Hooft van Huysduynen, Yuan Lu,
Tilde Bekker, Aarnout Brombacher and Berry Eggen, develops a method that
combines both insights from the user and business in a single design process
for multi-stakeholder settings. After examining two cases, the study reveals
that conflicts are valuable moments in multi-stakeholder discussions as to
providing new insights to the participants and reducing the uncertainties in
the earlier stages of innovation processes. The final article, by Erez Nusem,
Cara Wrigley and Judy Matthews, presents a longitudinal action research of
the effects of applying design-led innovation, which is a customer-centric
method, into NPOs. Nusem et al. argues that NPOs should better
understand the stakeholders with design-led innovation and redefine the
value they offer to market as to driving innovation effectively and
responding to the rapid changing dynamic environment.
SUNG & LU
1205
Last, these articles included will provide new prospects for exploring
value co-creation with stakeholders in service design that is at its infancy.
Our thanks go to the authors, the reviewers and all who were involved in
preparing this session.
References
Forbes. (2011, 20 Jan 2014). Co-creation is today's most accepted model for
innovation. Retrieved 20 Jan, 2014 from
http://www.forbes.com/sites/infosys/2011/12/20/co-creation-
innovation-bte/
Mager, B., & Sung, T.J. (2011). Special issue editorial: Designing for Services.
International Journal of Design, 5(2), 13.
Schneider, J., & Stickdorn, M. (Eds.). (2011). This is service design thinking.
Amsterdam, The Netherlands: BIS Publishers.
1206
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper on this conference proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Communities as a Retail Store Concept
Anders HAUG
*
and Pia STORVANG
University of Southern Denmark
Because of increased competition, retail stores are looking for new ways to
attract and retain consumers. Along this line, this paper explores how the
concept of consumer communities can be integrated into store concepts.
This is done through two longitudinal case studies of outdoor product stores.
Such stores have seldom been studied in the literature, but they may be
particularly interesting in relation to consumer communities, because of the
consumers often passionate relationship to activities related to the products
in focus. The two cases are investigated through interviews, store
observations, network meetings and workshops. On this basis, the paper
defines: 1) the community form to aim for, 2) the premises for creating
communities, 3) the relevant activity types, and 4) the set of activities to be
chosen.
Keywords: Consumer communities; Outdoor product stores; Retail design,
Service design; Concept design
*
Corresponding author: Anders Haug | e-mail: adg@sam.sdu.dk
HAUG & STORVANG
1208
Introduction
Increased competition implies that retail stores are constantly looking
for new ways to improve their customers experiences. As a basis, the store
atmosphere and the signals the interior sends are decisive for producing the
right customer experience (Van Rompay et al., 2012). Society, however, is
always changing, so stores must constantly evolve to attract new customers
while retaining the old ones (Babin & Attaway, 2000). This also implies that
retail stores need to explore more untraditional means to achieve the
desired effects. In fact, there is an increasing tendency to perceive retail
stores as more than a place for purchasing goods, but also a place for
socialising and leisure (Hu & Jasper, 2006; Simonsen, 2014). Along this line,
this paper explores how consumer communities can be integrated into
retail store concepts.
Most literature on retail store design has a general perspective or
focuses on one particular store type, mainly supermarkets and fashion
stores. Outdoor product stores, on the other hand, are a store type that has
seldom been studied, but may be particularly interesting in relation to retail
store-centred consumer communities. Outdoor product stores offer
products that support outdoor activities, which can be characterised by
longer stays outdoors, where the experience of and attitude towards nature
is significant unlike intense sports activities, where the nature experience
is pushed into the background because of the physical exertion and
competitive focus (Friluftsrdet, 2013). Thus, this store category, among
others, includes retailers of equipment for diving, camping, hunting,
mountain climbing and scouting.
Outdoor product consumers might need more than just product
information. More specifically, customers may request information about
possible places where the products can be used and about others
experiences with different products in these contexts. Since it is unlikely
that a sales assistant has the necessary expertise to fulfil such needs, the
information must then come from other sources. Such information can
come from books, brochures and contact with other organisations, but it
can also come from being part of communities of consumers with similar
interests. In practical terms, such communities may emerge from activities
like product demonstrations, boutique cafes, lectures, activity events,
special areas for product testing and the like. If a store can stimulate the
creation of such communities anchored at a particular store, then this may
produce significant benefits in relation to customer loyalty, customer
satisfaction and understanding of customers.
Communities as a Retail Store Concept
1209
Based on the discussion above, the question addressed by this paper is
as follows: How can retail stores stimulate the creation of consumer
communities anchored in the store? The question is investigated through
two longitude case studies of outdoor product stores. On this basis, this
paper addresses four issues: 1) the community form to aim for, 2) the
premises for creating communities, 3) the relevant types of activities and 4)
the set of activities to be chosen. The findings from these two case studies
are, to some degree, applicable to other store types and this is also
addressed in this paper.
Literature review
Literature searches in scientific journals, including the databases of ISI,
EBSCO and A&HCI indexed papers, did not lead to the identification of
relevant papers concerning store concepts for outdoor product stores.
Searches on specific types of outdoor stores yielded little as well. Therefore,
this chapter discusses the more general literature on retail store design,
service design and consumer communities.
Retail store design
To design retail store environments and services that produce the
desired effects, an understanding of the potential consumers is a key issue.
From an overall perspective, shopping can have two types of objectives:
goal-oriented and recreational purposes (Joye et al., 2010). When shopping
is a goal-oriented activity, the shopper feels bothered by factors such as
having to wait in line, having difficulty in finding the desired products,
having to pass physical obstacles, etc. Such issues result in a bad shopping
experiences, which, in turn, can lead to the shopper avoiding specific
shopping situations (Donovan & Rossiter, 1982). On the other hand,
recreational shoppers are less adversely affected by such factors, but, in
fact, prefer some stimulation during their shopping activities (Van Rompay
et al., 2012).
An important aspect in store design is to understand how potential
consumers perceive themselves, as shoppers usually prefer shopping
environments that match their self-concept (Sirgy et al., 2000; Yim at al.,
2007; Chebat et al., 2009). According to the study by Chebat et al. (2009),
store loyalty can be predicted by consumers self-congruity (match between
the brand image and consumers self-concept) and store dimensions such
as atmosphere, merchandise, price and promotions can predict this self-
HAUG & STORVANG
1210
congruity. Another way to understand consumers is through the concept of
lifestyle, as used in the sociology of culture to distinguish between social
groups in general patterns of values, attitudes and preferences (Ritterfeld,
2002).
Much retail store design research has focused on the design of shopping
environments that stimulate consumers towards a desired behaviour. Such
research has been heavily influenced by the work by Philip Kotler, who in
the beginning of the 1970s was a key figure in relation to exploring the more
subtle aspects of service environment design what he termed
atmospherics, or the conscious designing of space to create certain
effects in buyers (Kotler, 1973, p. 50). Since then, there have been many
studies on environmental psychology and retailing that have established the
importance of creating pleasant consumer experiences, conveying a desired
store image and promoting specific behaviours (see, e.g., the review by Van
Rompay et al., 2012).
According to Simonsen (2014), there is a tendency for more stores to sell
mixed products. She mentions that a bike shop may open a caf, a
hairdresser may sell glasses and a hardware store may sell clothing.
Furthermore, in the coming years, we may expect to see more social
shopping, whereby stores become places where we listen to music, go to
events and places where we meet new people (Hu & Jasper, 2006;
Simonsen, 2014).
Service design
The concept of design has traditionally been linked to products, and, in
many aspects, the insights produced in the field of product design cannot be
applied to service design, because of the different characteristics of
services, such as intangibility and perishability (Holopainen, 2010). More
specifically, service systems can be defined as configurations of people,
technology and other resources that interact with other service systems and
help create value (Maglio et al., 2009; Patrcio et al., 2011). In this context,
the field of design management focuses on how particular methods and
approaches of design, such as visual representations of customer journeys
and creation of personas, may be applied in the design of services
(Holopainen, 2010).
Service design processes have often been described in the form of
water wall models (i.e., a set of predefined steps) (Bullinger et al., 2003),
but this linearity perspective has increasingly been criticised (Alam, 2002;
Toivonen at al., 2007). Also, the traditional perspective on service design,
Communities as a Retail Store Concept
1211
which has a focus on offering value through predefined services, has been
challenged. For example, it has been argued that the design of complex
service systems requires a holistic approach, i.e., a focus on both design
system components, and the network of relationships that make up the
service, which overall results in the full service of greater value than the sum
of its parts (Norman, 2011). Another perspective is that value is created
through co-creation, which can be done through social interaction with
employees, other companies and customers (Vargo & Lusch, 2004; Toivonen
et al., 2007; Roser et al., 2013). Thus, instead of delivering shrink-wrapped
services, companies may offer value propositions that customers can turn
into value through use (Normann & Ramrez, 1993). The resources that a
company use in co-creation of value can, according to Saarijrvi et al.
(2013), come through B2B, B2C, C2B and C2C value relations.
Consumer communities
Because of the high costs associated with winning new customers for
companies, it has become increasingly important to establish long-term
relationships (Casal et al., 2008; Morgan & Hunt, 1994; Andersen, 2005).
One way of building such long-term relationships is through the
establishment of consumer communities anchored in a company. The
literature with a focus on consumer communities has its main focus on
online (or virtual) communities, i.e., communities connected through
message boards, chat rooms, and blogs. Such communities are often
referred to as virtual communities a term introduced by Rheingold
(1993). This paper, on the other hand, focuses mainly on communities based
on real-world interactions.
An important type of a consumer community is a brand community,
which is defined as group of individuals who voluntarily relate to each other
because of their interest in some brand or product (Muniz & OGuinn,
2001). The concept of brand communities involves the concepts of
productive consumers and of value co-creation (Algesheimer et al., 2005;
Schouten et al., 2007). The company benefits from brand community
strategies can be significant, including higher consumer satisfaction, greater
consumer loyalty, more information and an amplified word-of-mouth effect
(Atkin, 2004). According to Casal et al. (2008), a brand community is
characterised by three core components. The first is termed consciousness
of kind, and it refers to the feeling that binds every individual to the other
community members and the community brand. This type of community is
determined by two factors: 1) legitimisation (establishing a difference
HAUG & STORVANG
1212
between true and false members) and 2) opposition to other brands. The
second core component is termed rituals and traditions, which describes
the processes carried out by community members, in which the community
is reproduced and community meaning is transmitted in and out of the
community. The third core concept is termed sense of moral responsibility,
which refers to the feelings that create moral commitment among the
community members. There are two fundamental types of actions in
relation to moral responsibility: 1) the integration and retention of members
that guarantee the communitys survival and 2) the support in the correct
use of the brand.
In relation to consumer communities, an important distinction can be
made between enduring involvement and situational involvement, where
external stimuli cause situational involvement and internal factors cause
enduring involvement (Houston & Rothschild, 1978). Enduring involvement
requires commitment, which is a central objective for most organisations
(Andreassen, 1999). Commitment can be defined as a continuing desire to
maintain relationships that are considered important and valuable
(Moorman et al., 1992; Morgan & Hunt, 1994). Commitment can be divided
into calculative and affective commitment (Geyskens et al., 1996; Roberts,
et al., 2003; Gustafsson et al., 2005). The calculative commitment refers to
an individual being committed to a relationship because the value of the
resources invested in the relationship would be substantially decreased if
the individual ends this relationship and starts another one. This also
includes situations in which there are no attractive alternatives to the
established relationship. Affective commitment refers to the emotions and
closeness between the parties, and this type of commitment assumes that
both parties involved in a relationship will be interested in continuing it.
In relation to the focus of this paper, the concept of communities of
practice is also relevant. The concept was introduced by Jean Lave and
Etienne Wenger (1991) to describe a group of people who share a craft or
profession and are bound together by their common interest in that domain
in which they share their information and experiences with each other and
thereby are part of a learning process. In some cases, this describes what
happens when communities are established around brands or retail stores,
namely, that consumers are bound together by a common interest and
through these relationships they learn from interacting with each other.
Communities as a Retail Store Concept
1213
Research method
To investigate consumer communities as a store concept, two case
studies were carried out. The two companies were identified through a
network meeting in the project Design to innovate (D2i, 2014). The idea of
D2i is that universities help small and medium-sized businesses (SMEs) in
the southern region of Denmark to develop their businesses by using design
thinking. The two cases were selected because of their focus on building
communities in relation to their stores. The two selected stores were a
diving store (combined with diving centre) and a camping store.
The two cases were examined through interviews, store observations,
networking meetings and workshops from autumn 2012 to the summer of
2014. The interviews were carried out as semi-structured interviews with
managers and were digitally recorded. In addition, information was acquired
through several informal conversations with persons from the companies.
The observations at the stores had the purpose of understanding
communication with customers, store design and consumer behaviour. The
observations were registered through notes, process maps and photos. In
the case of the diving store, also role-playing activities were carried out with
the purpose of understanding how customers met and interacted with
company staff. The network meetings involved four to seven companies,
including the two in focus, and they had the purpose of learning the
companies about branding, store design, design thinking and letting the
companies share experiences with business developing initiatives. The first
network meeting focused on marketing and how to create customer events.
The second network meeting focused on new online marketing and web
challenges. The third network meeting focused on store design and
company branding. The final network meeting focused on tools to use to
develop interaction on different kinds of media. Finally, three workshops,
customised according to specifics of the individual stores, were carried out.
Two of the workshops were facilitated by either the researchers or design
consultants, and one workshop was carried out as an idea generation
camp, facilitated by a group of business students (Bager 2011; Heidemann
& Nielsen, 2011). Information about the two case studies is shown in Table
1.
HAUG & STORVANG
1214
Table 1 Case study characteristics.
Case Interviews Store
observations
Network
meetings
Workshops
Diving Store 2 2 4 3
Camping store 1 2 4 2
Creation of communities around retail stores
The question in focus, as mentioned in the Introduction, is divided into
four issues that are addressed in the subsequent subsections:
1) Community form
2) Premises for the creation of communities
3) Identification of possible activities
4) Identification of sets of activities
Community forms
To define different types of consumer community, a basic distinction is
made between relationships between businesses and consumers, and
relationships between consumers. This distinction produces three
archetypical types of consumer communities, which are illustrated in Figure
1 and subsequently explained. In Figure 1, the Bs refer to businesses, the
Cs to consumers and the lines to relationships.
The first archetype describes communities in which the communication
in the community is between the company and individual consumers. This
can, for example, be in the form of a web-page where it is possible to
communicate with a company but not with other consumers. The downside
of this form of community is that it requires much communication to keep
the community alive and although providing consumers with this
communication, they may still desire to communicate with other consumers
as well.
The second archetype describes communities in which the
communication is between the consumers. This can, for example, be in the
form of a society of people with a common interest. From the perspective of
a company, the problem of this type of community is that it is not related to
the particular company, and for this reason its participants may use
different companies to support their activities.
The third archetype is a community in which there is communication
between the company and individual consumers, but also between
individual consumers. To avoid the downsides of the previous two
Communities as a Retail Store Concept
1215
community types, this kind of community, in most cases, seems to be the
one to strive for. This was also the aim of the two outdoor product stores in
focus.
Figure 1 Archetypical consumer communities
Premises for creating retail store communities
Before attempting to establish a consumer community anchored in a
store, the first question must be asked: Is it feasible? Based on the
discussions during the interviews, network meetings and workshops, three
overall aspects emerged:
1) Consumer motivation
HAUG & STORVANG
1216
2) Consumer availability
3) Consumer homogeneity
Firstly, it is obviously important that the consumers in focus have a
desire to spend their spare time on activities involving a store and other
consumers. This to a great extent depends on the type of products that the
store offers. In other words, the products need to be related to a special
interest, even passion, of the consumers. This was also the case for the
diving and the camping stores.
Secondly, the consumers in focus need to be available in the sense that
they are not already involved in other communities that would make it
difficult to involve them. For the diving and camping stores, the community
needs of a significant number of the motivated consumers did not seem to
be completely fulfilled by other organisations.
Thirdly, consumer homogeneity needs to be considered because, while a
stores consumers may be motivated, available and share a common overall
interest, they may not necessarily have the same exact interests. If such
interests are too divergent, then this implies the need for several specific
consumer communities, which could be extremely resource-demanding to
support. In relation to the two cases studied, only the camping store had
made an actual study of its customer types, while the diving store believed
that they have acquired a good understanding of this issue through their
daily experiences. However, after having participated the last workshop, the
diving centre decided to produce some customer profiles to help them
become better at addressing the needs of their customers. In neither of
these two cases did the stores find that their customers were too
inhomogeneous, which would thus prevent the formation of communities
across the different customer types.
Among the companies participating the D2i B2C networking, two other
outdoor product stores were identified: a bike store and a scout store.
Although, these seemed to have customers motivated for community
participation, there were some other issues. For the bike store, on an overall
basis, many of their customers were just interested in buying a bike without
further activities. For the customers having cycling as a more serious hobby,
most were members of cycling clubs that fulfilled their community needs.
Thus, although certain activities could generate attention and attract
consumers, it seemed to be difficult to establish a customer community
anchored in the store. As for the scout store, Denmark has a long tradition
of young people being members of scout organisations. Thus, although
activities initiated by the scout store were well capable of attracting
Communities as a Retail Store Concept
1217
consumers, but such activities did not seem to lead to the creation of a
group of customers with special ties to the store, i.e., a community. In other
words, such activities generated attention and attracted customers, but
they did not create communities anchored in the store.
Community activity types
Communities are established and evolve around activities. Thus, having
understood which type of community a business is interested in building
and having established that there are relevant consumers to build it, the
next question is: Which types of activities would enable this? The
discussions of activity creation in the two case studies revolved around
three types of entities: the business, the consumers and the products. This is
illustrated in Figure 2 and subsequently explained.
Figure 2 Creation of community activities
The model in Figure 2 includes six relations between its four entities.
The relation between the business and the products involves that the
business (store) retrieves information about products, as well as actual
products, and defines demands for future products. The relationship
between the business and the consumers involves that the consumers share
their experiences and make demands for products and services for the
business to respond to. The relationship between the consumers and the
products involves that consumers acquire and use the products.
An understanding of the characteristics of the three outer entities
provides a basis for defining relevant activities. Firstly, there is the business
HAUG & STORVANG
1218
perspective, in which an activity needs to produce some benefit. This can
either be a direct benefit, for example, that consumers pay for participation
or buy products while participating in the activity, or it can be indirect
benefits, for example, consumer loyalty or community building. From the
product perspective, an activity needs to consider the products offered by
the store at a minimum in the sense that the activity does not negatively
impact the consumers interest in the products. More specifically, certain
activities may have the focus of strengthening the bonds between the
business and its consumers, while not involving the actual products offered
in the store. For example, if a bicycle store gave away cinema tickets to a
cycling movie, the movie should not directly or indirectly promote bicycle
products that the store does not offer, which, in the worst case, could drive
the customers to competitors. Finally, in the consumers perspective, the
activity needs to be interesting so that they would want to participate.
Activities can emerge from all three of these outer entities, i.e., the
business, the consumers and the products. As mentioned, a business may
create an activity in order to strengthen its bonds with consumers or
stimulate community creation. Activities of all three of these types were
identified in the three cases. From the business perspective, the diving
store, for example, arranged club nights, while the camping store arranged
themed exhibitions. From the consumer perspective, diving store
consumers, for example, suggested certain social events, while camping
consumers socialised with each other in the store caf. From the product
perspective, for the diving store, certifications from external parties could
be acquired through the store, and in the camping store, suppliers
organised product presentations.
Identifying the right set of activities
Having defined possible activities and realised that realistically only a
subset of potential activities can be initiated, the question is: Which
combinations of activates should a business choose to initiate? As argued
earlier, activities can be consumer initiated or business initiated (business
in this context covers both store and supplier initiatives). Further, as
described in the literature, consumers may have a recreational and/or a
goal-oriented agenda. In the cases studied, both the recreational and the
goal-oriented focus were observed in which the recreational agenda refers
to participation with the motive of relaxing and having a good time, while
the goal-oriented agenda refers to a motive of acquiring something. In the
cases studied, such goals were mainly related to acquiring information, but
Communities as a Retail Store Concept
1219
also including getting certain discounts, having certain experiences, being
helped fixing defect products and trading used products. Obviously, many of
these activities also had a strong recreational (socialising) aspect at the
same time. The two distinctions give rise to defining four types of
community activities, as illustrated in Figure 3.
Figure 3 Community activity types
When considering the cases in relation to Figure 3, business-initiated
recreation includes activities such as organising club nights (diving store)
and serving hot dogs (camping store); business-initiated goal focus includes
diving education and lectures about camping; consumer-initiated
recreation includes socialising with consumers and personnel on the diving
ship and consumers socialising with each other in the camping store caf;
and consumer-driven goal focus includes consumers sharing experiences
about diving on the diving ship and consumers offering to give lectures in
the camping store. As mentioned earlier, many activities obviously may
have both recreational and goal-oriented aspects at the same time.
Often it would be preferable to include both business-initiated and
consumer-initiated activities in order to avoid that the business needs to use
too many resources or that the community is not connected to the business.
Furthermore, if consumers have either, or both, recreational and goal-
oriented needs, there is a need to support both types in order to keep as
many consumers as possible in the community. Finally, although outdoor
customers may have the same general interest, they may have very diverse
preferences and needs. Thus, a store must identify activities that
simultaneously satisfy (almost) all customer types or target a subset of their
HAUG & STORVANG
1220
customers. This kind of analysis may be carried out by dividing customers,
sharing relevant characteristics, into subgroups, and then map these groups
to possible activities, using a rating that describes their expected interest in
the activity. This illustrated in Figure 4.
Figure 4 Mapping consumers and activities
To produce a consumer community, the diving store acquired a ship and
established a voluntary association with the purpose of creating water
activities and engaging in ship traditions. According to the owner of the
diving store, the purpose of the ship was to provide a setting for sharing
stories, education, information sharing, fishing, scuba diving, boat trips,
events and a lot of other crazy activities. Other initiatives of the diving
store included:
Diving club membership
Club nights
Dining arrangements
Diving trips
Fishing trips
Lectures about diving
Diving education/courses
Equipment repair facilities
Used equipment marked
The experiences of the diving store after launching these initiatives were
that they, to a large extent, had enabled the creation of a community that
included both the staff and consumers. The owner described the community
anchored in the store as a special kind of interest community, where there
is a feeling that the employees are like one big family. Further, the
Communities as a Retail Store Concept
1221
activities around the ship and at the diving store were believed to have
attracted new customers.
The camping store had observed that there was much activity on the
Internet involving camping enthusiasts helping each other out and sharing
information. Furthermore, the store staff had attended a design seminar
and a workshop where they learned about different customer trends of
campers. On this basis, they saw the potential for the creation of consumer
community anchored in their store, as well as just attracting new customers
through improved services. The initiatives launched, or with concrete plans
of launching, included:
Repair shop for altering and repairing caravans
Store caf (in a sparse variant, including chairs, tables,
coffee/tea/water and brochures)
Lectures in the caf (done by personnel, suppliers, or expert
customers)
Lending of their meeting rooms to other companies
Product demonstrations (by personnel or suppliers)
Leisure events (e.g., serving hotdogs, arranging competitions, etc.)
Product testing (areas for trying products)
Games (floor games in the store)
Childrens areas (play areas)
The experiences of the camping store with these initiatives have so far
been mixed. While activities, such as leisure events, childrens area and floor
games seemed to have drawn attention to the store and increased
consumer satisfaction, the store caf had not yet had the desired result. The
caf was not only intended as a self-service caf, but also as a space in
which the store could arrange lectures, social events and other arrangement
in the evening. However, they had never quite gotten this cafe to operate as
intended, since the store had difficulties in finding resources for arranging
such events and because of fewer consumer-initiated events than expected.
Despite the different experiences of the two stores so far, common for
both was that they saw a great potential for harvesting the benefits from
the initiation of different consumer-oriented activities. On the other hand, a
central issue for the stores was that they, like many other SMEs, had limited
financial and time resources to invest in such activities. Further, the two
cases showed it could be extremely difficult to anticipate which activities
consumers would participate in. Thus, there was a need for constantly
evaluating initiatives and, if necessary, new ways to activate the community.
HAUG & STORVANG
1222
In this sense, communities may be seen as ever-changing organisms with
constantly developing needs.
As mentioned, the majority of the literature on consumer communities
focuses on web-based communities. This issue was also found important by
the companies in the design network, since they had all recognised an
increasing necessity of using social media. On the other hand, the
administration of web-based news and forums were found to be rather
resource demanding, for which reason the companies in focus found it very
difficult to keep up with. Further, the actual effects of web-based activities
on the sales numbers can be harder to pinpoint than activities organised at
the stores. Thus, in relation to community creation, the case companies had
their main focus on store-related activities, while web activities were almost
only in the form of one-way communication through webpages to an
unknown group of recipients. In other words, such web activities had the
purpose of creation attention and attracting customers, not on creating
communities.
Conclusions
This paper focused on how retail stores can stimulate consumer
community creation. More specifically, the paper raised the question: How
can retail stores stimulate the creation of consumer communities anchored
in the store? A focus was made on outdoor activity product stores, since
their consumers seem to be particularly relevant because of their often
passionate relationship to activities related to the products in focus. Thus,
two longitudinal case studies of such companies were carried out. With a
basis in the two case studies and to address the question in focus, four
issues were explored: 1) the community form to aim for, 2) the premises for
creating communities, 3) the relevant activity types and 4) the set of
activities to be chosen.
Firstly, in relation to community forms, the paper defined three
archetypes: business-consumer (BC), consumer-consumer (CC) and a
combination of the two (BCCC). In the two cases studied, the latter seemed
to be ideal, as the BC community type implies that the stores needed to
spend too many resources on consumer interaction and unfulfilled
consumer needs of talking to other consumers, while the CC community
type implies a lack connection between the community and the stores, thus
posing the threat of the consumers choosing competitors. However,
although the BCCC community type was the ideal for the cases studied, it
Communities as a Retail Store Concept
1223
may not always be so. For example, some fashion stores and supermarkets
offer memberships to their consumers to create loyalty towards the store or
brand in focus, but they may not have a particular interest in their
consumers socialising with each other. Thus, in such cases, the BC
community type seems to be most suitable. On the other hand, for
companies producing a new or special type of product, the CC community
may be relevant simply to increase the awareness of the product type. For
example, fair trade product producers and ecology producers would have an
interest in communities promoting and creating greater awareness of these
types of products in general, as this is likely to be beneficial for all, or at
least the majority, of such producers.
Secondly, in relation to the premises for the creation of communities,
the paper defined three types: consumer motivation, consumer availability
and consumer homogeneity. These were all extremely important in the two
cases studied, but the question is if this would be the same in other cases?
At least the first two seem to be of a general nature, as it would be hard to
imagine a well-functioning community without consumer motivation or
availability. This homogeneity aspect as a minimum involves that consumers
have a common interest in the types of products offered. It could be
assumed that, for example, communities initiated with the purpose of
learning about consumers or to stimulate innovation could be effective if
they included persons with very different perspectives.
Thirdly, in relation to consumer community activities, the paper argued
that these could be understood as being defined by three elements: the
business, the consumers, and the products. Given that the latter is defined
as minimally implying that the activity does not discredit the companys
products or promotes competitors products, it seems that this perspective
is adequately fundamental to also be useful in other cases.
Finally, the paper defined four overall types of community-initiated
activities by distinguishing if they are consumer-initiated or business-
initiated and if they have a recreational or goal-oriented purpose. For the
two stores studied, it appeared that there was a need for having both
business-consumer and consumer-consumer activities, as well as both
recreational and goal-oriented activities. This may, however, not be the case
for other companies. For example, some malls focus on attracting
consumers with recreational activities, while some hi-fi forums seem to be
highly focused on sharing information about products. Also, as earlier
mentioned in relation to the community form discussion, both pure BC and
CC communities may be relevant in some cases.
HAUG & STORVANG
1224
In contrast to the type of consumer communities that the literature
mainly focuses on, namely, Internet-based communities, the two companies
mainly focused on communities involving real-world interactions. In fact,
the case studies showed that for some SMEs, the work associated with
maintaining and evolving Internet-based communities can be too time
consuming to employ as a community strategy. On the other hand, the two
case studies showed that outdoor product stores can achieve a number of
benefits by implementing real-world activities that stimulate community
creation. Such communities can, for example, provide an incentive to spend
more time in stores and produce customer loyalty, while minimising the
need for traditional market investigations. As argued, the framework may
also be useful for other types of stores, and even other types companies.
Thus, besides further studies of the framework in relation to outdoor stores,
future research needs to study the frameworks usefulness in other
contexts.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
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Co-Prototyping Emotional Value
Satu MIETTINEN, Simo RONTTI
*
and Jaana JEMINEN
University of Lapland
Service design methods provide tools for both the analysis-based perspective
to understand user motivations, emotions, the participatory development and
co-design process. This research specifically focuses on audio-visual
concretization with agile methods and technological tools to simulate the
service journeys and solutions. This article examines the question: How can
profitable solutions and value be created from intangible experiences and
customers emotion in the use of service design methods? The findings of this
study suggest that service simulation and prototyping help in decision making
of new service development. Simulations and prototypes serve as
personalized emotional samples, which reveal customers emotional
reactions and enable an early engagement of the process for decision makers
through their own experiences. New systems for value co-creation place
designers in more strategic positions.
Keywords: service design, emotions, co-creation, prototyping, simulation,
decision-making process
*
Corresponding author: Simo Rontti| e-mail: simo.rontti@ulapland.fi
Co-Prototyping Emotional Value
1229
Introduction
The labor -intensive service sector is the largest part of the Finnish
national economy, but investments in intangible capital continue to produce
less profit than tangible investments (Mahmood, 2011). In developing
service quality, the customer focus and meanings created during the service
experience are key development elements (Rintamki, Kuusela & Mitronen
2007). Service design methods provide tools for both the analysis-based
perspective to understand user motivations and emotions and the
participatory development and co-design process. This research specifically
focuses on audio-visual concretization using agile methods and
technological tools to simulate the service situation and solutions. This study
utilizes the SINCO laboratory methodology developed at the University of
Lapland (a technology-enhanced service prototyping and simulation
environment) to answer the research question: How can profitable
solutions and value be created from intangible experiences and customers
emotion in the use of service design methods?
Figure 1. SINCO laboratory is a concrete example how to do service design. SINCO
consists of the environment and a set of tools for co-design and service prototyping.
In SINCO technological equipment and digital material such as photos, videos, and
sounds are used to create the atmosphere of actual service moments for prototyping
and re-enactment. As the set-up for prototyping services, SINCO has two 117
background projection screens perpendicular to each other, to provide the
background scenery and enable partial, yet immersive, spatiality. This helps to
concretize different aspects of service concepts and ideas for participating users by
giving them a better idea of what the service experience might contain and feel like.
In SINCO, it is possible to simulate all kind of services, processes, and practices.
MIETTINEN, RONTTI & JEMINEN
1230
This study is a part of the outcomes of a research called Value through
Emotion and was funded by TEKES (Finnish Fund for Technology and
Innovation). This study is a case study research in which the practical
development projects of five companies (KONE Oyj, Danske Bank,
Norrhydro, Lapland Safaris, and Santa Park) and supporting interviews with
nine other companies (GE, Intuit, IDEO, Adaptive Path, LVL Studio,
Volkswagen, Whitespace, BetterDoctor, and Experientia) created a case to
understand both the designers role in value creation and the service design
approach that enables this value creation. Research data were collected
through thematic interviews and participatory observation and were
analyzed using a theory-driven content analysis.
One important result is that the service design approach can generate
appropriate solutions to support positive emotional reactions and guide
positive feelings throughout the service situation (Miettinen, 2011;
Miettinen & Koivisto, 2009; Miettinen & Valtonen, 2012; Stickdorn &
Schneider, 2010; Tassi, 2009). The service design serves as a platform
through which company values, customer needs, and motivating emotions
meet. Prototyping and simulation concretize and visualize intangible service
products that enable identification of customers feelings and objectives
during the service experience. Emotional aspects can be captured early in
the development process through contextualized and personalized
prototypes when used with appropriate fidelity. Accordingly, the identified
premises to support this process in companies include an appropriate
prototyping environment and embracing the new facilitator role for service
designers.
Service simulation and prototyping aid in decision making and serve as
personalized emotional samples that reveal customers emotional reactions
and enable decision makers to engage in the process through their own
experiences. Furthermore, simulation serves as an internal communication
platform, which reveals strategic tacit knowledge. Simulation also helps the
service staff train employees to handle the emotional responses of
customers? This process is critical because the emotions of the service staff
are present while providing service and create value through this
interaction.
Research data and methods
This paper is based on thematic interview and group discussion data
collected from Finnish (N=5) and international companies (N=9) that have
Co-Prototyping Emotional Value
1231
used service design and the designing thinking process or have used
designers in their service development process. The research data was
collected from two research projects: Practices, Processes, and Products for
Medicine and Healthcare and Value through Emotion. The data was
collected in 2013 and 2014. The interviews with the international companies
were deep thematic interviews about the role, process, and benefits of
service design. The Finnish companies were involved in action research
focusing on the understanding and concretizing of customers emotional
value in the service process and the benefits of service prototyping. The
group discussions (N=6) and interviews (N=6) were conducted usually after
the co-creation sessions were facilitated with technology-aided prototyping
and simulation methods. Participatory observation was also used as a
research method for this paper. The service prototyping sessions (N=10)
were both documented with video, and fieldwork notes were taken.
Fieldwork notes were analyzed in the same manner as the interview
material. The fieldwork notes were important as the emotions (laughter,
frustration, anger) that emerged in the prototyping sessions were noted
carefully. Video documentation served as a visual note to confirm the
outcome of the analysis.
The content analysis was conducted using two analyzing rounds in which
researchers first selected key terms and phenomena that responded to the
research questions and the main concepts related to the terms. The
researchers read the transcript material through looking for themes related
both to service designers role as well as the emotional aspects related to
service prototyping. They marked the themes and categorized them. In the
second round, the findings were discussed in research meetings to
understand the significance and meaning in relation with research
questions. The findings were discussed in theoretical context.
Emotion, co-creation of value, and service
prototyping are integrated in service design
The service design process provides the platform and the tools for the
stakeholders and the developers to integrate the themes of emotion in
service development. This includes the customers emotion and experience
during the service experience as well as the emphatic effort to understand
the customers emotion and use this knowledge during the decision-making
process when developing services. Service thinking is an on-going
consideration of how collective needs are met without overstretching the
MIETTINEN, RONTTI & JEMINEN
1232
human and natural resources (Reason, Downs, & Lovlie 2009). The core of
service design is to uncover these needs and emotions. This approach is
used in experience design, which is an approach to creating an emotional
connection with users through the careful planning of tangible and
intangible service elements (Pullman & Gross, 2004). Designers can facilitate
change and assist all stakeholders in understanding what the steps toward
desired outcomes are. Cook, Bowen, Chase, Dasu, Steward & Tansik (2002)
have discussed human issues in service design. They present the concept of
scripting where customers interact with services according to some pre-
existing paradigm, which are referred to as scripts. These can indicate where
standardization is value added, and where customization of the service
would be more appropriate. Conflict between the service system design, and
the customers chosen script is a major source of service failure. Further,
they discuss the customer experience and emotion from delight to rage and
use scripting as means to appropriate the emotion in customer encounter
situation. Service prototyping can give means to experiment different
service encounter situations and analyze feelings related to these situations.
This is a quick way to see if the encounter engaged users in laughter or
frustration.
Sangiorgi (2012) proposes that design researchers work at two parallel
levels. At one level, they introduce Design for Services methods with a focus
on improving service experiences and offerings designed to meet customer
needs. Second, they introduce a new way of thinking about value co-
creation and innovation (Service Thinking) that could transform the way
organizations perceive their role, offerings, and innovation processes. In this
way, the service design approach integrates both the themes of a
customers emotion and experience in the innovation process and
concretizes them for the benefit of value co-creation efforts.
Srivastava and Verma define the co-creation of value as a systematic
and structured process based on collaboration with outsiders to generate
value for the firm as well as for the customers (2012, p.192). Consumers
want to define choices in a manner that reflects their view of value, and
they want to interact and transact in their preferred language and style
(Srivastava & Verma, 2012, p. 192). In goods-dominant logic point of view, a
company can create more value for its customers either by lowering costs or
by making the product more attractive when value is assessed as value-in-
exchange or value-in-product (Vargo, Maglio & Akaka, 2008, p. 148;
Srivastava & Verma, 2012, p. 198). In service-dominant logic, value creation
focuses on value-in-use or value-in-context. Vargo and Lusch suggest that
Co-Prototyping Emotional Value
1233
there is no value until an offering is used experience and perception are
essential to value determination (2006, p. 44). Moreover, one of the
foundational premises of the S-D logic is that value is always uniquely and
phenomenologically determined by the beneciary (Vargo et al., 2008, p.
148). The definitions of value co-creation ground well the role of
experiential learning and prototyping as a method in the co-creation
process.
Service prototyping provides a means for concretizing the customers
emotion and experience. Service prototyping is a new area for a designer
that locates him in the centre of a business development case working as a
facilitator and using concretizing tools that connect the stakeholders and
visualize the service offerings in the case. The short duration of a prototype
cycle, from trying something out and testing it with users, is what makes the
relationship between design and business successful (Moggridge, 2006).
Prototypes can quickly and cost-effectively communicate a service
proposition and prompt questions regarding the technical feasibility,
consumer desirability, and business viability (Samalionis, 2009). Prototypes
are tools for thinking (Brown, 2009). According to Coughlan et al. (2007),
prototyping is a powerful means to facilitate organizational development
and change.
Blomkvist (2012) proposed four distinguishing features of prototyping
approaches and presented them as levels in which prototyping can be
conducted: 1) artefact, 2) use, 3) context, and 4) service levels. This division
of prototyping approaches is done to make the constituents of service
prototyping more explicit. Representations, such as service sketches, service
walkthroughs, and live service prototypes, allow service developers to
approach and understand the experience of service propositions. Also, the
development and low cost of audio-visual devices and mobile technology
with a variety of applications enable the rapid simulation of use contexts
and high-fidelity experiments with ideas early and inexpensively (Rontti,
Miettinen, Kuure & Lindstrm, 2012). These kinds of methods also allow
designers and users to enact or simulate service experiences before they
have been established in an organization (Holmlid & Evenson, 2007).
Service designers have strategic roles in value
creation
MIETTINEN, RONTTI & JEMINEN
1234
In the company my role is combined designers and sociologists role
adding the self-driven researchers role in that. I do the research work
related to the projects from the human factors and design research
aspects. So I havent got traditional industrial designers role at all.
The designers role has changed. Design thinking has changed the
designer's work on both the operative and the strategic level. On the
operative level, the design competencies and methods are applied in a wide
range of things from the development of social services in the public section
to the addition of service aspects in the manufacturing processes.
First, prototypes are scenarios that are sketched by a professional
visualizer who can manage them quickly. I have also produced
concept videos and service concept videos in few days warning. You
need to have quick storytelling skills.
The designer's responsibilities and job descriptions have become more
research-oriented. On the other hand, social and communication skills in
addition to having experience with the methods and tools used in different
phases of the innovation process are necessary. The designer's role and
activities are increasingly international. The designer's role in the co-design
and participatory design work has become more important and diversified.
Design is no longer used only in the beginning of the innovation process but
also as a tool to maximize the possibilities for all types of innovation during
the continuous development and the quality control of service products.
The process of service design enables the concretizing and the
understanding of the overview and the details. This facilitates the
development work and the innovation process. Service designer appears in
a role of pushing the shift from companys inside-out development strategy
into outside-in view (Rhea, 2003, p. 146).
One aspect in shaping both the strategic and the operative role of
service designers is whether or not to incorporate design as an in-house or
as outsourced activity. The service design teams conducting the Finnish case
projects were outsourced. According to the company executives especially
the SMEs with limited in-house resources dedicated to service development
the outsourced team provided them with fresh external thoughts:
As you (service design team) are not involved in this business, it like
brings very different approach in this (development). It is a good
thing. (---) And you have been indeed working on these (service design
Co-Prototyping Emotional Value
1235
projects) with many different business fields so you maybe have a bit
more extensive view.
The appreciation of the external view not only concerned the
development of the particular services but also the strategic transformation
process from a production-oriented development strategy approach to a
customer experience -based innovation approach. In large and established
organizations, this may be a long process of change.
I have been working for many years (as an in-house service designer),
moving through a machine centered company, so some technology
driven to a customer and end user and this (transformation) is
something that we will take to many years. So thats the biggest
challenge, the change of culture.
Regardless of the size of the organization and whether the designers
were in-house or externalized, the designers role as a communicator and a
facilitator of the process is evident. Knight (2012) proposed the designers
role: design is not just thinking or pure creativity but is also communication.
A designers role in shaping services is important not just in helping to meet
a need but also in communicating what it is or what it could be in whatever
way to make it understandable to others(Knight 2012,p. 170). In our
research, examples of practical communication skills were described as
follows:
First prototypes are scenarios that are sketched by professional
visualizer who can manage them quickly. I have also produced
concept videos, service concept videos in few days warning. You need
to have quick storytelling skills.
These kinds of comments in the interview data are submitted by
engineers and managers as well as designers. The trend is that companies
such as Intuit and Volkswagen are placing designers within the RDI team not
isolating them in their own units anymore. A strategic level designers role is
to facilitate the transformational change in companies and governmental
institutions. Service design is an outcome of this transformation process and
is demonstrated in almost all of the interviews conducted during the
research process. It is clear that service design and designers play a strategic
role in the co-creation of value by using not only different service design
methods but also a wider approach that integrates service thinking,
MIETTINEN, RONTTI & JEMINEN
1236
understanding the user relative to service rationales, and constructing
service propositions. Wetter-Edman (2012) discussed the service design
discourse in which the relationships between users, designers, and design
objects are important; however, in service management, the underlying
rationales are present. There is an increasing interest in methods and tools
used for understanding users in their context and in how to transfer this
understanding to successful service propositions and profit. There is a need
to identify and understand the rationales as well as the relations.
Prototyping as an emotionally engaging co-creation
platform
Prototyping sessions serve as platforms for co-creation. Through
prototyping, simulation and empathizing methods the knowledge, which is
perceived as value is either triggered or supplemented by the emotional
experiences of the participants who attended the co-creation sessions.
Emotional value for a stakeholder is conveyed through personally
experiencing the prototypes. Audio-visual simulation enables sampling both
the conscious and subconscious signals affecting the experience (Shaw,
2007, p. 28-29).
In the service design cases for the Finnish companies, the process
consisted of two to three workshops for each case. Prototyping and
simulation served as a central platform for analysis, testing, ideation, and
communication. Between the workshops, the service design teams either
worked on mystery shopping and observing actual service situations or they
developed concepts and prepared the next workshop at the prototyping lab.
Some of the workshops were arranged at the companys site with a mobile
setup of the simulation devices and prototyping equipment. The prototyping
methods used in the workshops included a customer journey walkthrough
with audio-visual simulation, enacting, physical props, and idea mock-ups.
Technological devices and applications were used in an innovative and
creative way to achieve quick high-fidelity demonstrations of ideas and
supplement drama and to help participants engage and empathize with
various tasks, goals, and situational determinants. (Rontti et al, 2012.)
When analyzing the research data, the benefits, roles, and premises of
prototyping sessions in co-creating emotional value were outlined through
the place and time, facilitation, and the involvement of stakeholders.
Co-Prototyping Emotional Value
1237
Place and time for development
According to our research data, companies see prototyping workshops
as a place, time, and a warrant for development and co-creation. An
interesting point of reference for this finding is the Japanese concept of Ba,
which is a word meaning a shared space and time opportune for the
development of knowledge in the organization (Nonaka & Konno, 1998).
Similarly, in the Japanese Lean Management Philosophy the term gemba
denotes the place of action or the real place. Gemba walks, in turn,
refers to the action of going to see the actual process, understanding the
work, asking questions and learning instead of simply forming theories
(Womack, 2011). Prototyping and simulation labs dedicated to experiential
and creative working - or even a corresponding space arranged temporarily
with relevant equipment - are important practical premises for co-creation
sessions. Smart use of configurable space can also foster creative
serendipity producing unexpected innovations (Kelley 2001, p. 122-129).
The agile use of technological devices and digital content enrich the
possibilities to modify the space and add to the dimension of virtual reality.
Each case company was able to figure out the potential role and location
for a service prototyping environment through the conducted service design
cases. The three SMEs preferred the use of prototyping and the simulation
environment to be an outsourced service not only due to the investment costs
but also because they valued the opportunity to physically leave company and
concentrate on creative thinking. In these companies with no dedicated in-
house service development department, the adoption of service design
thinking and the participation in the sessions was the responsibility of active
entrepreneurs or a person responsible for services marketing and sales. In the
two larger global companies with in-house R&D departments, at least two
functions were identified for the service prototyping environment: at the
headquarters for service offering development and at national branch offices
for localization and service staff training.
Facilitation the designers new responsibilities
Facilitation is a crucial activity in prototyping and in co-creation
workshops. In the sessions using simulations, the facilitators role is divided
into three parts: 1) directing the participation and the script of the physical
experience of the customer journey, 2) a rapid building of mock-ups on the
fly (both tangible and digital ones), and 3) documenting the findings and
results. One good practice is to have two facilitators with designated roles.
Good preparation is emphasized for the workshops using technology.
MIETTINEN, RONTTI & JEMINEN
1238
Engaging the participants and creating a relaxed and secure atmosphere are
vital actions of the facilitator (Sibbet, 2005, p. 164). In addition to the
facilitators personality and various collaborative warm-up techniques,
prototyping methods and audio-visual simulation devices offer great tools
for a warm-up (e.g., enacting an off-topic task in a relaxing place). An
important finding in supporting the eliciting of emotional value is
personalizing prototypes for the attendees (see Table 1.). The facilitator
must be observant and continuously visualizing, concretizing, or co-building
the participants ideas (Sibbet, 2005). In ensuring productive outcomes, the
structure and rhythm of the workshop is important. The research on the
meaning of pauses between prototyping sequences conducted by Blomkvist
and Arvola (2014) shows that a walkthrough with pauses provided both
more comments and more detailed feedback. Moreover, inviting the
participants to summarize the workshop findings both individually and
collaboratively enhances the externalization of the participants tacit
knowledge, which has already been stimulated through prototyping.
Table 1 presents the features of prototyping and simulation that can
help in understanding the emotional value in different phases of the service
design process in more detail (Blomkvist, 2014; Buchenau & Suri, 2000;
Kronqvist et al., 2013; Sibbet, 2005).
Table 1. Features of prototyping and facilitation that support emotional engagement
Activity in the
service design
process
Specific features in
prototyping for emotional
engagement
Examples of the methods
1. Gathering
customer
experience data
Emphatic methods,
testing the service with as
authentic need and goal as
possible
mystery shopping, service
safari, photographing
customer views as a
sequence of the service
journey
2. Studying
customer insight
findings
Enacting,
Analogous role play,
exaggerating
Pausing for documentation
Servicescape simulation
(images and sounds)
e.g., for a Finn team to
understand a foreign
travellers feeling of contrast
and exoticism when coming
to Lapland, the team goes
through a simulation of
travelling from Finland to
Africa.
3. Teaching / Experiencing a service Servicescape simulation
Co-Prototyping Emotional Value
1239
learning customer
insight
journey with personal
configuration
Personalized information in
prototypes
Switching roles
Concretizing situational
restrictions and exceptions as
a personalized setting
using images from the actual
surroundings of the service
place or otherwise similar to
which the stakeholder can
identify him/herself with.
Matti recommends rather
than imagine your friend is
recommending. (Matti being
the friends name)
e.g., a ticking-timer mobile
app running given to a
participant in order get the
in a hurry feeling, virtual
baby or dog with sound,
simulate blindness with eye-
patches, etc.
4. Generating and
testing ideas
Concretizing what ifs
quickly, iteratively, and often
Offering a personal trial for
each participant
Decreasing intervention while
running
Using high-fidelity emotional
samples especially for ideas
utilizing new technology or
functional principles
Involving participants with
converging ideas as results
Quick and dirty mock-ups
and props, inserting ideas
live as overlay images or
sounds on simulation,
e.g., remote paper
prototyping with mobile
devices
Using corresponding or
analogous existing
applications, combining
multiple applications and
devices or using them in a
wrong way to concretize
idea functionally
Co-building potential
solutions
Summarizing results both
individually and together
5. Communicating
finished concepts
Orientation to the desired
mood
Involving the audience by
assigning roles
Giving personalized tasks and
goals
Storytelling, music, video
Servicescape simulation
MIETTINEN, RONTTI & JEMINEN
1240
Value through involvement
In the case projects of the Finnish companies, a variety of selected
stakeholders were present at the prototyping workshops. According to the
executives, the ideal line-up of co-creation sessions would consist of the
following stakeholders:
1) Business development manager(s) with a decision making mandate in
the development case
2) Sales and marketing representative
3) Real customers (in b2b cases this may consist of a decision maker, a
purchase representative, a substance specialist, and an end-user)
4) Service staff member(s) who daily interact with customers
5) Stakeholder in charge of the development of the technical system
and/or internal processes for the development case
6) Service designer(s) as facilitator(s) of the sessions
These roles were present in some way in all of the case projects but
especially in the SMEs in which a participant from a company may occupy
multiple roles; however, challenges arose in having all of the stakeholders
attend the sessions. In addition to this practical scheduling issue of a
relatively short and effective project, this may be related to the size of the
organization and its hierarchies as well as to the unestablished strategic
commitment to use service design and co-creation as a tool. The case
projects also show that if higher management has an understanding and
commitment to service design thinking, then the practical arrangements will
be arranged more easily.
Different stakeholders suggested several benefits of co-creation sessions
in the interviews and group discussions. One of the more valuable benefits
appeared to be the emotional wake-up, which occurred several times not
only for managers who are possibly more distant from the everyday
customer interactions but also for the service staff. Through the personal
experience of their everyday surroundings through the eyes of a customer,
they were able to understand what customer-centred innovation strategy
means in practice. The wake-up happened often despite the possible prior
explicit awareness of the issues. For instance, a customer servant of a
tourism company explained the effects of servicescape simulation with a
detailed example:
Road signs were askew and even though you bypass it yourself like
hundred times a year, you dont notice the post like its askew. (--)
And if you read it on paper (refers to mystery shopping reports), you
Co-Prototyping Emotional Value
1241
still dont get it that its askew (laughs). But when you see the image
(the 1:1 photos used as simulation backgrounds), then you
understand, damn it is askew!
Chaw (2007) also suggests a similar experiential learning approach for
capturing emotional insight: bringing decision makers on safaris at actual
service situations enables them to get it to personally feel the experience
and the subsequent emotions in order to understand the DNA of the
customer experience (Chaw 2007, p. 139).
In large companies, prototyping sessions bridge functional silos by
bringing together representatives from different departments. The internal
collaboration through experiential methods enable the appearing of the
personnels tacit knowledge about both the companys internal service
delivery processes and important experiences with customer interactions
(Konttinen et al., 2011, p. 67-68). Prototyping and simulation serve as a rich
knowledge transfer mechanism between the service design team, the
company management, and the service staff. The explicit customer insight
findings brought forward by the design team together with the concretizing
of the issues through prototyping triggered the externalization of the
participants tacit knowledge (Konttinen et al., 2011).
Prototyping sessions also helped in making the companys internal
processes transparent. Ideally, the sessions helped the development
management realize what is actually happening in the company regardless
of formal guidelines or service manuals. On the other hand, the participants
were able to identify and suggest good practices and successes worth
spreading across the entire company. This was not limited to increasing
customer satisfaction but also includes potentially increasing job satisfaction
and helping employees achieve personal sales goals. Prototyping sessions
also serve as an internal benchmarking and platform for analyzing and
developing the customer experience of different existing business sites of
the company (e.g., travel destinations). Using prototyping methods was also
identified as a new education tool for training service staffs actions during
interactions with customers. This is important because the mood of the
customer servant impacts the customers emotional experience.
Assessing the value of emotional experimentation
Prototyping and simulation provide value to businesses through the
information and insight revealed and communicated to different
MIETTINEN, RONTTI & JEMINEN
1242
stakeholders. According to Hubbard (2007, p. 99) there are three reasons
that information is valuable to businesses. First, it can reduce the
uncertainty about decisions that have economic consequences. Second,
information may affect the behaviour of stakeholders, which has economic
consequences. Third, the information may have its own market value (ibid.).
The breakdown of the value of information leads to the question: to what
extent can emotions and feelings be considered to be reliable information?
The question was also asked by one of the development managers from a
large case corporation, which according to the manager, attaches great
importance to academic and theoretical recommendations as development
triggers and decision making arguments. According to psycho-sociologist
Schwarz (2012), people refer to their feelings as a source of information,
and feelings also provide information that can serve as a basis of judgment
and influence how people process information. In his Feelings-as-
information Theory, Schwarz (ibid) further distinguishes emotions (e.g.,
being angry about something) from moods (e.g., being in a bad mood),
cognitive feelings (e.g., surprise or boredom), and metacognitive
experiences (e.g., feeling something is easy or hard). According to him,
people use feelings as a source of information until it is attributed to an
incidental source when it loses its informational value. He also proposes that
changes in feelings are more informative than stable emotions.(ibid)
Another conclusion that the interdisciplinary theoretical examination of
the research results lead to is the connection between emotions and
learning. Moon (2004, p. 53) defines emotional insight as a common activity
that becomes evident when we acknowledge and label it as relatively
distinct'. According to Moon (ibid., p. 54), emotions influence the structure
of knowledge and the process of learning. Emotions may arise in the process
of learning and may also facilitate or block learning. Emotional insight occurs
when the emotional orientation of the person changes. Blomqvist (2014)
studies service prototyping using the theoretical framework of situated
cognition that also connects with learning. He identifies the reasons for
using an external representation in service design as articulation, learning,
communication, collaboration, and maintaining empathy (Blomqvist 2014, p.
73). As a future research topic, he also suggests studying the kinds of
learning that occur during prototyping (Blomkvist, 2014, p. 81).
Prototyping and simulation methods are experiential learning and
teaching tools that enable the emotional engagement of participants (Kuure
& Miettinen, 2013). Physical prototypes and co-building can support
stakeholders ability for expressing personal experiences (Kronqvist et al.,
Co-Prototyping Emotional Value
1243
2013). Service design creates new art-based practices to express meanings.
Computer-aided methods can enrich the ways in which art conveys
meanings, and simulation becomes a language and a platform for
communication (Kronqvist et al., 2013). Audio-visual simulation helps
engage a participants schema in service contexts and understand new ideas
better through assimilating them in the existing contexts of a participants
experience (Blomkvist, 2014, p. 58). Service prototypes enable constructing
both conscious and subconscious elements to be experienced.
Conclusion
Value co-creation models have changed. New models place the
customers needs in the focal point of the development process. There is
more pressure to engage and involve the customer in the innovation
process. This places the designer in a more central and strategic position in
the company. This has also changed the role of the designer and added new
skills and competencies to her or his professional portfolio.
Prototyping serves as a platform for co-creation, and it helps to convey
the emotional components of service value. Prototyping and simulation
methods are experiential learning and teaching tools that enable the
emotional engagement of participants. Prototyping can provide emotional
value to businesses through the conscious and subconscious information it
can reveal and communicate to different stakeholders. A dedicated place
and time for prototyping, a skilled facilitator, and the active participation of
stakeholders are the practical premises for co-creation sessions. Personal
experimentation and collaboration is emphasized in eliciting emotional
insight in co-creation. Prototyping sessions can support decision making,
help in bridge functional silos in big companies, and help in using tacit
knowledge as a resource in these mutual learning sessions.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper on this conference proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Impact of Team Communication on Co-design
Teamwork in Distributed Intercultural Teams
Jeff MAN
*a
, Yuan LU
a
, Aarnout BROMBACHER
a
and Fangtian YING
b
a
Eindhoven University of Technology;
b
Zhejiang University
As the development of global industry and economy, design management is
making disruptive changes according to mass customization and
globalization. As the tendency of disruption and innovation, design
management and strategy transformed for the creation of value and
meaning.
This paper is designed to investigate the impact of team communication in
distributed intercultural design teams and explore the communication issues
and design challenges for distributed intercultural design teamwork. Three
different design teamwork modes are introduced to investigate the impact of
team communication and improve the process and result of design
teamwork.
This research conducts a distributed intercultural design course and related
co-creation workshop with design students from China and the Netherlands
as a case study, working in different design teamwork modes and interacting
with different communication tools during the design teamwork.
In the distributed intercultural design teams, team communication is
important but difficult for design teamwork, and team composition with
cultural difference also has impact on distributed intercultural design
teamwork. In order to improve distributed intercultural design teamwork, it is
necessary for designers to be aware of cultural difference and make use of
communication tools for all the design teamwork modes.
Keywords: team communication; design teamwork; distributed intercultural
teams
*
Corresponding author: Jeff Man | e-mail: j.man@tue.nl
MAN, LU, BROMBACHER & YING
1248
Introduction
In the recent decades, as the development of global industry and
economy, design management is making disruptive changes according to
mass customization and globalization, in line with the change of business
model and consumer behavior. The demands from consumers and the
supplies of production are increasingly global distributed, thus leading to the
experience of intercultural impact on both consumers and designers. It is
transformed accordingly not only the way of product and service design but
also the role of designers. As the tendency of disruption and innovation,
design management and strategy transformed for the creation of value and
meaning. On one side, the innovation of communication technologies makes
it possible for distributed intercultural product creation and development,
on the other side, the effectiveness and efficiency of team communication
for information has impact on distributed intercultural design teamwork.
Research Objective
This paper is designed to investigate the impact of team communication
in distributed intercultural design teams and explore the communication
issues and design challenges for distributed intercultural design teamwork.
Three different design teamwork modes (cooperation, collaboration,
competition) are introduced to investigate the impact of team
communication and improve the process and result of design teamwork. To
achieve the research objective, the research questions are: how different
design teamwork modes affect team communication in distributed
intercultural design teams? What are communication issues and design
challenges for distributed intercultural design teamwork?
Research Model
In the recent trend of globalization, the business process of product
development has become more complicated with diversity in many
perspectives. In the context of international teamwork, team
communication in distributed intercultural teams has to be taken into
account to facilitate design teamwork worldwide. The paper is designed to
investigate the impact of team communication over distance and cross
culture in distributed intercultural teams. To achieve the research objective,
the research question is how different design teamwork modes affect team
communication in distributed intercultural design teams?
As the research model shown in figure 1, this research is designed to
study the effect of three different design teamwork modes on team
Impact of Team Communication on Co-design Teamwork in Distributed Intercultural Teams
1249
communication and the impact of team communication on co-design
teamwork, with cultural difference of Dutch and Chinese, in the context of
distributed intercultural team composition, in order to find implicit factors
and explicit factors of communication issues and design challenges, and
their influence on design teamwork.
Figure 1 Research model (effect of teamwork modes on team communication in
distributed intercultural design teams).
Team Communication
Team communication has impact on design teamwork in distributed
intercultural teams. Designers are required to share information and also
communicate with each other (Kvan, 2000). Distant communication
between designers supports distributed design teamwork. Communication
tools facilitate designers to collaborate more conveniently and make it
possible for designers to benefit from sharing information and working
together (Cheng and Kvan, 2000). Considering the communication for design
teamwork, the most important issue is interaction, both interaction with the
communication tools and interaction between designers. In the
international team, people from different countries with diverse cultural
backgrounds have different meanings of the same word in communication.
For example: an answer yes" to a question can mean: I hear you, I
understand you, I see your point, I agree with you.
Cultural Difference
Cultural differences affect the design teamwork in international teams. It
is found that cultural differences have influence on design process (Razzaghi
et al., 2009). Some researchers have explored cultural differences for
teamwork (Hofstede et al., 1990; Smith & Malina, 1999). Distributed design
teamwork in different cultures requires an understanding of cultural context
in communication. Communicating with people in different cultures also
requires an understanding of the cultural context. Thus, it is important for
Culture Chine Dutch
Team intercultu distribut
collaborati
competitio
cooperatio
implicit
explicit
Teamwork
modes
Team com-
munication
MAN, LU, BROMBACHER & YING
1250
designers to draw attention to teamwork and understand the cultural
differences, which requires designers to learn not only design skills and also
intercultural communication for design teamwork. Unfortunately, cultural
differences act as barrier to improve design teamwork and limited research
has been found to solve design teamwork problems in the context of
cultural differences. There exist problems of teamwork with people from
different culture. Design teamwork has to confront the cultural differences,
which hinders distributed communication (Ostwald, 1995).
Team Composition
Together with cultural difference, team composition is an important and
crucial factor of design teamwork. It is found that team composition is
crucial to design process and teamwork (Miranda et al., 2007). The research
about team composition also can be found in the field of teamwork (Cross et
al., 1995). In addition, personal character is also related to team
composition. To set up an appropriate design environment, design teams
analyse team composition and allocation for design management (Girard
and Robin, 2006). In this research, two cultural measurements were used for
team composition. Value survey module was used to measure designers
personal cultural character. Team role questionnaire was used to identify
their suitable team position. With the two cultural measurements, very
different Dutch and Chinese were teamed up over distance. As the
participants of the case study, design students worked together in
distributed teams, consisting of industrial design students from Eindhoven
University of Technology in the Netherlands and Zhejiang University in
China.
Methodology
This research conducts a distributed intercultural design course and
related co-creation workshop with design students from China and the
Netherlands as a case study, working in different design teamwork modes
and interacting with different communication tools during the design
teamwork. In the case study, design teams take on the design case of design
for health and make use of different ways of communication for different
design teamwork modes. In the context of cultural and geographical
difference, interview observation and diary reflection are used for research
data collection and related analysis. This study analyzes the strength and
weakness of different communication tools in distributed intercultural
Impact of Team Communication on Co-design Teamwork in Distributed Intercultural Teams
1251
design teams, so as to interpret the advantage and disadvantage of different
design teamwork modes for distributed intercultural design teamwork.
Approach
In this research, qualitative research methods were used to study design
teamwork from various aspects. In the case study, diary reflection was used
to record the team process and design result. Meanwhile, interview
observation was also used to investigate design maintenance and
achievement.
In this research, different communication tools are used for different
teamwork modes in design teamwork. Three different design teamwork
modes are used to investigate the impact of team communication and
facilitate teamwork effectiveness and efficiency. For the contact in
distributed intercultural design teams, video conference is used for the
formal sessions, while Skype is used as the team communication media and
Email is used as well for team communication.
Design Teamwork Modes
In this research, three different teamwork modes are investigated, which
are cooperation mode, collaboration mode and competition mode. Design
teamwork modes are used to support designers to construct an
understanding of design problems and potential solutions (Ostwald, 1995).
According to the definition of collaborate, collaboration means work
together on common tasks to solve joint problems and find solutions. As to
the definition of cooperate, cooperation means work along with others on
division of tasks to get mutual benefit. From the definition of compete,
competition means work separately on same tasks to compare with each
other (Hutter et al., 2011).
As shown in table 1 (Mattessich and Monsey, 1992), cooperation is
characterized by informal relationships that exist without a commonly
defined mission, structure or effort. That means cooperation requires a
flexible attitude. Communication could be asynchronous and information is
shared limited. Competition is characterized by more formal relationships
and understanding of compatible missions. It requires project plan and
division of role is considered. Communication should be synchronous and
information is shared partly. Collaboration is characterized by more durable
and pervasive relationship and being a full commitment to a common
mission. It also requires project plan and division of work is considered.
Communication should be more frequent and information is shared further.
MAN, LU, BROMBACHER & YING
1252
Table 1 Comparison of teamwork modes.
Attribute Design teamwork modes
cooperation competition collaboration
Relationship
informal formal durable &
pervasive
Mission
without mission compatible
mission
common
mission
Requirement
flexible attitude project plan &
role division
project plan &
work division
Communication asynchronous synchronous frequent
Information shared limited shared partly shared further
Teamwork Modes in Case Study
In the international design teams, a joint design course is taken as case
study. With the cooperation design mode, one sub-team collects
information from target market and another sub-team dominates the design
ideation. Afterwards, the first sub-team gives feedback and suggestion to
these preliminary design ideas. Finally, the second sub-team makes
improvement and final decision and the first sub-team works out the
prototype. With the collaboration design mode, both sub-teams collect data
in a collaborative way, and then make a collaborative ideation for target
market. After discussion, the design solution is improved and the final case
will be chosen. With the competition design mode, both sub-teams collect
data separately. Then, designers from each sub-team make an idea
generation independently. Next, they present and discuss to choose the
better idea or to mix them into a final design idea, and improve it together
as the final solution.
Analysis
Communication Tools
Design teamwork is an important tendency for both education and
industry that distant communication has been researched to support it.
Many designers undertake teamwork projects in distance. The existing
communication tools, such as email, telephone, short message, instant
message, videoconference, whiteboards, etc., are plentiful and increasing.
Considering the existing design communication methods, there are five
common used communication tools, which are telephone, voicemail, short
messaging service (SMS), email and instant messaging (e.g. Skype). They are
Impact of Team Communication on Co-design Teamwork in Distributed Intercultural Teams
1253
used for different purposes and circumstances in design teamwork. This
study analyzes common used communication tools with different purposes
and circumstances, so as to reveal the strength and weakness of them.
Telephone
As a commonly used communication tool, telephone plays an important
role in communication. It is most frequently used by designers, and requires
less effort and time before calling. But the receiver has to answer and it may
disturb him/her. It is feasible to improve the product with less intrusive
calling and make the receiver more convenient to choose whether to
answer or not.
Voicemail
As the attachment of telephone for assistant purposes, voicemail is a
good tool for asynchronous communication. That is because the other can
listen to and reply the message at convenience. Sometimes the message will
be lost for systematic reason. Therefore it is possible to set up a feedback
system to strengthen the effectiveness and interaction after leaving a
message.
SMS Message
SMS message is sent at any time and at any place. It can be read and
replied at the convenience of the receiver and does not disturb the receiver
too much. However, the short message is used with low efficiency and time
consuming, and cannot contain too much information. It will be better if it is
integrated with other communicate methods for more information and
interaction.
Email
Email is the popular communication method online, because it can be
saved and read later, not only for messages, but also for pictures and videos.
Designers don't know when others read without synchronous interaction.
Email has the high capability to expand function with Internet and also to
combine with other physical communication terminals.
Instant Message
As another popular communication tool online, instant message is a
multimedia via internet, so designers feel free to talk with each other
without any time pressure, but it cannot be used without Internet. It can
MAN, LU, BROMBACHER & YING
1254
make a video conversation, although it requires complicate preparation
before calling. Thus, it will be better if the preparation steps become
simpler.
Contacts Classification
After the analysis of existing design communication methods, it is found
that the existing communication tools used for design teamwork have their
different strength and weakness. In order to support designers to improve
design teamwork in international design teams, the contacts of team
communication are classified within designers according to the existing
design communication tools. This study classifies the contacts into groups
according to different conditions in terms of the variety of communication
(see table 2).
Table 2 Contacts classification.
Classification Contacts of team communication
Purpose functional affective
Duration long short
Initiative active passive
Functional and Affective
Based on the purpose of communication, the contacts are classified into
two groups: functional and affective. Some contacts are functional for
practical purpose. This type of contacts is usually with a short duration to
convey the necessary information. Therefore, SMS or email is used for
practical purpose instead of telephone. Male designers are shown to
communicate mostly for this type, while female designers focus on
communication mostly for the other type. The other contacts are affective
for unpractical purpose, including social matters or emotional
communication. Telephone is mostly used for this type, and often results in
long time. The topic of these contacts almost contains everything, e.g. past
activities/experiences, work, life, and even other people. Email is also used
for this type if the other is busy or unavailable.
Long and Short
According to the duration of communication, the contacts are classified
into another two groups: long and short. The quantity and frequency of
communication highly depend on their attitude. Some positive designers
communicate very frequently and tell each other everything about anything
Impact of Team Communication on Co-design Teamwork in Distributed Intercultural Teams
1255
happened the other days. Initiative comes from both sides, and they prefer
the proper communication tools for different circumstance, e.g. telephone
for urgent or social matters with interaction, SMS for practical matters with
less interaction, and email for busy or unavailable time. Other negative
designers value their independence, so they contact to each other
occasionally and only communicate for practical matters, such as convey a
message. Initiative usually comes from the side that has the matter, and it
takes short time for high efficiency.
Active and Passive
In terms of initiative of communication, the contacts are classified into
another two groups: active and passive. Most of designers are active to
contact with each other. If one side is active to communicate with initiative,
the other side usually waits for their calling. On the contrary, if one side is
passive to contact, the other side will take the initiative, calling or sending
short message to them.
Discussion
Communication Experience Process
Communication experience process is introduced to compare the
communication tools during the different phases of communication process.
The communication experience process comprises four phases: purpose,
initiative, duration communication and consequence (after communication).
In this case study, researchers focus on the first three phases. In the context
of communication, researchers put the common communication device into
communication experience process form for comparison (see table 3).
Table 3 Comparison of common communication device.
Device Experience process Benefit & Cost
purpose initiative duration benefit cost
SMS functional passive short low low
Telephone affective active long high high
Email functional passive short high high
Skype affective active long high high
Voicemail functional passive short low low
From the form above, SMS, Email and voicemail are more functional in
purpose, while instant message like Skype is more affective. Telephone, as
MAN, LU, BROMBACHER & YING
1256
the most common communication, has both functional and affective
purpose. As to the initiative, researchers divide five common
communication devices into two groups: active and passive. Telephone and
Skype are more active than other three communication device. People can
reply immediately via telephone or Skype that means active interaction. On
the other hand, telephone and Skype also have long duration, although
sometime telephone can be short only for functional purpose. SMS, email
and voicemail usually do not have response synchronously. As the same
time, researchers also consider the benefit and cost of communication. In
the context of benefit and cost of communication device, researchers find
telephone, email and Skype have both high benefit and cost, while SMS and
voicemail are on the opposite.
Communication Interaction Process
Communication interaction process is also identified to generalize the
communication process. The different phases of communication interaction
process are identified, from the initial motivation to final communication.
The framework of communication can generalize the interaction process to
improve the communicator design for ambient assisted living. With these
interactions process can also provide the support for the design process to
explore the feasible solutions in the interaction context.
The general framework is based on the current communicator and
consists of four interaction phases:
(1) motivation: elicit the communication,
(2) preparation: prepare the communication,
(3) action: facilitate the communication,
(4) reception: keep the communication.
In the first phase, people generate the initial motivation without actual
interaction with communicator. Although there is no actual action of
communication, they elicit the communication initiatively. They think about
whom they intend to contact and how to contact. In the second phase,
people make some preparing according to their motivation. They choose the
different communication media in order to actualize the communication.
The purpose in this phase should trigger the interest and makes the aware
of the communication media. In the third phase, the sender facilitates the
interaction with communicator. They use various function and also explore
the various possibilities. The main goal of this phase is to make the
communicator easy and playful to use. In the last phase, receiver gets the
Impact of Team Communication on Co-design Teamwork in Distributed Intercultural Teams
1257
communication from sender and reply to them, which is to keep the
communication. This phase makes a bridge between interaction with
communicator and communication in reality. After the interaction process,
people get the social cohesion and meet the needs of communication in
both sides. For the design of the communicator, it should focus on the first
two phases to elicit people to use the communicator more convenient and
accessible. That is also the purpose to meet the emotional needs for people
in the modern society.
Results
In order to improve intercultural design teamwork, it is necessary to be
aware of cultural difference and make use of different teamwork modes. For
all the design teamwork modes, it is important to use communication tools
for interaction in design process. The existing communication tools can be
used for different purposes and circumstances in design teamwork.
However they do not take cultural difference into account and cannot
manage it. Thus, the existing communication tools are not enough to
support designers to improve design teamwork in international design
teams, especially in the context of cultural difference. The analysis of
communication process interprets the different phases in communication to
support designers to improve the effectiveness and efficiency of team
communication during design process.
Communication Design
In the current research, the most important aspects of communication
for improving the quality of life is presented, which is mainly targeted in
improving the ways of providing intelligent products or services for ambient
assisted living. The communicator designed for people should be easy to use
and playful, which can trigger them to use. They should be not only in
function, and also in emotion. Most of people are ready to accept new
forms of communication. Therefore, people are willing to do what they
want, if the communicator can help them to achieve their purpose. One
important thing is the positive opinions about additional value of
communication, which can be used in communication product
development.
As to the culture in communication for people, designers have to
consider the habits and customs of people. People are often afraid of
changes and rarely accept structural alteration works. They are used to the
MAN, LU, BROMBACHER & YING
1258
traditional communicator in their daily life. Although the current
communicator cannot meet the variety of needs, people dont want to
access the new communication technology positively. However, the overall
willingness to use new technical devices among people is higher than often
expected. On the other hand, there are still some challenges to face. Most
urgent needs and wants of people often concern personal contact. The
financial restrictions of people also have to be taken into account.
Ease of use and actual need of the communication are important criteria.
Designers should focus on the interaction between people and
communicator with good usability. To design communicator for people,
designers consider the design approach for them. There are two directions:
one is to redesign the current communicator to make them fit for people,
another is to design the new way of communication for people. As to the
users, designers should make the survey with target group to find the
requirement. Designers also should to explore the current communicator to
find the disadvantages and improve them to fit for people. By bringing in the
user perspective, potential improvements can be pointed out. If these
challenges are successfully taken, a communication solution might find
broad acceptance by the target group and become a realistic alternative to
the solutions available. To reach this acceptance it will be necessary to
continue developing technology and accompanying service packages in close
contact with the target group.
Communication Issues and Design Challenges
During the team communication in international design teams, ten
relevant factors are indicated to investigate their influence on design
teamwork (see table 4). These factors are generated by designers in
distributed intercultural teams, and they have explained the details of each
aspect. The factors include interaction, interpretation, relationship,
atmosphere, tools, information, language, design process, culture and
distance. They are divided into two groups, implicit and explicit. Based on
the discussion about team communication in the design workshop,
interaction, interpretation, relationship, atmosphere, culture are considered
as implicit factors, and tools, information, language, design process, distance
are considered as explicit factors, among others, culture and distance are as
given factors. More specifically for each factor, designers have discussed the
specific aspects of each factor for the influence of team communication on
design teamwork. These ten factors are not only communication issues in
distributed intercultural design teams, but also design challenges for
Impact of Team Communication on Co-design Teamwork in Distributed Intercultural Teams
1259
distributed intercultural design teamwork. With the implicit factors and
explicit factors of communication issues and design challenges, designers
can facilitate team communication and improve design teamwork in
distributed intercultural teams.
Table 4 Communication issues and design challenges.
Implicit factors
interaction time and frequency, synchronous / asynchronous, action
and reaction, proactive and reflective, offline and online,
discussion and presentation
interpretation content convey, agreement / disagreement, different
meanings, explain and understand, templates
relationship team roles, expertise and skill, strength and weakness,
common grounds, introduction / profile, friendship,
education and background, interest and hobby
atmosphere context / environment, group tension, inside and outside
culture difference and similarity, cultural context and
background, culture insight, personal character
Explicit factors
tool social media, technology: technical equipments, written
and visual, internet connection, video and audio, sound
quality
information project info, personal info, meta info, distribute and
share, update, missing, back-up
language language difference, language barrier, translation, decent
English, body language
design process process oriented, unaware of progress, different
processes
distance physical contact, distant communication, time difference,
modalities and senses
Conclusions
In the distributed intercultural design teams, team communication is
important but difficulty for design teamwork, and team composition with
cultural difference also has impact on distributed intercultural design
teamwork. In order to improve distributed intercultural design teamwork, it
is necessary for designers to be aware of cultural difference and make use of
communication tools for all the design teamwork modes. As a result,
different aspects of communication issues in distributed intercultural design
teams are stated and discussed as design challenges for distributed
MAN, LU, BROMBACHER & YING
1260
intercultural design teamwork. Based on the discussion and related results
of the case study, this research shows the importance and relative difficulty
of distributed team communication and intercultural teamwork, in order to
help designers facilitate team communication and improve design teamwork
in distributed intercultural teams.
In conclusion, this research has investigated the team communication in
distributed intercultural binational teams, and made use of communication
tools in different ways for distributed intercultural teamwork. In the context
of international teamwork, team communication in distributed intercultural
teams has to be taken into account to facilitate design teamwork worldwide.
The research is designed to investigate the impact of team communication
over distance and cross culture in distributed intercultural teams. Different
communication tools are used to investigate the impact of team
communication and facilitate teamwork effectiveness and efficiency.
Acknowledgements: The authors would like to thank all the
people who contributed to this study. We thank all the
students from Department of Industrial Design at Eindhoven
University of Technology to participate the design course. We
also thank the technical support to facilitate communication
devices.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
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the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
The Image Co-creation: Store image
consistency in creative stores
Shu-Shiuan HO
*
, Yi-Fang YANG and Tung-Jung SUNG
National Taiwan University of Science and Technology
Nowadays, an increasing number of enterprises and organisations are
treating value co-creation as a key source of competitive advantage.
Furthermore, past studies have advocated that the store image consistency
between customer perceptions and store position plays a vital role in
satisfying customer preferences. Therefore, in order to enhance store image
consistency, this study aims to explore the approaches and stakeholder
engagement of value co-creation of creative stores. After investigating 300
customers with constructed questionnaires, doing a survey of 9
recommended creative stores managers and 179 customers with an image
interaction tool, and conducting the in-depth interviews with the 9 store
managers, the findings of this study first reveal that the store image
consistency is a major influence in the stores evaluation, but the highly
recommended stores have different levels of store image consistency. Next,
the stores build higher levels of store image consistency via not only tangible
(product or servicescape) or intangible (music or customized core service)
elements, but also by the image co-creation. In our case, the image co-
creation approaches of recommended creative stores centralized in both of
the development phase and the full launch phase of the NSDP. Especially, the
more types of actors that engage in image co-creation, the higher level of
store image consistency will be created.
Keywords: co-creation, store image, new service development, stakeholder,
creative industry.
*
Corresponding author: Shu-Shiuan Ho | e-mail: s.s.suzanneho@gmail.com
The Image Co-creation: Store image consistency in creative stores
1263
Introduction
Hopkins & Alford (2001) stated that the importance of store image has
been wildly supported. The store image has a critical impact on the
customers store evaluation (Palupski & Bohmann, 1996). It also has an
effect on the choice (Lewis & Hawksley, 1990), shopping intentions (Agarwal
& Teas, 2001; Bell, 1999), and loyalty (Osman, 1993). Store image could be
regarded as a series of brand connections in strategy, commerce, and
society (Juan Beristain & Zorrilla, 2011). When the customer recognizes the
same store image as expected, the customer would commend the value of
service (OCass & Grace, 2008). Briefly, the store image mapping that the
customer recognized and the store image expected can be defined as an
image consistency, and it plays the key role in satisfying the customers
store preference (Kleijnen, De Ruyter, & Andreassen, 2005). Many studies
(Darden & Babin, 1994; Lin, 2004; Ryu, Lee, & Kim, 2012) have conceived
how to build a fine store image that is mostly generated from the products,
price, service providers and environment. However, how could the store
image be clearly delivered to the customer, be identified by them, and
create a high level of store image consistency.
Several studies (Prahalad & Ramaswamy 2004; Ramaswamy & Gouillart,
2010) have noted that value co-creation can integrate the organisation,
individual, and group, and make a solution together by creating value as well
as bringing transitions among the society, culture, economic and
technology. Thus, value co-creation has been recognized as one of the
critical competence superiorities among companies (Cao & Zhang, 2010). It
is easier to deliver value if the stakeholders engage in the value co-creation
processes; if the store image is a part of value position, does the storeowner
manage the value co-creation to enhance the store image consistency? In
other words, compared to traditional unilateral service providing processes,
if customers and stakeholders engage in value co-creation, does the
providers position easily deliver to customers? In fact, there are some
challenges in practical situations; for instance, it is harder to realize the
stakeholders perspective on creativity in service network, to find a strategic
scheme for uncertain requirements of stakeholders, and to overcome the
fear of disclosing the stakeholders service (Dabholkar, Bobbitt, & Lee,
2003). Hence, this study is aimed at realizing the practical condition in the
stakeholders value co-creation.
Recently, the creative industry had been gaining popularity; many
creative stores with unique store images have been established. Regardless
of providing a product or service, Caves (2000) claimed that the creative
HO, YANG & SUNG
1264
stores needed to invest into many skills to create an association with
originality and make it successful. Thus, creative stores often manipulate
value co-creation to provide customers with a product or service. However,
the creative industry had features of the high complex network interaction
relationship and the non-linear development path (Caves, 2003). The
frequency of image fluctuation increased, and as a result, there was also
increase in the risks of the companys sustainable management. (Levickaite,
2011). Therefore, one of the purposes is to find how to co-create a fine store
image. This study will use the recommended creative stores in the Taipei
creative district as research cases. The main objectives of this study are 1) to
compare the store image consistency between customer cognition and
providers position, and explore the reasons; 2) to investigate the
approaches and stakeholders of store image co-creation; and 3) to discover
how to build a high level of store image consistency.
Theoretical Underpinning
To realize how the creative stores owners co-create with the
stakeholders, and how to build a specialized store image, the purpose of this
chapter is twofold. Firstly, this study explores the components and elements
of store image. Secondly, this study investigates the possible approaches
and actors of image co-creation.
Store Image Consistency
Houston and Nevin (1981) defined store image as the complex
consumers perceptions of a store on different (salient) attributes. In fact,
Thompson and Chen (1998) indicated that the store image represented
more than just the important psychological and social value. In general,
store image can be divided into two components; one is the store character
(Bloemer & Ruyter, 1998) which is the image the store provides, while the
other component is the image perceived by customers viewpoint pertaining
to the revenue and the attitude of the store (Keller, 1993; Thompson &
Chen, 1998) is the customers perceived image. Thus, this study will be
viewed from the perspectives of customer cognition and the providers
position, to realize if the store can provide a consistent store image. By
utilizing image survey, this study can determine what the high level of store
image consistency is.
The Image Co-creation: Store image consistency in creative stores
1265
Image Co-creation
Today, value and value co-creation are regarded as the core of service
(Vargo, Maglio, & Akaka, 2008). Binder, Brandt, and Gregory (2008) inferred
that companies and organisations have placed more emphasis and attention
on value co-creation. And, companies do not create value alone any more
(Hkansson, & Snehota, 1989); on the contrary, they create value through
multiple resources and co-create value with stakeholders (Prahalad &
Ramaswamy 2004). Sander and Stappers (2008) delineated the value co-
creation as a valuable activity completed by two or more stakeholders.
Saarijarvi, Kannan, and Juusela (2013) highlighted three prerequisites of
value co-creation: 1) what kind of value for whom (such as, the company or
the customer), 2) by what kind of resources (such as, B2B, B2C, or C2B), and
3) through what kind of mechanism. This study will treat store image as one
kind of value proposition and define image co-creation as value co-creation,
then discuss image co-creation on actors and approaches in the following
sections.
Johnson, Menor, Chase, and Roth (2000) proposed a new service
development process (NSDP) which is divided into four phases: 1) the design
phase the company identifies the new service target strategies and
concepts, 2) the analysis phase the company examines the business
model, 3) the development phase the company designs the new service,
plans marketing strategies and tests the service, and 4) the full launch phase
the company implements the new service and makes adjustments to the
service content. Considering strategy, design and marketing aspects, this
study will adopt these four phases of the NSDP to explore the approaches to
image co-creation. Based on the literature review, this study has identified
13 types of value co-creation approaches in the NSPD, as shown in Figure 1.
Firstly, at the design phase, there are two types of co-creation
approaches:1) co-conception of ideas: the company realizes the real needs
of customers and invites the customers to co-create knowledge through
approaches (Frow, Payne, & Storbacka, 2011; Medeiros & Neefham, 2008)
and 2) co-meaning creation: the company obtains knowledge of the
stakeholders to build new definition (Schouten & McAlexander, 1995).
Secondly, at the analysis phase, there are also two types of co-creation
approaches: 1) co-evaluation of ideas: the company manipulates simple
mechanisms to engage the stakeholders that are involved in service systems
to evaluate the concept (Russo-Spena & Mele, 2012) and 2) co-outsourcing:
the company shares their expertise and contracts out some activities
(Spohrer & Maglio, 2008).
HO, YANG & SUNG
1266
Figure 1 Co-creation approaches in the NSDP (revised from Johnson et al., 2000)
Thirdly, at the development phase, there are three types of co-creation
approaches: 1) co-design: the company engages the stakeholders with
different perspectives on how to co-design the new product or service
(Blazevic & Lievens, 2008; Pini, 2009), 2) co-test: prior to market entry, the
stakeholders will co-test the new product or service in order to improve the
experience and sales volume (Russo-Spena & Mele, 2012) and 3) co-
disposal: the stakeholders are responsible for assisting the company with
waste disposal (Frow et al., 2011).
Finally, at the full launch phase, there are six types of co-creation
approaches: 1) co-pricing: the company and stakeholders co-decide the
price of the product or service (Mascarenhas, Kesavan, & Bernacchi, 2004),
2) co-production: the customers become the partners of a company, and
they create service, product, and value together (Prahalad & Ramaswamy,
2004; Zeithaml, Bitner, & Gremler, 2006), 3) co-experience: the stakeholders
share their resources and experiences (Prahalad & Ramaswamy, 2004), 4)
coconsumption: when the stakeholders participate in certain services,
different individuals will have the same experience. It is noteworthy that this
service must simultaneously produce and consume (Edvardsson Enquist, &
The Image Co-creation: Store image consistency in creative stores
1267
Johnston, 2005), 5) co-promotion: the stakeholders co-promote a new
service; meanwhile, customers can be regarded as the image co-creators
(Frow et al., 2011; Pini, 2009), and 6) co-maintenance: the company and the
stakeholders co-maintain the product or service (Frow et al., 2011). These
possible roles of the stakeholders discussed above provide a feasible way to
identify how the stakeholders engage in the co-creation of the store image.
Creative Stores
Facing the global depression, many cities popularized the creative
industry as an approach to economic recovery (Ponzini & Rossi, 2010). In
East Asia, almost every government was devoted to developing creative
industrial communities, like Shanghai (China), Puchon (Korea), and Taiwan
(Yusuf & Nabeshima, 2005). To implement the policy of industrial
aggregation, Taipei City Government developed many creative districts. By
doing so, they wanted to attract more funds letting creation become an
industry. In fact, the value of creative products originates from the creator
and the customer based on their individual evaluation; if the creator doesnt
realize the customers need, the creator may run into a loss; meanwhile,
until the customer visits and experiences the store, the customer cannot
evaluate the value of the creative product (Caves, 2000). Therefore, if
creative stores could integrate image co-creation with the NSDP, these new
approaches might strengthen the providers position and increase the
stores valuation.
In conclusion, the creative industry is booming on a global scale, and
many creative communities are located in the East Asia. The uncertainty of
this industry may force store owners to manipulate the image co-creation to
increase the value and enlarge the development. In addition, the store
image is an essential standard of store evaluation that can be viewed from
two perspectives, customer cognition and providers position, to realize if
the store can provide a consistent store image. Furthermore, stores can
manipulate co-creation to build a specific store image, while the image co-
creation approach and stakeholders have yet to be studied. Thus, this study
will use the recommended creative stores in Taipei creative district as
research cases. As for the recommended creative stores, this study will
interpret the components and elements of store image from two
perspectives and explore the approaches and actors of store image co-
creation later.
HO, YANG & SUNG
1268
Methodology
Research Process
As stated earlier, this study has three purposes: to compare the store
image consistency of customer cognition and providers position, to
explore the image co-creation approaches and actors in co-creation, and to
discover how to build a high level of store image consistency. In doing so, a
three-phase study was designed (Figure 2), that is to 1) select the
recommended creative stores, 2) investigate the levels of store image
consistency of these recommended creative stores, and 3) explore
approaches and actors of store image co-creation.
Firstly, a purposive sampling approach was utilized. To select the
recommended creative stores, our data consisted of structured
questionnaires taken from 300 customers who have visited the creative
districts. Secondly, this study did a survey of 9 managers of the
recommended creative stores and 179 customers by using an image
interaction tool. Finally, to realize the image co-creation approaches and
actors in co-creation, this study further conducted in-depth interviews with
the 9 store managers. The research purpose, participants, research tools,
and analytical methods will be shown in the following sections.
Figure 2 Research process
Step 1: Identify the recommended creative stores in the
Taipei creative district
The first step is to identify the recommended creative stores.
Considering the cultural features, industrial development, and customer
volume, this study used the Taipei MRT (Mass Rapid Transit, Taipei Metro)
stations at Zhongshan and Shuanglian as a research field. Both stations are
The Image Co-creation: Store image consistency in creative stores
1269
considered to be creative districts. This district is located along Zhongshan
N. Rd., and the MRT Red Line lies in the centre of Taipei. Although this
creative district is a mixed residential commercial area, the resident and
storeowners rarely create a win-win situation in which vital functions are
enhanced and business activities are prosperous. Thus, these situations
attract the nearby department stores or other creative stores to gather and
execute collaborative activities. First of all, this study discovered 39 creative
stores in this creative district from a publication titled Walk to Find Taipeis
Creation. Finally, the top 9 recommended creative stores were selected via
investigation with 300 customers. And the 9 store managers were willing to
assist in this research. The recommended creative stores are (B), (C), (D), (E),
(F), (G), (H), (I) and (J).
Step 2: Investigate the store image consistency level
The second step is to investigate these creative stores store image
consistency level of customer cognition and providers position. This study
used a purposive sampling; the participants for this study were selected
from the population of customers who just finished the consumption. This
study did a survey of 20 customers per store and 179 customers with an
image adjective tool (as shown in Figure 3). As for 179 customers, 67.0%
were females; their ages distributed among 16-25 years old (72.1%) and 26-
35 years old (17.9%); most of them were tourists (92.7%); most of them
visited this district for dining (70.4%) and shopping (58.7%), and
participating in art and cultural activities (35.3%). Besides, this study further
interviewed one manager of each recommended creative store that is
familiar with the store image and operation content.
Figure 3 An image adjective tool
HO, YANG & SUNG
1270
These 9 managers are operators (D), store managers (B, C, E, I, & F),
planning directors (H), planners (G), and public relation specialists (J).
During the in-depth interviews, this study asked customers to select the
top 3 store images as the customer cognition, and to describe the reason
for their selection. Meanwhile, the recommended creative stores managers
also selected the top 3 store images as the providers position, and
described how to create unique store images. To elaborate, this study
adopted an image adjective tool (Yang, Wang, & Sung, 2013). This tool is
comprised of 14 cards, and the image adjective is printed in both Mandarin
and English on the top of each card as well as the image colour and the
picture. The 14 main image adjectives are modern, elegant, romantic,
dandy, chic, clear, pretty, casual, cool-casual, formal, gorgeous, classic,
natural, and dynamic. Moreover, the image sub-adjective is also printed in
both Mandarin and English on the back of each card. These functions can
easily help the participants to select the store image.
Furthermore, this study made a statistical weight order to every single
selected image adjective from the participants: the top one selected image
adjective was given triple weight, the top two selected image adjectives was
given double weight, and the top three selected image adjectives was given
basic weight. Taking store H as an example: 12 customers selected natural
as the first image adjective, 5 customers selected natural as the second
image adjective, and 1 customer selected natural as the third image
adjective. That is to say, the statistical weight of natural is
123+52+11=47. The data basis of customers (179) and the stores
managers (9) are distinct, so the volume showed significant differences.
Finally, this study compared the top three stores position images and
customer cognition images.
Step 3: Explore the approaches and actors of image co-
creation
The third step is to explore the approaches and actors of image co-
creation, and this study conducted in-depth interviews with 9 recommended
creative stores managers. After typing the interview record, this study
analysed the co-creation type by 13 co-creation approaches in the four
phases of the NSDP (see Figure 1). Moreover, to analyse the actors
(stakeholders) engaged in the co-creation approaches, this study divided the
actors into several types. Actors related to the stores are: 1) storeowners, 2)
employees, 3) investors, 4) business partners, 5) customers, 6) local or
national governments, 7) non-governmental organisations (NGO), 8)
The Image Co-creation: Store image consistency in creative stores
1271
residents of local community, and 9) others nearby. To illustrate, employees
included managers and the first-stage service providers; investors included
founders or investors; and business partners included service co-providers.
Local or national governments may be related to the policy of creative
industry; non-governmental organisations refer to the organisation or
institute with professional creative industry expertise; residents of local
community, and other stores nearby have territorial relationships with the
stores.
Findings
Effecting Factors of the Store Image Consistency
After interviewing 9 recommended creative stores managers and 179
customers, the levels of store image consistency of customer cognition and
providers position is shown in Figure 4. The highest level of store image
consistency is H (3/3), the second highest levels of store image consistency
are E and F (2/3), the next are B, C, E, G and I (1/3), and the lowest is J (0/3).
This study discovered that although store image can bring higher evaluation
for the store, not all stores with high-evaluation possess high levels of store
image consistency. When asked to comment on the store image in the post-
study interviews, the manager of H asserted that this store sells the
products made of local material, and usually plays the music that they sale
to increase the store image consistency level. Moreover, the manager of H
said that they often use furniture, music, and the other facilities with natural
decorations such as wood, bamboo, and steel that are related to local
Taiwanese elements. Furthermore, to enhance the store image, the
manager of H referred that they often co-create image with stakeholders.
For example, they conduct online platforms to popularize exhibitions and
introduce the products. By doing so, customers could clearly perceive the
atmosphere, and identify the image of the providers position. Besides, as
for stores E and F, the manager of E indicated that they play the music from
radio to build the atmosphere; meanwhile, they also provide flexible service
content. For example, they supply customized food and to adjust the
interior space to accommodate customers with children. In addition, the
manager of F referred that their interior design is coordinated with the craft
style they sell, and they often hold speeches to interact with customers;
more importantly, they encourage customers to touch the craft. As
mentioned above, store image originates from two fields: tangible (product,
price, service provider, and the services cape) and intangible (atmosphere,
HO, YANG & SUNG
1272
phycology, and social value) (Darden & Babin, 1994; Hopkins & Alford, 2001;
Lin, 2004; Ryu et al., 2012). However, this study found that a high level of
store image consistency is not only originated from tangible and intangible
elements, but also generates from using image co-creation to deliver the
image to customers. Image co-creation is an important approach to enhance
the store image consistency.
Figure 4 The store image consistency level of recommended stores
The Approaches of Image Co-creation
By utilizing in-depth interviews, this study synthesized the image co-
creation cases of the 9 recommended creative stores, and analysed the
period of image co-creation approaches and number of actors in the four
phases in the NSDP (as shown in Figure 5).
To begin with, majority of the creative stores (B, C, D, E, F, G, & H) were
co-created in the phase of development and full launch. In other words,
stores with high-level evaluation would co-create in the last half of the NSDP
(development and full launch phase). This study estimated that image in the
last half of the NSDP is more concrete and clear, and these phases are highly
related to the delivery service to customers. In other words, image co-
creation in these phases means that the recommended creative stores
mutually build the image and delivery service with stakeholders. And it is
possible to convey the consistent store image to customers. Additionally,
The Image Co-creation: Store image consistency in creative stores
1273
there are several image co-creation approaches that are also often used by
the recommended creative stores, which are co-design (B, C, D, E, I, J, F, H, &
G) and co-promote (B, D, E, F, H, & G). Firstly, co-design is the most
frequently used approach that is manipulated by the recommended creative
stores in this district, the practical examples included: 1) co-design the
opening hours and service content with the residents or customers, 2) co-
design the new product or service with providers, and 3) co-design the
interior decoration with customers. Secondly, the practical examples of co-
promotion are included: 1) co-promote new activities to customers with the
creative stores nearby, 2) build an online platform for customers to make
commentary, 3) hold activities with several sub-brands, 4) publish the online
magazine with sub-brands or business partners. To elaborate, these stores
often rely on their territorial relationships and cooperated with the creative
stores nearby to hold seasonal activities and attract customers.
On the other hand, as far as stakeholders are concerned, this study
found that there are multiple actors when it comes to image co-creation. In
spite of the store itself, the residents in community are often the co-
creation actors (D, E, I, J, H, & G), even if they become the main-actor in
image co-creation. This study synthesized that the possible reason for the
development of community and the rights of the residents, is that they
often discuss the service content with these recommended creative stores,
and these stores usually adopt their comments or co-create new services.
Then, this study analysed the time period and the phases the actors
engaged in (Figure 6). Compared to the other creative stores, this study
found that store H with the highest level of store image consistency (3/3) co-
create images in two phases (development and full launch) and more actors
(store owners, employee, investors, NGO, residents, customers, and others)
engage in; while stores B, C, D, I, G, E, and F with the medium levels of store
image consistency (1/3 & 2/3) have medium to longer image co-creation
phrase. As we known, service is a holistic experience created by multiple
stakeholders. Thus, more stakeholders engage in image co-creation, it is
better to deliver image and value of service to customers. For instance,
store H established its own online platform and published the online
magazine to communicate with customers.
First, this store not only built a well-structured dialogue and access with
its customers, but also allowed the customers easily and proactively to co-
promote image and leave commentary. Second, this store publishes the
online magazine with sub-brands or business partners to promote the
stores position and propagandize its new product, services, or activities.
HO, YANG & SUNG
1274
Figure 5 Co-creation approaches in four phases of NSDP by the recommended stores
However, stores with the medium level of store image consistency had
no significant differences in both image co-creation and stakeholders. Stores
C, D, G and E have two phases: design and development, and stores B, I, and
F have three phases: concept, design, and development. Besides, store J
(0/3) has the shortest period (only one phrase) and has the least amount of
stakeholders (stores and residents in the community). In other words, it is
The Image Co-creation: Store image consistency in creative stores
1275
efficient for stores to convey the store image of the providers position by
spending a longer period of time executing image co-creation in the NSDP.
To sum up, this study inferred that even though image is comprised of
various elements, image co-creation maybe the possible reason for
significant differences in the image consistency level. Moreover, stores with
high levels of store image consistency would co-create in the later phases,
such as development and full launch, of the NSDP. Last but not least, when
more stakeholders engage in the image co-creation, it is easier to create a
high level of store image consistency in this case.
Figure 6 Comparison figure of the recommended stores image consistency level and
period of co-creation and number of co-creation actors.
HO, YANG & SUNG
1276
Conclusions and Suggestions
To sum up, this study found that store image consistency is a major
influence in the stores evaluation, but the highly recommended stores
certainly would not possess a high level of store image consistency. And, the
stores build high levels of store image consistency via not only tangible
(product or services cape) or intangible (music or customized core service)
elements, but also by the image co-creation. In addition, the periods of
image co-creation and types of actors have an influence on stores image
consistency. The image co-creation approaches of recommended creative
stores with high levels of store image consistency centralized in the later
phases, such as development and full launch, of the NSDP. Finally, in order to
effectively deliver the store image of the providers position, the more types
of actors that engage in image co-creation, the more likely it is possible to
create a high level of store image consistency.
Furthermore, based from the in-depth interviews, the store with high-
level store image consistency indicated that the servicescape atmosphere is
an important factor. Thus, to create a unique store image, this study
suggests that the creative store should start from the service touch-points.
That is to say, the storeowner can match the servicescape with the colour or
the material of product and let customers have a store image evaluation
before contacting with the service provider. Moreover, one essential feature
of a creative industry is the creator and customers will continuously interact
and they will also continuously upgrade (Lin, 2004). Image co-creation is
indeed the approach to build a high level of store image consistency,
especially in the last-period of the NSDP phases. The creative store should
develop more kinds of activities, and let stakeholders (especially customers)
co-create images from different approaches. Moreover, this study also
suggests that it will be more beneficial to have more stakeholders involved
in the image co-creation, e.g. cooperating with stores in the community,
keeping in touch with other stores nearby, and holding activities with other
stores at irregular intervals. Besides, when the store conducts the value co-
creation, the friendly relations among the community should be promoted
since creative stores are located in the community.
Additionally, Ramaswamy and Gouillart (2010) indicated that
stakeholders should interact directly. Depending on the technological and
environmental shift, more and more customers have manipulated the
virtual community to have a C2C value co-creation, and observed the
change of the impact on products or services, so stores can establish a
platform for stakeholders to interact or share experience. However, these
The Image Co-creation: Store image consistency in creative stores
1277
platforms are not only built for interaction among customers. For example,
store Cs platform had an effective collaboration with similar or different
kind of stores; while store B manipulated the resources from the upstream
brand and integrate these resources from catering businesses and
housewares. One thing for sure is, when having a dialogue or interaction,
the issue should be confined to the interest of the stakeholders (stores or
customers). Otherwise, the engagement should be clearly identified. If the
stakeholders are lacking the same channel to interaction and transparent
information, in this situation, dialogue could hardly have an impact. More
importantly, dialogue, channel, and transparency can allow customers to
contemplate on the evaluated risk-benefits (Prahalad & Ramaswamy, 2004).
As for the sustainable development aspect, the connection among
stakeholders is crucial. Future studies can be conducted on customer
engagement (Brodie, Hollebeek, Juri, & Ili, 2011) or channels between P2P
and virtual (Kohler, Fueller, Matzler, & Stieger, 2011) or business sustainable
development.
However, except for the common research limit, this study had the
following limitations. Firstly, this study was based on Taipei MRT stations at
Zhongshan and Shuanglian. Only these two creative districts were used as
the research field. Future studies should implement more locations to serve
as a research field. Secondly, a majority of Taiwans businesses belong to
small and medium enterprises, so do the creative stores in this study; thus,
the outcome of the study may not adapt to other kinds of industries or large
enterprises. Therefore, future studies can probe into other kinds of
industries or adopt research on objective estimates, and it will provide more
research outcomes from multiple aspects.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper on this conference proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Stakeholder Involvement and Co-Creation in
Service Design: Customer experience
management in tourism
Chih-Shiang WU
*a
and Tung-Jung SUNG
b
a
Industrial Technology Research Institute, National Taiwan University of Science and
Technology;
b
National Taiwan University of Science and Technology
In recent years, studies have pointed out that customer experience
management (CEM) should be particularly considered in tourism service.
Different from other service industries, customer travel experience is
continuous and constructed by various stakeholders; therefore, it is crucial to
facilitate stakeholders to co-create customer experience in the development
of tourism service. Through literature review and a case study on the service
design for a type of public transportation service in tourism, this study
proposes some guidelines for effectively integrating customer experience
management and stakeholder co-creation in each stage. Firstly, in the
Discover stage, a qualitative research method should be applied to explore
the overall customer travel experience and the needs of stakeholders. In the
Define stage, organisations should focus on increasing value rather than
maximizing interest, and specify concrete value propositions to attract
stakeholders for the purpose of value co-creation. In the Develop stage, co-
creation workshops and visualization tools can be organized to facilitate
communication and knowledge sharing between the stakeholders. Finally, in
the Deliver stage, it is important to organize a multi-discipline team and
continuously monitor the progress of co-creation.
Keywords: Co-creation; stakeholder involvement; service design; customer
experience management; tourism industry
*
Corresponding author: Chih-Shiang Wu | e-mail: bboygto@gmail.com
Stakeholder Involvement and Co-Creation in Service Design: Customer experience
management in tourism.
1283
Introduction
In recent years, with the rise of the experiential economy, the customer
attitude towards value has shifted from focusing on the features, price, and
quality of a product to the interactive experience during the using process
(Gentile, Spiller & Noci, 2007; Grnroos, 2001; Mayer & Schwager, 2007;
Palmer, 2010; Pine II & Gilmore, 1998). Therefore, in order to allow
organisations to provide innovative user experience to elevate customer
satisfaction and loyalty, Schmitt (2003) proposed the concept of Customer
Experience Management (CEM) to allow organizations to focus on the
customer experience development and delivering system.
Basically, tourism is a service-intensive industry, and generally, customer
attitudes towards service values frequently skew towards experiential
quality (Otto & Ritchie, 1996; Zehrer, 2009). Previous studies (Carreira,
Patricio, Jorge, Magee & Hommes, 2013; Stickdorn & Zehrer, 2009) have
shown that travel experience is continuous and constructed by services from
different stakeholders. As such, for travel service providers, how to integrate
service provisions from various stakeholders and how to facilitate them to
be involved in the management of customer experience are still largely
unknown and unexamined (Cabiddu, Lui, & Piccoli, 2013).
Service design is a method with a holistic view that not only allows
organisations to deliver valuable service to the customers, but also
emphasizes the efficiency and effectiveness of the service delivery process
(Mager & Sung, 2011; Moritz, 2005). Stickdorn and Schneide (2010)
highlighted that to deliver service more effectively, it is important to invite
stakeholders to co-create in the design process, so as to facilitate every
participant to follow the service system.
However, Waligo, Clarke, and Hawkins (2013) argued that within the
tourism industry, stakeholders often lack consensus due to their differences
in value propositions, even resulting in unsuccessful collaborations.
Therefore, organisations should apply different strategies during the stages
from planning to implementation, in order to facilitate stakeholders to
participate in the planning process, develop a shared vision, and achieve
management possibilities. Nevertheless, in fact, with regards to customer
experience management and stakeholder co-creation in tourism, there have
been only a few studies providing practical suggestions of the following
questions for organisations: 1) how to manage customer experience in
tourism; 2) how to integrate stakeholders in tourism; and 3) how to
facilitate the stakeholders to co-create in CEM in tourism.
WU & SUNG
1284
In Taiwan, following the social emphasis on leisurely lifestyles and
changing global trends, the government of Taiwan has been proactively
participating in the development of the tourism industry in recent years.
Starting from 2009, the government passed a NTD$30 billion Top-Notch
Sightseeing Attraction Pilot Campaign. The successful implementation of
the program has seen a tourist surge from 8,142,946 in 2009 to 11,052,908
in 2013(Tourism Bureau, R.O.C., 2014). This reflects the current dynamic
development situation of the Taiwan tourism industry. Similarly, Taipei, the
capital of Taiwan, possesses numerous highly rated tourist attractions, with
many of them topping charts in terms of visiting numbers (Tourism Bureau,
R.O.C., 2014). Especially, Maokong, a place recognized as the backyard of
Taipei, which not only possess convenient travel, but also has unique culture
and natural scenery (Lin & Chang, 2009), as shown in the Fig. 1. In order to
attract the tourists to visit Maokong thoroughly, the Taipei City government
implemented the Maokong Tour Bus for internal transportation. However, it
is unfortunate that the bus use rate is only 16% (Department of
Transportation of Taipei City Government (hereafter referred to as DoT
Taipei), 2011), and the customer experience and stakeholder collaboration
needs improvement urgently (Chu, 2008).
Figure 1 A Scenic picture of Maokong
Therefore, this study deployed a service design project for the Maokong
Tour Bus system based on the 4Ds design process (Discover, Define,
Develop, Deliver) proposed by Design Council (2005), with the aim of
providing practical insights to answer the questions mentioned above. As
such, this study firstly reviews the literature that related to customer
Stakeholder Involvement and Co-Creation in Service Design: Customer experience
management in tourism.
1285
experience management in tourism and stakeholder co-creation in service
design. Consecutively, this study gathered insights through observations and
in-depth interviews with the stakeholders at various stages during the
design process. Finally, this study proposed some guidelines for effectively
integrating customer experience management and stakeholder co-creation
in each stage based on the findings from the case study.
Literature Review
Customer Experience Management in Tourism Service
As stated earlier, tourism is a service-intensive industry, where
customers expect to fulfil emotional requirements through experience;
therefore, organisations in tourism should focus on the quality of customer
experience and the performance of service operation (Stickdorn & Zehrer,
2009; Otto & Ritchie, 1996).
Regarding the issue of customer experience innovation and
management, Schmitt (2003) proposed the CEM framework in the
expectation of assisting organisations in better understanding customers
more directly, so as to build concrete customer relationships. The CEM
framework includes five steps: 1) analysing the experiential world of the
customer; 2) building the experiential platform; 3) designing the brand
experience; 4) structuring the customer interface; and 5) engaging in
continuous innovation. As for service operation, Vargo and Lusch (2004)
stated that when designing service, organisations must respond to Service-
Dominant Logic (S-D logic), a new customer relationship perspective that
claim that organisations cannot create value but can only offer value
propositions and then collaboratively create value with the beneficiaries.
Hence, in the perspective of organisations, providing superior value is
largely related to customer experience (Zehrer, 2009).
Moreover, Parasuraman, Zeithaml, and Berry (1985) developed the
service gap model to help organisations to evaluate the service quality. The
model includes five kinds of service gaps, which are consumer expectation
management perception gap (GAP 1), management perception service
quality specification gap (GAP 2), service quality specification service
delivery (GAP 3), service delivery external communications gap (GAP 4),
and expected service perceived service gap (GAP 5).
As a result, based on the perspectives of S-D logic, this study modified
the original CEM by integrating the concept of providing service value
WU & SUNG
1286
propositions with the related steps of building the experiential platform
and designing the brand experience in CEM. Figure 2 shows a process of
CEM with S-D logic.
Figure 2 A process of CEM with S-D logic. (Revised from Schmitt, 2003, p. 25).
Since the customer travel experience is continuous and is comprised of
the services of different stakeholders, the quality of the experience is easily
influenced by the overall travel itinerary. As such, when implementing
customer travel experience management, organisations should not only
consider their own service, but also take a holistic view to integrate the
corresponded stakeholders service provisions into the service system
(Gopalan& Narayan, 2010; Stickdorn & Zehrer, 2009).
Stakeholder Value Co-Creation in Service Design of Tourism
Evan and Freeman (1988) proposed the stakeholders theory, and defined
stakeholders as groups and individuals who benefit from or are harmed by,
and whose rights are violated or respected by corporate actions. Moreover,
Sautter and Leisen (1999) argued that organisational success is determined
by the effectiveness of internal and external stakeholder management. In
fact, in the tourism industry, services are inter-twined, and service
provisions of stakeholders affect one another; therefore, the involvement of
the stakeholders is one of the critical factors in the management of travel
service quality (Carreira et al., 2013; Gopalan & Narayan, 2010). However,
the stakeholders of tourism service are generally subjective and have
difficulty reaching a consensus, causing the process of facilitating
stakeholder cooperation to be difficult and complex (Waligo et al., 2013).
As such, with regards to the sustainable development of the tourism
industry, Waligo et al. (2013) noted that in order to effectively facilitate the
involvement of the stakeholders, organisations should apply corresponding
strategies in different stages (including attraction, integration, and
management), such that the stakeholders may have chances to start
participating from the early planning process and build consensus; thus, the
organisation can achieve the possibility of integration and management.
Stakeholder Involvement and Co-Creation in Service Design: Customer experience
management in tourism.
1287
Moreover, from the perspective of S-D logic, in order to reduce the
potential risks during stakeholder cooperation, Frow and Payne (2011)
proposed the value alignment mechanism, according to which in the early
stage of service development, organisations should clarify the relationships,
interests, and needs of stakeholders, and define suitable value propositions
in order to attract stakeholders. And, through the process of communication
and knowledge sharing, the stakeholders may identify the opportunities for
future collaboration and value co-creation. And, this study integrated the
previous study regarding the process to facilitate stakeholders to participate
in co-creation in Figure 3.
Figure 3 A process to facilitate stakeholders to participate in co-creation
Although the abovementioned theories support both CEM and the
facilitation of stakeholder involvement in value co-creation, there are only a
handful studies that actually illustrated the practical insights to facilitate
stakeholders to involve in the value co-creation for CEM. Therefore, this
study conducted a service design project in tourism in hopes of integrating
practical insights into the 4Ds design process as a reference for the tourism
industry in the future.
Case Study
Case Study Process
As mentioned above, based on 4Ds, this study conducted a service
design project for Maokong Tour Bus as case study. Firstly, in the Discovery
stage, this study adopted some methods of shadowing, observation, and the
interview to uncover the service gaps of the Maokong Tour Bus and to
analyse the needs of the various stakeholders. Secondly, in the Define stage,
based on the findings, this study highlighted a new customer experience
value proposition, and met various stakeholders individually to illustrate the
needs for the co-creation of stakeholders in the future. Thirdly, inviting
stakeholders, this study organized a co-creation workshop for the
WU & SUNG
1288
communication and knowledge transfer in hopes of developing
collaboration opportunities among the stakeholders in the future. Finally in
the Deliver stage, through social networks and meetings, this study
continued managing the collaborations and value co-creation among the
stakeholders.
Meanwhile, during the 4Ds design process, through observations and
interviews, this study collected stakeholders feedback in order to extract
practical insights from the Maokong Tour Bus service design project. The
relationships between the interviewees and the Maokong Tour Bus are
illustrated under the structure of the customer journey in Maokong as
shown in figure 4.
Figure 4 Background information of the interviewees
Maokong Tour Bus
In recent years, the Taiwan government has actively promoted the
tourism and hospitality industry, and the number of inbound tourists
continues to rise in every year. Especially, Taipei City, the capital city of
Taiwan, has the highest number of visitors in Taiwan most of the time
(Tourism Bureau, R.O.C., 2014). As stated earlier, Maokong is a famous local
destination, which is endowed with profound and unique cultural and
natural views and resources, and recognized as the backyard of Taipei City
(Lin & Chang, 2009). In 2007, Maokong Gondola was built for the purpose of
external transportation linkage and for its tourism value. The introduction of
the Maokong Gondola has successfully brought in a flow of new visitors for
Maokong, and gradually turned Maokong into an international tourist
attraction (Chu, 2007). Moreover, for the convenience of customers who
Stakeholder Involvement and Co-Creation in Service Design: Customer experience
management in tourism.
1289
plan in-depth tours in Maokong, Taipei City Government commissioned
Shin-Shin Bus to run the operation of the Maokong Tour Bus (Figure 5) for
internal transportation in Maokong with its first station at the Maokong
Station of the Maokong Gondola. With the Continual Ride Tickets,
customers only need to pay NT$ 15 to enjoy unlimited rides on the same day
(DoT Taipei, 2012).
Figure 5 Maokong Tour Bus
However, according to the statistical report issued by DoT Taipei (2011),
even though 5,000 customers per day arrived at the exit of Maokong Station
through Maokong Gondola, the average number of customers who take the
Maokong Tour Bus is only 150 people per day, which reveals that the usage
rate is too low and causes losses for the service. With in-depth research, this
study found that the service experience of Maokong Tour Bus was
desperately in need of improvement. Moreover, lacking the integration of
different organisations has led to poor customer travel experience in
Maokong (Chu, 2007). As a result, it has affected the willingness of
customers to engage in in-depth trips and consumption in Maokong, and
indirectly caused a low usage rate of the Tour Bus. Therefore, starting from
March 2013, we conducted a service design project and attempted to
improve customer experience for the Maokong Tour Bus service.
Service Design of Maokong Tour Bus
Discover
In the Discover stage of Maokong Tour Bus service design project, in
order to gain a holistic view of the customer experience and deep insights of
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the service gaps, this study applied shadowing, observation, and interview
methods in three stages during the customer journey, including 1) the
Before stage, in which Interviewees A to F were interviewed to share their
service perceptions from taking the Maokong Gondola to walking to the
tour bus stop; 2) the During stage, in which Interviewees G to J were
interviewed to provide their service perceptions from waiting at the tour
bus stop to taking the tour bus; and 3) the After stage, in which
Interviewees K to N were interviewed to share their service perceptions
from disembarking the tour bus to experiencing Maokong.
This study indentified that some of the service quality problems that
caused the low usage of the Maokong Tour Bus are not mainly from the
service of Maokong Tour Bus, but the whole service system in Maokong.
Therefore, in order to analysis the attribution of the problems, we
categorized the major problems into four kinds of service gaps based on the
service gap model. The research results of customers Maokong Tour Bus
experience are summarized in the customer experience journey map, as
illustrated in Figure 6. As for Gap 1
a
, since the Maokong Tour Bus was not
specifically designed for tourism and leisure purposes but only as
transportation, the appearance of the tour bus and the bus stop lacked
relation to the local feature, and no dedicated tour route map was provided
for the customers, so the service was unattractive to the customers in the
during stage. As for Gap 1
b
, the description of each bus stop was not
dedicated for the tourism, and customers could not easily understand where
to disembark for in-deep travel.
Regard to Gap 2, lacking the support from the Maokong Gondola, the
indicators of Maokong Gondola to Maokong Tour Bus was absent, the
customer can hardly find the bus stop of the Maokong Tour Bus in the
Before stage. For Gap 3, due to the regulation and the habits of the
resident, the quality of the surrounding environment of Maokong lacked
sustainable maintenance and management. As a result, the damages to
public facilities and messy public spaces undermined customer travel
experience in the after stage. As for Gap 4, without clear information
regarding the Maokong Tour Bus service during the Maokong Gondola ride
and at both the entrance and exit point of Maokong Gondola Station in the
Before stage, customers were unaware of the Maokong Tour Bus.
Stakeholder Involvement and Co-Creation in Service Design: Customer experience
management in tourism.
1291
Figure 6 The customer experience journey of Maokong Tour Bus
Although it is crucial to apply service design and integrate the
stakeholders to fill the gaps, the collaborations could not be easily achieved.
This study collected the opinions and feedbacks from Interviewees O to R
and discovered that the various conflicts and lack of communication
WU & SUNG
1292
undermined the possibility of collaboration in the past (As shown in figure
7). First of all, Interviewee O stated that since the resident and the local
government did not carefully manage the environment in Maokong, the
customer journey in Maokong was not qualified. Secondly, Interviewee P
considered that:
Most of the residents in Maokong only focus on their individual
interests and it impede the development of the tour bus service for
the customers to enhance travel experience.
Thirdly, as for the stakeholders of local business sector, Interviewee R
showed disapproval for the establishment of the Maokong Tour Bus service
and the Maokong Gondola, stating that:
The Maokong Tour Bus and Maokong Gondola service do not help
promote local businesses and the customers who ride Maokong
Gondola and the tour bus seldom disembark to purchase items. This
further reduces revenue of our local business.
Finally, from the viewpoint of local government, Interviewee Q
considered that:
When developing public facilities, it needs carefully consideration;
otherwise, the construction may violate the environmental regulation
or harm the interests or habits of the stakeholders in Maokong area.
As a result, in order to integrate the stakeholder for co-creation,
further strategies are required (Waligo, et al, 2013).
Figure 7 Conflicts among the stakeholder in Maokong
Stakeholder Involvement and Co-Creation in Service Design: Customer experience
management in tourism.
1293
In summary, through a holistic and qualitative research, this study found
that the problems, which cause the low usage of Maokong Tour Bus, are not
mainly from the riding experience, but from the whole service system in
Maokong. These findings correspond to the statement in Zehrer (2009) that
tourism is a series of sequential service processes so that problems do not
singly originate from a single service. However, without the support from
other stakeholders, the service gap can hardly be filled. Thus, in the
Discover stage, the service design project should focus on the before,
during, and after of the service, and apply the tool of customer journey map
in order to fully understand customers tourism experiences and to identify
key stakeholders from a holistic perspective (Stickdorn & Zehrer, 2009;
Stickdorn & Schneider, 2010). Moreover, although certain information or
problems can be revealed through employing traditional quantitative
analysis results (e.g. the low usage of Maokong Tour Bus or the customer
satisfaction), underlying causes remain unclear and contributions to design
implementation are limited (Polaine, Lovlie, and Reason, 2013; Tripp, 2013).
Therefore, the service designers should alternatively apply qualitative
research methods to uncover underlying problems from both customer
experience perspective and stakeholders business considerations, which
can then be used as references for service experience innovation.
Define
In the Define stage, this study examined the findings from the
Discover stage through interviewing with different stakeholders in order to
define appropriate value propositions of the Maokong Tour Bus service for
customers and also as a strategy to attract stakeholders for collaborations as
well. Based on the customer journey map, this study selected key
stakeholders, and met them individually to illustrate the problems and the
need for value co-creation and collaborations.
From the results of the meetings and discussions, this study found that
some of the gaps (Gap 1, Gap 2, and Gap 4) could be filled through the co-
creation among the stakeholders. For example, Interviewee O stated that
the customer travel experience could be extended if the services of
Maokong Gondola and Maokong Tour Bus connected. On the other hand,
Interviewee Q considered that if the Maokong local culture is connected to
the Maokong Tour Bus, it could not only give support on the promotion of
the Maokong local culture, but also to improve the travel experience for the
customers. However, it is also found that some of the gaps, which related
WU & SUNG
1294
to the regulations or the habits (Gap 3) of the stakeholders, could hardly be
solved. For example, Interviewee P mentioned that since the residents have
established their habits over time, it is difficult to make them change
immediately. In addition, Interviewee Q stated that the regulations that
established by the central government are designed for the protection of
the environment and impartial principle, so it is hard to filled these types of
gaps.
As a result, based on the Gaps of 1, 2, and 4, this study strategically
proposed the core value proposition is to connect and expand the services
for the stakeholders in Maokong so as to provide a rich and comfortable
travel service experience for the customers in Maokong. Firstly, this study
proposed that the values of the Maokong Tour Bus service should be
elevated from serving a transportation function to a travel orientated
service. As a result, the characteristics of Maokong culture were integrated
into the Maokong Tour Bus visual identity (Figure 8) that complies with
Maokongs tourism image in this study.
Figure 8 The new logo design for the Maokong Tour Bus
Secondly, this study illustrated the value proposition for each
stakeholder (as shown in figure 9) to increase the willingness for value co-
creation: 1) Customers: providing a rich and comfortable travel experience;
2) Maokong Gondola: giving support to Maokong Gondola on expanding the
customer travel experience; 3) Local store: assisting promotion and bringing
customers to the local store; 4) Local autonomous government: providing
support for the promotion of the local culture and the connection between
different areas in Maokong.
Stakeholder Involvement and Co-Creation in Service Design: Customer experience
management in tourism.
1295
Figure 9 The new value propositions of Maokong Tour Bus for each stakeholder
Thus, in the Define stage, this study argued that organisations should
meet key stakeholders to identify the causes of each gaps and to clarify their
expectations, and propose suitable value propositions to meet their needs.
Consecutively, when defining the value propositions, it is crucial to
emphasize on overall value rather than maximizing profit individually as an
objective to minimize conflicts and competition with other stakeholders.
This method of promoting collaboration through value proposition is similar
to that proposed by Frow and Payne (2011), namely, organisations should
be focused on increasing value rather than maximizing profit to avoid
competition and conflict, thereby successfully attracting the stakeholders to
the collaboration.
Develop
To integrate potential collaboration opportunities between stakeholders
in the Develop stage, this study hosted a co-creation workshop in late 2013
(Figure 10), thus providing a platform for interaction and knowledge sharing.
Shin-Shin Bus Company (Interviewee O), service providers of the Maokong
Gondola (Interviewee P), the local autonomous government (Interviewee
Q), and external designers were invited to the workshop.
WU & SUNG
1296
Figure 10 The co-creation workshop in the Maokong Tour Bus service design project
During the workshop, to familiarize the stakeholders with the purpose of
collaboration, this study first demonstrated the Maokong customer
experience journey by creating a servcescape 3D model and pointed out the
customer experience problems caused by the lack of stakeholder
cooperation. Then, this study illustrated that the purpose of this co-creation
workshop was to improve the travel experience and realize the value
propositions through collaboration among the stakeholders and to create
mutual business models. Therefore, this study applied visualization tools
and the customer experience journey map, which derived from the
discover stage, to facilitate the discussion and co-creation among the
stakeholders. Interviewee O responded that the demonstration of the
customer experience research helped us to put more focus on the
discussion for future collaboration and to create new business
opportunities. The following is the concrete collaboration opportunities
that responds to the value propositions and innovative customer experience
journey map (Figure 11), which was derived from the co-creation process
during the workshop. Firstly, in the Before stage, in order to gain the
customers awareness of the tour bus service and to extend customers
experience from Maokong Gondola, Maokong Gondola would plan to install
brief introduction, guiding signs, and road guidance painted on the ground
for the Maokong Tour Bus service. Secondly, in the During stage, it was
proposed that the appearance of the bus stop and the tour bus of Maokong
Tour Bus should be incorporated with local features to promote the tourism
industry in Maokong. In addition, detailed information and other travel
promotion in the Maokong area were provided in the Maokong Tour Bus.
Stakeholder Involvement and Co-Creation in Service Design: Customer experience
management in tourism.
1297
Finally, in the After stage, leisure activities would be added to the
operation of local travelling services in Maokong such as seasonal theme
events. With the help of cooperative promotions, these activities were
expected to provide novel experience for customers in Maokong and to
attract customers in the future.
Figure 11 The new customer experience journey of the Maokong Tour Bus
After the workshop, all stakeholders have established their
implementation plans with detailed schedule in the future. Interviewee R
suggested The workshop opened up effective communication, which
allowed us to understand each other better, and creates more opportunities
for future collaboration. As such, this study considers that in the Develop
stage, in order to facilitate stakeholders to build up consensus for value co-
creation and future collaboration, organization should invite the key
relevant stakeholders of the service and a few of irrelevant outsiders into
the co-creation workshop. Stickdorn and Schneider (2010) underlined that a
co-creation workshop is an open development model. With appropriate
arrangements, it can facilitate stakeholders to formulate excellent ideas as a
source of inspiration for core design teams to execute. Moreover, since the
stakeholders will be eager to share the results, which originated from their
WU & SUNG
1298
efforts and contributions during the co-creation process, it may increase the
possibility of future collaborations.
On the other hand, the arrangement of designers to participate in co-
creation is in alignment with the concept of free agent proposed by Kania
and Kramer (2011) that it not only provides diverse sources of innovation,
but also improves the performance of coordination and communication. In
addition, to ensure effective communication between stakeholders, physical
tools can be employed in the workshop (e.g., Legos, post-its, customer
experience journey map). These tools were used to help in the visualization
of innovative concepts proposed by the stakeholders, which created
effective communication, enhanced the effectiveness of co-creation in the
workshop, and elevated the quality of outcomes (Clatworthy, 2012).
Deliver
In the Deliver stage, together with the stakeholders, this study selected
the prototypes for further implementation and evaluation, including the
indicators, route map, appearance and interior of the Maokong Tour Bus,
and the leisure activities. Since 2014, the aforementioned cooperative
projects have been initiated, and the goals and the responsibilities for each
stakeholder are illustrated in figure 12.
Moreover, in order to facilitate the process of the projects, a multi-
discipline team has been established by this study that involves different
stakeholders, experts, designers, and consultants. Moreover, with the
assistance of social networking software (e.g., Line and Facebook) for virtual
and physical meetings, this study continues to monitor the development
progress of each prototype.
Sung and Wu (2011) indicated with various knowledge, multi-discipline
team can propose solutions more effectively during the projects. However,
in the beginning of establishing a multi-disciplinary team, it is necessary to
apply virtual communication software and official or unofficial physical
meetings to build up trust and consensus so as to improve collaboration
maturity.
Stakeholder Involvement and Co-Creation in Service Design: Customer experience
management in tourism.
1299
Figure 12 The prototypes selected for implementation in the service design project of
Maokong Tour Bus
Conclusions and Suggestion
At the present stage, this study has successfully guided the stakeholders
to participate in co-creation and CEM, based on the signature of
memorandum of understanding with Shin-Shin Bus and other stakeholders.
The project has started implementing the concepts during 20142015.
Based on the literature review and case study, this study has explored
the theoretical and practical insights for the three questions proposed in the
beginning of this paper and integrated into the 4Ds design process as a
WU & SUNG
1300
reference for the future service design in tourism (Figure 13). Firstly, in
order to manage customer travel experience, this study applied qualitative
research methods such as shadowing and interviewing involving a holistic
customer experience journey, including before, during, and after, in the
Discover stage. With such research methods, this study uncovered certain
hidden problems (e.g. lack of promotion, lack of indicators in the Maokong
area, lack of the collaboration among the stakeholders) that are not directly
related to the Maokong Tour Bus riding experience, but caused the low
usage rate of the Maokong Tour Bus. Meanwhile, as shown in the Discover
state, opinions of the stakeholders should be collected to analyse difficulties
that may occur during the collaboration and value co-creation. Secondly, to
integrate the stakeholders, organisations should differentiate the causes of
the service gaps with stakeholders and work on the overall value and
clarifying the expectations from different stakeholders to specify concrete
value propositions to attract stakeholders. For example, after evaluating the
causes of the service gaps and identifying the stakeholders position and
resource, this study strategically proposed the value proposition of
Maokong Tour Bus that benefits both customers and stakeholders to fill the
service gaps of 1, 2, and 4; as a result, it raised the possibility to align the
stakeholders for collaboration.
Thirdly, by introducing designers and visualization tools that related to
customer experience into the workshop, this study found that it could
facilitate the open discussion and co-creation among the stakeholders and
to create opportunities for future collaboration. For example, in the
Develop stage, this study applied some tools to illustrate the customer
experience, and invited key stakeholders and external designers to join the
co-creation workshop. With this workshop, the stakeholders were willing to
co-create and build up connections with others. Finally, in the Deliver
stage, organisation should organize a multi-discipline team to implement
the prototypes with corresponded stakeholders for further customer
experience evaluations. Moreover, through adopting social networking
software and official or unofficial meetings, organisations could facilitate the
progress of the prototype implementation more effectively.
Stakeholder Involvement and Co-Creation in Service Design: Customer experience
management in tourism.
1301
Figure 13 Insights from the Maokong Tour Bus service design project
In summary, this study found that when working on service design in the
tourism industry, organisation could hardly fill all the service gaps by itself.
Therefore, it is crucial to integrate the relevant stakeholders into the service
systems. However, service design and stakeholders co-creation are not
panacea. If the causes of the service gaps were related to regulations or
habits of the residents, it would need other resource or method to fill the
gaps.
WU & SUNG
1302
Since the case study of the service design examined by this study is still
in the preliminary developmental stage, in future research, this study will
further explore the improved design and customer experience. Moreover, to
improve the completeness of this research, this study will continue to
explore the relationships between the value propositions and the
interaction of the stakeholders based on the stakeholder theory. Finally, this
study expects to verify the proposed insights through various projects in the
future to serve as an important reference for organisations in the tourism
industry when implementing the management of customer experience.
Acknowledgements: This study received partial financial
support from Service Science Society of Taiwan. Also, our
deepest respect and gratitude go to the designers, include
Hsiao WenFang, Chiu Chi, Chang JheJhao, and Allen Tsai, who
participated in the service design project of Maokong Tour
Bus.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper on this conference proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Co-design for Not-for-profit Organization
Busayawan LAM
a
and Andy DEARDEN
*b
a
Brunel University;
b
Sheffield Hallam University
Co-design has potential to help community-based organizations deliver better
services to their beneficiaries, since it encourages users to get involved in
designing services that will be delivered to them. Good use of co-design could
bring several benefits, e.g. ensuring that services match users needs.
However, the extent of co-design knowledge among community-based
organizations is currently unknown. Hence, this study aimed at investigating
their current state of co-design knowledge in order to develop guidance to
help them effectively co-design services with their beneficiaries.
This project employed a mix-method approach including a survey, interviews,
case studies, and a creative workshop. This paper will discuss results of case
studies conducted with five organizations, which involved observations and
interviews with key staff and users. The results revealed that the level of
understanding of co-design among community-based organizations varied
greatly. While most organizations have the right mindset for adopting co-
design, since they are keen to listen to users ideas, only the minority actually
involves users in designing services. The lack of awareness may be the main
reason of the slow adoption of co-design. Thus, it is important to help them
understand the value of co-design and how it can be used to suit their needs.
Keywords: Co-design, Service Development, Community-based organizations
*
Corresponding author: Dr Busayawan Lam | e-mail: busayawan.lam@brunel.ac.uk
LAM & DEARDEN
1306
Introduction
This paper discusses the results of the research project titled securing
the value of co-design for community-based organizations funded by the
Arts and Humanities Research Council under the Connected Community
scheme. This project is a collaboration of Brunel University, Sheffield Hallam
University and the National Council for Voluntary Organisations (NCVO). In
this case, community-based organizations are defined as small locally-based
not-for-profit organizations providing support to disadvantage people in
their areas, such as local charities and volunteering groups.
Increasingly, the UK government is keen to get charities and voluntary
organizations more involved in delivering public services, e.g. community
healthcare and social care, since they excel at connecting with certain hard-
to-reach groups, which are often defined as people who do not engage with
the community (HM Treasury, 2002). However, the study carried out by
Charity Commission (2007) revealed that small charities and voluntary
organizations hardly engaged in public service delivery due to several
barriers that are caused by their size, such as a limited staff and resources.
Apparently, there is a need to help community-based organizations that are
interested in delivering public services to overcome existing barriers and
deliver high-quality services to disadvantage people that they are
committed to support.
Although most community-based organizations operate within
poor/disadvantaged communities, they are not always organizations of the
poor and disadvantaged. Leaders and members of community-based
organizations recognize problems and needs in communities, but do not
necessarily have first-hand experience. Hence, effective collaborations
between community-based organizations and their beneficiaries could lead
to better services and more effective means of delivery, e.g. reducing
unnecessary costs and maximizing value. Moreover, Charity Commission
(2010) suggested that small not-for-profit organizations need to make a
better use of collaborations, since they heavily rely on small numbers of
committed staff and/or volunteers and thus are vulnerable if they leave.
Background Research
In this case, co-design was considered as a suitable approach to address
key challenges that community-based organizations currently face. Co-
design, which is short for collaborative or cooperative design, is a distinctive
approach to design that promotes collective creativity of designers and
Co-designing Not-for-profit Services
1307
people who are not trained in design (such as frontline staff and service
users) throughout the whole design process (Sanders and Stappers, 2008).
Co-design reflects a shift from user-centered design (user-as-subject) to
participatory design (user-as-partner), which matches the bottom-up and
pro-people ethos of the community-based organizations.
Boyle and Harris (2009) noted that good use of the co-creation approach
brings several benefits. Firstly, turning beneficiaries (service users) into
taskforce could help small charities and volunteering groups overcome
problems caused by the lack of staff. Secondly, collaborating with users
could ensure that services match their requirements and lead to better
outcomes. Thirdly, active user engagement encourages self-help and
positive behavior changes, which in turn could prevent potential problems
in the future. Being involved in a creative process could help people gain
confidence to solve problems themselves rather than asking for help from
others (Bontoft, 2006). Besides, the participatory approach could enhance
stakeholder engagement, which leads to higher productivity, higher
creativity, and lower costs and risks (Ramaswamy and Gouillart, 2010).
Charity Commission (2010) reported that most not-for-profit
organizations are interested in collaboration for idea/information sharing,
which fits well with co-design principles. It is important to stress that co-
design goes beyond conventional consultations and qualitative user
research. To achieve full benefits of co-creation, users must be actively
involved in designing and delivering services (Buur and Larsen, 2010).
As a result, the project aimed to 1) find out values/contributions that the
co-design approach could bring to the service development process in the
context of community-based organizations, and 2) answer the key question:
how best should community-based organizations use co-design with their
beneficiaries to design better services and more effective means of delivery?
Research Methodology
This project employed a mix-method approach which included an online
survey, semi-structured interviews, case studies, and a creative workshop.
This paper will discuss results of case studies conducted with five
community-based organizations. The main purposes of the case studies
were to develop in-depth understanding of community-based organizations
state of knowledge of co-design and their current practices in order to
understand values that co-design brought to their service development
LAM & DEARDEN
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process. These insights will help the researchers develop guidance to help
community-based organizations effectively co-design with their users.
To ensure representative and balanced results, the purposive sampling
strategy was employed. Two organizations (MERU and the Blackwood
Foundation) were selected due to their design-led approaches. They were
considered to be at the forefront in terms of co-design knowledge and
design practices. The rest (DASH, Age UK Hillingdon and Destiny Support)
were chosen, as they were considered to be the representatives of the
majority of community-based organizations. Most community-based
organizations in the UK have a very small number of full-time staff, heavily
rely on volunteers to provide services and rarely work with designers. The
detailed profiles of all participating organizations are shown below:
MERU is a regional charity supporting people living in Southeast
England (see: http://meru.org.uk). Its mission is to help disabled
children and young people achieve their aspirations by giving advice
on appropriate assistive equipment and providing a custom-made
solution if the suitable device does not exist. The charity has in-
house design engineers, design studios and workshops for producing
prototypes and manufacturing custom-made devices.
The Blackwood Foundation is a charity established in 2009 by
Blackwood, an organization that specializes in providing housing and
care services for people with a disability or support needs based in
Scotland (www.mbha.org.uk). Its mission is to promote independent
living and provides support for people with a disability or support
needs. The work is mainly focused on design and technology. It has
only two members of staff. However, the charity has access to
various experts in Blackwood, e.g. human factor specialists.
Disablement Association Hillingdon (DASH) is a charity, which aims
to provide advice, support and information that will enable disabled
people to make choices about how they live their lives
(http://dash.org.uk). The charity perceives itself as user-led, since
many of the trustees are disabled people. It originally offers advice
and information (e.g. Direct Payment) on a one-to-one basis.
Recently, the services have been expanded to include many
activities designed to support disabled people, e.g. art & craft.
Age UK Hillingdon is a local charity, which is part of a larger not-for-
profit organization, Age UK (www.ageuk.org.uk/hillingdon). The goal
is to improve the quality of life and promote a positive view of all
older people in the London Borough of Hillingdon. As a result, the
Co-designing Not-for-profit Services
1309
organization offers a variety of support for older people. Its services
can be grouped into four categories: 1) advice, 2) social contact
services, 3) homes and hospital services, and 4) voluntary services.
Destiny Support is a community interest company (CIC) that
promotes independent living (www.destinysupport.org). The
organization supports people of all ages and ethnicity, especially
those that are hard to reach. Destiny Support perceives itself as
user-centered. It provides one-to-one support and advice for a
variety of everyday needs ranging from helping people filling in
benefit forms to providing emotional support for senior citizens. It
also acts as a coordinator that helps connect people with available
resources and coordinate services to match their needs.
All case studies involved site visits, semi-structured interviews with
senior managers and frontline staff, and observations. In some cases,
interviews with users and other key stakeholders (e.g. carers) were also
carried out. To ensure the consistency, the same set of questions was used
for all interviews. The questions can be categorized into six groups: 1)
service development process, 2) service quality, 3) associated costs, 4) user
involvement in designing services, 5) designer involvement in designing
services, and 6) state of knowledge of co-design and current practices.
All interviews were recorded with permission and transcribed. Results
were compared and analyzed using Thematic Analysis in order to extract all
key issues in a form of the main lessons learned. The rationale was that all
good practices gathered through case studies can be used to form a basis of
the guidance designed to help community-based organizations use co-
design with their beneficiaries more effectively in order to achieve better
services and more effective means of delivery. The observation notes and
pictures taken during the site visits were used to support the analysis.
Principal Findings from Case Studies
This section presents the main findings of five case studies conducted in
the project. The outcomes were compared to identify similarities and
differences in terms of current knowledge of co-design and existing service
design processes, especially how much users and designers are currently
involved, as well as how the involvement affecting service quality and costs.
LAM & DEARDEN
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Case Study 1: MERU
Main Focus: This case study focused on MERUs custom-made services.
The charity designs and manufactures a variety of custom-made assistive
products for disabled children and young people ranging from a computer
control device right through to floor exercise equipment.
Current Understanding of Co-design: The interviews with the CEO and
three design engineers revealed that the top management and frontline
staff have a good understanding of co-design and already applied its
principles to co-create custom-made devices with service users and other
stakeholders (e.g. parents, carers and social service officers).
Service Design Process: For all custom-made products, the process
begins with a request from beneficiaries, such as users, parents or
healthcare professionals. All requests will be thoroughly assessed by the
project referral committees (including an occupational therapist, a
physiotherapist, an engineer and a project administrator) to establish that
there is no other suitable device available in the market.
The process consists of three stages: 1) co-creating the brief, 2) co-
designing the concepts and 3) co-evaluating the outcomes. Firstly, the co-
creation of the design brief will be carried out by a design engineer who is
assigned as a project leader and the end user. The current design brief
template is a subject of many years of refinement. Unnecessary questions
have been removed and new items have been added to capture users
detailed requirements and emotional needs, e.g. aspirations. The co-
creation of the design brief is crucial to the quality of the service. Unrealistic
requirements must be identified and eliminated at the early stage.
During the second stage, all stakeholders are treated as co-decision
makers. However, healthcare practitioners often make the final design
decisions. This was because many custom-made products are considered
medical devices. Thus, they are regulated by the Medicines and Healthcare
Products Regulatory Agency under the Medical Device Directive.
In the last stage, a handover meeting will be held to make sure that the
user is satisfied with the outcome. To ensure the quality of the outcome, the
product will also be thoroughly assessed by another design engineer
whether it fulfils all the requirements in the design specs.
User Involvement: If users do not have any severe cognitive
impairments, they will be involved in all stages in the co-design process,
namely defining problems, creating the brief, developing design concepts,
selecting concepts, finalizing details and testing the product. Nevertheless, it
was observed that some disadvantaged children and young people may lack
Co-designing Not-for-profit Services
1311
confidence to co-create and/or make decisions. Hence, it is important to
help them express themselves and their ideas. Nonetheless, it is not
practical to expect service users and other beneficiaries to be physically
present at all stages of the design process, since many of them have mobility
impairments. Thus, most communications are carried out via phones/emails.
The Main Challenges: Getting all stakeholders involved in the design
process is very challenging, especially in a case where several professionals
are involved and cannot agree on what is best for a child. The high level of
user engagement has significant impacts on the time, human resources and
costs. Currently, each project takes at least two months to complete. Some
requests which are considered low priority (e.g. an adapted Xbox controller)
may have to wait for a few years. Due to limited staff, the charity can handle
around 10 12 projects at one time. Although the total cost varies from one
project to another, on average, each costs approximately 1,000.
Main Lessons Learned: By breaking down the co-design process into
three key stages, MERU has achieved an effective way of working with users
and ensured that all key stakeholders are involved throughout the process.
Figure 1 from left to right MERUs design studio and workshop facilities.
Case Study 2: The Blackwood Foundation
Main Focus: This case study will discuss how the foundation applied the
co-design principles to develop its services. Currently, the foundation offers
two main services. Firstly, it helps connect people with a disability or
support needs with designers and the design process. Secondly, it helps
connect people with an interest in independent living together so that they
can share problems, ideas and recommendations freely.
Current Understanding of Co-design: The interview with the director
suggested that the charity has a good understanding of co-design and
LAM & DEARDEN
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already applied its principles to develop two main services. In 2010, the
foundation conducted 11 consultation and engagement workshops with
approximately 100 people Scotland-wide as a means to capture what people
with a disability or support needs really want. The key findings are:
Firstly, many workshop participants have strong potential to play co-
creating roles. Using Sanders and Stappers (2008) framework for
classifying users based on level of expertise, passion and creativity,
many participants are considered creators. They know what they
want and already designed/modified products and/or built
environments to suit their physical and emotional needs.
Nevertheless, there are limited opportunities for these creators to
engage in the design process. There is need to utilize their
knowledge and creative skills by giving them more opportunities to
co-create new designs and technologies with trained designers.
Most people do not know about existing products/services to
support their independent living. There is a need for a platform that
allows people to exchange knowledge more effectively.
Service Design Process: The principal findings from the co-design
workshops were used to inform the service development, which can be
divided into two main stages. The first stage is the development of
bespoken (www.bespoken.me), a social media site that bring together
anyone with an interest in independent living. The site offers a forum that
allows people to exchange ideas, tips, problems and recommendations
more effectively. It also showcases good designs so that members are aware
of existing solutions in the marketplace as well as recent developments.
The second stage is connecting users with designers through a university
engagement scheme. The Blackwood Foundation conducted the pilot work
with School of Engineering and Design, Brunel University. The charity set a
design challenge for a final-year design student by asking forum members to
come up with problems and/or new design opportunities for the chosen
student to work on. The idea was to encourage a trained designer to co-
design a product with bespoken members. At the end of the project, a
meeting was carried out with the student to discuss the overall experience
and identify potential problems that should be taken into consideration
before launching a larger scale of design challenge in the future.
User Involvement: The charity has made a good use of an online digital
platform to help people with a disability and plays an active role in the co-
Co-designing Not-for-profit Services
1313
design process. By encouraging online collaborations, certain limitations
imposed by disabilities can be overcome.
Main Challenges: Although an online platform has helped overcome
some problems, an effective way to collaborate still needs to be established.
The reflective interview conducted with the designer at the end of the pilot
project revealed that the designer did not know how to utilize users
knowledge and creative capabilities effectively. The interview results show
that the designer perceived the user as an adviser rather than a co-creator.
Main Lessons Learned: It is important to encourage trained designers to
fully utilize users insight and creative skills. Sanders and Stappers (2008)
observed that, in order to successfully embrace co-design practices, one
must believe that all people are creative.
This is not a commonly accepted
belief. That is why some designers or persons in charge might find it difficult
to let go of control and let users make key design decisions.
Figure 2 from left to right Consultation and engagement workshops, and the
online collaboration between a designer and bespoken members.
Case Study 3: Disablement Association Hillingdon (DASH)
Main Focus: This case study mainly focused on the recreation services
designed to support disabled people in Hillingdon.
Current Understanding of Co-design: The semi-structured interviews
conducted with the Chief Officer and Activity Leader revealed that DASH has
very limited experience with trained designers. The charity has never
involved a designer in any service development project. Thus, they have
never come across the term co-design. However, they found the principles
of co-design well aligned with their ethos, since DASH is committed to
deliver user-led services to its beneficiaries. Most service developments in
the recreation area are truly user-led, since ideas are often initiated by
users. In many cases, users take the ownership of the activities see the
actual quote from the Chief Officer below:
LAM & DEARDEN
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Boccia is the newest activity, only starting a couple of weeks ago, as a
result of one of service users telling us that the nearest place he can
play boccia is Hemel Hempstead. Obviously, transport for disabled
people is much more difficult. To travel to Hemel Hempstead just to
play for a couple of hours is not very feasible. Thats why we set it up
for him. Now he actually runs the group himself (see Figure 3).
Figure 3 Discussions with users and carers carried out during the Boccia session
Service Design Process: Although users are seen as a main source for
new service ideas, there was no formal process of developing service with
users. Most ideas for new services were captured through casual
conversations. The organization occasionally sends out a questionnaire as a
means to identify users requirements. This kind of questionnaire is part of
an on-going review to ensure that users are satisfied with the services
offered. Nevertheless, there is no specific timetable for this kind of survey.
DASH sometimes uses creative techniques, e.g. brainstorming, to
generate new ideas with users. Nevertheless, in most cases, they rely on
close relationships, good communication skills and intuition. They have
practical techniques for teasing out ideas from different groups of users.
While open questions work well with people with physical disabilities, a lot
of probing questions are needed for people with learning disabilities.
Currently, there is no evidence of a formal process for the new service
development. Once a new service idea is picked up by a staff or a volunteer,
they will share the idea with their colleagues and line managers. If the team
agrees that this service idea is interesting, they will explore how to deliver it,
e.g. contacting suitable funders. After the funding is secured, the team will
start investigating practical aspects, such as finding suitable venues.
User Involvement: According to discussions with several users and
carers, DASH is perceived as approachable, open-minded and responsive to
users ideas. If the service does not require a large amount of setup costs,
the charity is willing to put the new idea in practice without delay. Most
Co-designing Not-for-profit Services
1315
users and carers felt that their opinions were listened to and valued. Thus,
they are willing to share ideas, because they have seen that their
suggestions have been implemented. All service users took part in the
interviews, especially those with physical disabilities, are keen to be more
involved in service development (e.g. leading the activity that he/she
suggested). In general, the charity encourages users to lead an activity that
they suggested, since it is perceived as a way to help service users develop
important life skills, e.g. planning, organization and management.
Main Challenges: The biggest expenditure is staff. Although the charity
always seeks ways to reduce costs, user satisfaction is more important than
cost effectiveness. This is because the level of user satisfaction and rate of
attendance are main criteria where external funders judge the service
quality.
Main Lessons Learned: By treating user involvement as part of skill
development schemes, this could get more users interested in working with
charities and voluntary organizations on service developments.
Case Study 4: Age UK Hillingdon
Main Focus: This case study focused on social contact services provided
under the Active Ageing Group scheme which aims to promote active
lifestyles and social interaction through numerous recreational activities,
e.g. social outings and group exercises. The data was collected via a
combination of an observation and semi-structured interviews with staff
and volunteers, as well as service users (see Figure 4).
Figure 4 Observation and interviews carried out at Wallis House, Ruislip, UK
Current Understanding of Co-design: The charity has no experience of
working with designers not even well-established disciplines, such as
LAM & DEARDEN
1316
graphic design. Thus, they have never come across the term co-design.
Nevertheless, the charity is interested in learning more about co-design.
Service Design Process: The charity currently does not have a formal
process for developing a new service or improving existing ones. New ideas
are often emerged from users feedback. The organization employed both
formal and informal processes to evaluate user satisfaction and identify new
opportunities, e.g. questionnaire surveys. This ongoing evaluation helps
ensure that the services are continually improved and evolved.
According to the interviews, service users are welcome to be involved in
all stages of service developments ranging from identifying problems right
through to planning service details (e.g. choosing types of exercise that they
would like to do). In general, when a user suggests a new idea, the charity
will try to accommodate it and test it with other users. If the new service
idea receives positive feedback, it will be introduced to wider audiences. If
not, the idea will to be removed. Several ideas (e.g. t'ai chi and Nordic
Walking) were suggested, tested and removed due to unsuccessful results.
User Involvement: The staff observed that when users first joined the
group, they can be quite shy. However, as they become more familiar with
staff and other users, they will be more vocal and confident to express
their thoughts and opinions. Since not all users are interested in creative
activities, e.g. designing services, it is important to make the tasks relevant.
Since many users have hearing impairment, the ability to frame questions in
a short, sharp and simple sentence makes a significant difference.
The informal discussions with several users confirmed that users
opinions and suggestions were valued and taken seriously by the charity.
Most users found staff and volunteers to be open-minded and patient. This
makes them feel comfortable to give feedback and suggest new ideas.
Most users said that they are willing to spend their time planning service
details with the charity, e.g. designing the itinerary of a day trip. Only a few
users are interested in leading the service development project while others
feel rather shy and do not wish to take the lead. They would rather give
suggestions and let the staff develop the ideas further themselves.
Many users are willing to help the charity test and refine their new
service ideas. Since the services are user-centered, users can choose what
services they want. If they do not like the activities, they will not take part.
In this way, users attendance can also give a clear indication about the
service quality. The users pointed out that, at the beginning, there were only
three people attending the group activities. Now there are approximately 20
people attending. This was because the charity listened to users.
Co-designing Not-for-profit Services
1317
Main Challenges: The biggest costs of services are transport and staffing,
especially services designed for wheelchair users, since the charity must
have enough staff to support each user. Hence, it may not be practical to get
users physically present in all service design activities due to mobility
problems. Even a short distance, some users need assistance.
Main Lessons Learned: Some users may have relatively low confidence
to begin with. It is necessary to create an environment that makes them feel
comfortable and enhance their confidence so that they can openly express
their concerns and creative ideas. Thus, staffs attitudes and behaviors are
crucial to the success of co-creation. Besides, sensory impairments must be
taken into consideration when planning creative activities for older people.
Destiny Support
Main Focus: This case study will focus on the practical support that the
organization provides for its beneficiaries. This group of services aims to
enable independent living and personal development, e.g. applying for
council housing and giving lessons on basic IT skills.
Current Understanding of Co-design: The organization has never worked
with any designers not even tradition disciplines, such as graphic design.
Thus, it is not familiar with the term co-design or co-creation.
Service Design Process: Although Destiny Support does not have a
formal process for designing a new service, they were truly user-centered
see the quote from the Head of Operations below:
We decided that we are a supporting organization - just come
through the door, tell us what you want us to support you with, even
if we dont have resources or specialists in house, we will try and look
for the help you need if it is out there.
User Involvement: Although all service ideas were identified based on
users needs, service users are involved mainly at the front-end of the
service development process. They are not involved in the planning and
delivering of services. Most user engagements were carried out in an ad hoc
manner (e.g. informal conversations with users), since there is no formal
process see the quote from the Head of Operations below:
We dont choose what services we are going to deliver. We identify.
When people talk to us, we listen and think: what can we do? We
very much react to the needs rather than set up something because
we think that might be what people want. We want the problem to
LAM & DEARDEN
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be solved in the long term. We dont want this person to keep coming
back to us or be dependent on the services. What normally happens
with other organizations is that a user would resolve one issue. Like
that, you have not empowered that person. The rest of the problems
are still there. For us, we listen to them and list down their problems.
If you identify the real problem, the rest will fall into places.
Moreover, there is no formal process for evaluating service ideas before
the launch. The current service planning mainly concentrates on identifying
resources needed to deliver the service (e.g. expertise, materials,
equipment), because the organization has to apply for external funding.
Main Challenges: The main barrier preventing the organization from
increasing the level of user involvement is not staff time or money, but
characteristics of service users. Most of which have many serious problems,
e.g. losing their council houses or benefits, having financial difficulties and
being taken to court. They are not in the right frame of mind to engage with
creative activities, such as service design and development.
Interestingly, many users have become volunteers of the organization.
While it would be difficult to get users involved in planning and delivering
services, there is a strong possibility to engage volunteers in designing
services for people who experience similar problems and challenges that
they previously encountered. According to the interviewee, volunteers are
perceived as another group of service users which the organization also
wants to empower. The organization provides support to volunteers by
giving them an opportunity to further their education. As a social enterprise,
it is in a good position to help volunteers get access to free training courses.
Main Lessons Learned: Co-design might not suit all types of users.
People in stressful situations are unlikely to be interested in co-designing
services. The mundane process of applying for external funding and lengthy
paperwork may be the main reasons that make a number of not-for-profit
organizations decide not to involve users in service planning.
Discussions
This section summarizes all key issues, as well as the similarities and
differences in terms of current state of co-design knowledge, existing service
development processes, the level of user involvement and designers inputs.
Firstly, the practices employed by organizations that make good use of
co-design (MERU and The Blackwood Foundation) are compared with those
Co-designing Not-for-profit Services
1319
of typical community-based organizations in order to identify values
contributed by the co-design approach (see Table 1). Next, the key issues
emerged from the case studies are discussed.
Table 1 Summary of main differences of all case studies
Design-led
Organizations
Typical Community-based
Organizations
Current State
of Knowledge
Good understanding Unfamiliar with the term, but
demonstrated interest in
learning more about co-design
Service
Development
process
Systematic approach;
exploring practical and
emotional needs
No formal process; focusing
on planning practical aspects,
e.g. finding suitable venues
Roles of Users Users as co-creators
users were involved in
all design activities
Users as advisors users
provided feedback and ideas,
and tested new services
Roles of
Designers
Lead the co-creation Designers were not involved
User
Satisfaction
High level of user
satisfaction
High level of user satisfaction
Values Added
Through Co-
design
Empowered people by
encouraging them to
develop solutions with
designers and make key
decisions by themselves
Limited use of collaboration
means only a few active users
gained full benefits of being
involved in a creative process,
e.g. developing new skills
The key issues captured from the five case studies are:
The level of understanding of co-design among community-based
organizations varied greatly. While some organizations have
successfully applied this approach to develop and/or improve
services, others have never heard of the term co-design.
The size of the organization and resources do not appear to impose
significant barriers for adopting co-design. For example, The
Blackwood Foundation, which has only two staff, showed good
understanding of co-design and already made good use of it.
While most organizations have the right mindset for adopting co-
design, since they are keen to listen to users ideas, only the
minority actually involves users in the service development
processes. Most participating organizations tend to involve users in
the early stages of service development only, e.g. identifying
LAM & DEARDEN
1320
problems and generating ideas. Users are not involved in the later
stage of service development, e.g. planning service touchpoints.
The staff and volunteers of participating organizations have
developed exceptional communication skills which allow them to
build good relationships with service users and help them capture
useful ideas and feedback. Several participating organizations
heavily rely on personal relationships between their staff and users.
This makes them vulnerable if their staff/volunteers leave.
It was observed that both organizations that make good use of co-
design have a systematic process for developing services and access
to trained designers. Having a systematic process for co-designing
with users and inputs from designers allow them to explore all
issues thoroughly before creating the briefs and the solutions.
The organizations without a systematic process or inputs from
designers appeared to focus on planning practical issues only and
did not demonstrate a thorough investigation upfront. Hence,
emotional issues, e.g. aspirations, might not be properly addressed.
The slow adoption of co-design might not be because of perceived
benefits and risks, since most participants considered user
involvement to be beneficial and did not display serious concerns
apart from resource implications. The lack of awareness may be the
main reason, since most organizations rarely work with designers
and, thus, have limited understanding of design contributions.
In some cases, beneficiaries of these organizations present serious
challenges. For example, it is not practical to expect disabled
children and/or elderly people to be physically present at all stages
of the co-design process. Moreover, some disadvantaged people
may lack confidence to co-create/make decisions. It is important to
make them feel comfortable and enhance their confidence so that
they can honestly express their thoughts and opinions.
Good use of co-design was considered valuable, as it allows
community-based organizations to help disadvantage people
beyond providing them with good services. Involving people in the
design process could encourage them to think creatively and make
decisions by themselves, as well as help them develop new skills.
The key issues extracted from the case studies suggested that there is a
need to help community-based organizations understand design
contributions and help them start adopting co-design and its practices.
Co-designing Not-for-profit Services
1321
Conclusion
The case studies helped the researchers develop better understanding of
current state of co-design knowledge of community-based organizations
and their existing service development processes. The studies suggested
that community-based organizations have the right mindset for adopting
the co-design principles. The most important thing is to help them
understand how design, especially co-design, could contribute to their
organizations, their services and their beneficiaries. As a result, a series of
short educational videos were created in order to help community-based
organizations see how other organizations in the not-for-profit sector use
co-design to help them develop better services with users (see Figure 5).
These videos are the results of the co-creation between researchers and
community-based organizations that took part in this study.
By getting community-based organizations to share their real-life
examples of how co-design has helped them developed better services, the
team can ensure that the materials are relevant to the target audiences.
Moreover, academic languages (which, in many cases, are considered off-
putting) can be avoided. Since all examples are in the not-for-profit context,
it could help inspire other organizations to learn more about design and co-
design. The case studies results were later combined with those from the
other primary research to form the co-design guidance for this sector.
Figure 5 A series of videos sharing real-life examples of how co-design helped
community based organizations developed and delivered better services
with users
(http://www.youtube.com/watch?v=rgIBqDtOTUs&index=6&list=PL0EdKd9
GP9-jq9M3CC3pMCYk5oQ6pF8aY)
LAM & DEARDEN
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Acknowledgements: The authors acknowledge the support of
the Art and Humanities Research Council. The researchers
would like to thank all participants for their kind co-operation,
insightful information and valuable suggestions.
References
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper on this conference proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Conflicts as Opportunities for New Insights
Pelin GULTEKIN-ATASOY
*
, Hanneke HOOFT VAN HUYSDUYNEN, Yuan
LU, Tilde BEKKER, Aarnout BROMBACHER and Berry EGGEN
Eindhoven University of Technology
Collaboration is increasingly valued for innovation, however setting up
collaboration between different stakeholders is challenging due to the high
level of uncertainties at the early stages of the innovation process. In
networked innovation, the what (proposition) and the how (development
process and business model) need to be designed together. Involvement of
potential partners early in the design process is important to gather valuable
insights to enrich the value proposition, and reduce uncertainty.
To support the multi-stakeholder collaboration, we are developing a method
that combines user insights and business insights in a single design process
for multi-stakeholder settings. In this paper, two cases are examined in which
we applied our method with the purpose of defining a combined service
proposition with a triple-helix innovation model by inviting core stakeholders.
We observed different dynamics in the discussions during the sessions, and
more specifically, in the way conflicts emerged and new insights were
created. Conflicts were observed to be valuable moments in multi-
stakeholder discussions; they acted as a driver for the conversations that
provided new insights to the participants and reduced the uncertainties, as a
consequence. Confrontation rather than suppression of conflicts is suggested
to reduce uncertainties in the earlier stages of innovation processes.
Keywords: conflicts; collaborative design; participatory innovation;
stakeholder involvement
*
Corresponding author: Pelin Gultekin-Atasoy | e-mail: p.atasoy@tue.nl
GULTEKIN-ATASOY, HOOFT VAN HUYSDUYNEN, LU, BEKKER, BROMBACHER & EGGEN
1324
Introduction
Product/service design and development is an interdisciplinary activity,
which requires people/organizations with different skills and knowledge to
collaborate throughout the process (Ulrich & Eppinger, 2004). The intensity
of the required collaboration usually increases with the level of complexity
of the design problem or the designed product/service.
When we look at the contemporary practice in the design field, we can
see that the design challenges are more complex than before: the focus of
design shifted from designing products for users to designing future
experiences of people, communities and cultures (Sanders & Stappers,
2008). We are also faced with societal challenges, like people having an
inactive lifestyle, or meeting the needs of the aging population in society. In
many cases, understanding the dynamics of these problems requires an
inquiry from multiple perspectives and finding real solutions becomes
possible with a trans-disciplinary approach (Brown, 2009), by bringing
together complementary experience, skills and resources from different
parties (Den Ouden & Valkenburg, 2011), which makes collaboration in
product design and development even more important.
However, initiating collaboration between diverse stakeholders is
challenging. In networked innovation, it is important for the collaborating
parties to be able to check the feasibility and attractiveness of the solution,
and the value it delivers to them (den Ouden & Valkenburg, 2011). But a
number of uncertainties in the early stages of the design process makes it
difficult to define the value proposition: a) many large-scale design problems
such as interactive system design, product-service design or design for
societal challenges, have a wicked character; the understanding of the
problem evolves with the solution (Cross 2006; Dorst, 1996); b) the front
end of the design and collaboration process is fuzzy, since the scope and
dimensions of the problem are still vague (den Ouden & Brankaert, 2013); c)
the capabilities and expectations of the different stakeholders are unknown
to each stakeholder at this early stage (Atkinson, Crawford and Ward, 2006).
In multidisciplinary innovation processes, people from different
disciplines, organizations and communities of practice need to collaborate.
For the collaboration to be effective, shared experiences and moments of
conversation are necessary (Eriksen & Vaajakallio, 2013), and also stated as
valuable to achieve innovation (Buur & Larsen, 2008). It is advised that the
stakeholders should be involved from the early stages to increase the added
value, allow the affected parties to have a say in the proposal and enforce
commitment (Abma, 2000).
Conflicts as Opportunities for New Insights
1325
One of the challenges in both traditional and more recent innovation
processes is the alignment of interests of different stakeholders. Bringing an
innovation to the market requires not only alignment with (future) market
needs but also alignment between the understandings of all the parties
involved in this process.
In traditional innovation processes, carried out within the structure of a
single (often multinational) company, this alignment was often achieved
through the organizational (hierarchical) structure of the company. Creating
modern innovations often requires the collaboration and alignment of a
much wider range of parties due to the increasingly complex structure of
the required network. This will inevitably complicate the process since there
is no natural guidance through the hierarchical structure of the
major/dominant company involved. Although this more complicated
alignment process will result in more conflicts during the initial phases of
the innovation process, this is, in itself, not a bad thing.
Many authors have stated that resolving conflicts is a natural and
essential part of the iterative process of innovation (Abma, 2000; Cuppen,
2012). Identifying (and resolving) these conflicts upstream early is
considered far more efficient than downstream later due to the far higher
flexibility in the earlier phases of the process. Since modern, networked,
multi-stakeholder processes lack a central coordination mechanism it is
expected that more conflicts will appear in the process. However high level
of uncertainty may prevent the conflicts to surface until the later stages, and
when the conflict is surfaced, intervention through the design of the process
can be required for the conflicts to be constructive.
We are developing a method and a tool to support these collaborative
design discussions between different stakeholders, by combining design and
business insights, to create a shared understanding and reduce uncertainty
in the early stages of design and collaboration. We are developing our
method by a research through design process, in which we apply our
method through a workshop process and a visual layout-tool, named Value
Design Workshop, in multi-stakeholder sessions and reflect on the dynamics
of the discussions and how those relate to our intervention.
We applied the Value Design Workshop in two cases with an aim to
define the service proposals through Field Labs and the related value
networks. This paper examines two cases that we conducted as a part of our
research through design cycle. We will present our observations and user
evaluations in these two sessions, with a focus on how conflicts took place
in these two sessions and in which ways they affected the content of
GULTEKIN-ATASOY, HOOFT VAN HUYSDUYNEN, LU, BEKKER, BROMBACHER & EGGEN
1326
discussion. We will elaborate on the effects of conflict in creating new
insights in the multi-stakeholder dialogue, at different levels of
uncertainties. Then we will discuss on the potential and limitations of the
workshop process and tool from this perspective to support the design
process in a stakeholder group.
Available work
Uncertainty
Networked innovation projects are usually complex in nature, due to the
dimensions of the problem at hand and the possibility of solutions. In most
cases, there is high level of uncertainty especially in the early stages of
project lifecycle (Atkinson et al., 2006; den Ouden & Valkenburg, 2012). A
significant amount of work is done to conceptualize uncertainty, and large
amount of the available research is focused on internal uncertainty in
organizations (Perminova, Gustafsson & Wikstrm, 2008). A commonly
used definition of uncertainty is the lack of required information to perform
a task: The difference in the amount of information required to perform a
task and the amount of information already possessed by the organization
(Galbraith 1973, cited in Harkema, 2012, p.44). A classification of
uncertainty based on an overview of literature is presented by Lipshitz
(1997). In this classification, the issues of uncertainty (what the decision
maker is uncertain about) are outcomes, situation, and alternatives. These
are induced by incomplete information, inadequate understanding and
undifferentiated alternatives (Harkema, 2012). Atkinson et al. (2006)
presents three key areas of uncertainty featured in networked discussions
as:
uncertainty associated with estimating: variability in relation to
the performance measures like cost, duration, or quality,
resulting from lack of data/inaccurate detail, bias, limited
control, ignorance
uncertainty associated with project parties: arising from
uncertainty about the partys level of performance, objectives
and goals, the extent to which these objectives are aligned,
reliability of the work undertaken, abilities of the party and
availability of the party
uncertainty associated with stages of the project life cycle.
Conflicts as Opportunities for New Insights
1327
They add that when the agents of the network are from different
organizations, these problems can be particularly challenging, because
sharing of information, responsibility and objectives can be limited.
Uncertainty may vary on the type of the project and the output. For
some projects, like the ones that have a tangible outcome that can be
presented with physical models and prototypes, the goals are clear and well
defined and can be given from the start. On the other hand, in the projects
in which the outcome is not tangible, clarity and agreement are harder to
achieve, and the measures are qualitative rather than quantitative (Atkinson
et al., 2006). Crawford & Pollack (2004) define dimensions of hardness and
softness of projects that define the scope of uncertainty involved. These
dimensions are goal clarity, goal tangibility, success measures, project
permeability, number of solution options, participation and practitioner role
and stakeholder expectations. The projects in which the output is not
tangible and many stakeholders are involved are located towards the Soft
end of the spectrum, being high in uncertainty (Atkinson et al., 2006).
Therefore, they emphasize the importance of clarifying stakeholder
expectations and priorities at an early stage to avoid major difficulties in the
later stages.
Conflicts in Multi-stakeholder Collaboration
One characteristic component of multi-stakeholder collaboration process
is conflicts. When the participants from different disciplines and stakes
meet, it is more likely that different stakeholders have different or
conflicting views on a shared problem or a goal (Abma, 2000). In fact, since
the different viewpoints challenge each other when people from different
communities (Eriksen & Vaajakallio 2013) and perspectives (Cuppen, 2012)
are brought together, consensus on all issues is rarely if possible (Guba &
Lincoln, p.41, cited in Abma 2000).
Although conflicts are normally perceived as a negative term, the value
of conflicts in multi-stakeholder dialogue as an enhancer of learning
(Cuppen 2012), creativity (Nemeth, Personnaz, Personnaz, & Goncalo,
2004). 2004; Buur & Larsen, 2010), empowerment, constructive dialogues
and innovations (Abma, 2000) are addressed in literature. Especially in the
early phases where the flexibly is high, conflicts not only may identify
potential future roadblocks but also potential future opportunities. It has
been argued that they can be the drivers of innovation; therefore
recognizing the quality of conversations in such settings are valuable for
supporting innovation and collaboration (Buur & Larsen 2010). Although
GULTEKIN-ATASOY, HOOFT VAN HUYSDUYNEN, LU, BEKKER, BROMBACHER & EGGEN
1328
most of the participatory methods aim at consensus building (Cuppen,
20102), supressing conflicts may move discussions into a form of formal
meetings and decrease the likelihood of arriving at novel solutions in a
team.
However not all types of conflicts are useful. For instance, Abma (2000)
differentiates functional conflict from dysfunctional conflict. While in
functional conflict, participants are the prisoners of their own construction
and unable to re-construct their position and situation (p. 204), in
functional conflict they can arrive at new meanings and solutions. Cuppen
(2012) coins the term constructive conflict as a mechanism to enhance
learning in stakeholder dialogue. Which refers to an open exploration and
evaluation of competing ideas and knowledge claims in order to achieve
new ideas, insights and options for problem solving (p. 26). Others use the
terms productive conflict and creative conflict to describe the concept
(Cuppen, 2012).
Conflicts are more useful in the early stages of collaboration, however
they may remain hidden. Especially when the abstract concepts are to be
implemented through stakeholder collaboration, consensus can be a
superficial one (Abma, 2000). High level of uncertainty in the early stages
may allow the conflicts to remain hidden until the later stages where
concrete action is need. During the initial stages of the projects with soft
characteristics where uncertainties are high, uncertainties can be
inappropriately accepted due to partners feeling the need to accept the risk,
in order to win the work, or because of the ignorance of the scope of
uncertainty (Atkinson et al., 2006). This doesnt mean that consensus cannot
be reached, but it may be dangerous to reach it too soon and for the wrong
reasons, e.g. because of the inability to tolerate conflict (Mitroff & Enshoff,
1979, p.10 in Cuppen, 2012). Therefore, it is particularly important to clarify
stakeholder expectations and priorities at an early stage (Atkinson et al.,
2006). Conflicts are the moments at which uncertainties are reduced and
new balance is searched.
Case Study setup
We organized Value Design Workshops to define the services provided
by FieldLabs in two different cities, and to map out the related value
networks to realize the services. A FieldLab can be described as a living-lab
concept for (sports) innovation, based on Triple-helix innovation model
(Etzkowitz, 2003). It is a research and development location in a real-life
Conflicts as Opportunities for New Insights
1329
setting where citizens engage in sports & play activities and where
businesses can test their product prototypes (http://fieldlabs.eu/).
Therefore FieldLab services are composed of overlapping services provided
to different customers, in this case, the local citizens, sports industry and
knowledge institutes.
In both sessions we invited the core stakeholders who are the possible
collaborators from the local network, or already started collaboration a
short time ago. The value proposition of the FieldLabs in two cities was
similar; however they are in the different stages of establishment, therefore
the collaboration and involvement of partners were in different stages.
City A was in the earlier stages with partial infrastructure installed and a
pilot project is being carried out at the time of the writing of this paper.
During the pilot project, collaboration with the business partner has already
been started a year ago; therefore the business representative was familiar
with the concept. The participants from the neighbourhood activity
organizers were not familiar about the service but wanted to get more
information. However the services were not clarified and a FieldLab
manager has not been assigned yet.
In City B the establishment of the FieldLab had already been started 4
years ago with the support of government organizations. A number of
projects were carried out in collaboration with the partners from the
business. A FieldLab manager has already been assigned by the municipality,
however the FieldLab was being operated with the support of the NWE
ProFit Project which is coming to an end in 2015, therefore the project
partners were aiming to establish the business model without the project
support. In both cases, the project partners from the municipality and
university were looking for ways to involve the local stakeholders to
organize activities and define a service structure with a business model to
set-up a standalone operation.
In both sessions the same discussion process was followed, as proposed
by the Value Design workshop.
Value Design Workshop
Networked innovation with the involvement of different stakeholders
has different dynamics than designing from single producer perspective (den
Ouden & Valkenburg, 2012). It requires not only defining the solution but
also defining the collaboration space with roles of different stakeholders.
The need for methods and tools that support the initiation of multi-
GULTEKIN-ATASOY, HOOFT VAN HUYSDUYNEN, LU, BEKKER, BROMBACHER & EGGEN
1330
stakeholder collaboration are stated (den Ouden & Valkenburg, 2012;
Cuppen, 2012)
User Centred Design methods and tools do not necessarily address this
issue, since the main focus is to create empathy with users and feed the
design process with user information. Other methods from innovation
studies often focus on creating new business models (Osterwalder &
Pigneur, 2010; Reis, 2011) but they often assume that the solutions that
connect the different stakeholders are already there and they do not
necessarily develop the proposition together with the potentials of the
collaborating parties. Den Ouden (2012) proposed a value model to support
the value creation with multi-stakeholders. This method focuses on
designing based on business insights and creating balanced value network.
However, there is no direct association in her approach to connect the user
insights and business insights together and make the innovation action more
dedicated.
We therefore developed a method to support the initiation of multi-
stakeholder innovation which allows designing the value proposition with
stakeholder input. With our method we aim to integrate user insights with
business insights in a single design process, to deepen the understanding on
user requirements, business requirements and the collaboration structure
needed for a value proposition. We propose that our method is useful in the
early stage of product/service development and collaboration, when an
initial proposal is defined, but still open to take shape with the contribution
from stakeholders.
We designed a workshop process and a visual layout tool, named Value
Design Workshop, to apply our method and gather insights on multi-
stakeholder collaboration and improve our method further (Gultekin-
Atasoy, Bekker, Lu, Brombacher & Eggen, 2013).
The workshop process supports the discussion by proposing topics and
keywords for the group to follow a structured discussion, enabling the
participants to discuss the concept from different perspectives and position
themselves in the value proposal (see Figure 1).
Conflicts as Opportunities for New Insights
1331
Figure 12The Value Design Workshop Process
The process starts with an analysis of user profiles and requirements. It
is followed by defining proposed experience flows with the service and then
related activities and resources to support the business process. The final
step includes positioning related stakeholders and their roles in the value
proposition. The workshop process is supported with a paper layout which
proposes topics of discussion and provides a surface that the discussion can
be recorded with sticky notes. The consequent steps with the proposed
layout help the participants to connect the design decisions given in the
earlier stages of discussion as a means to generate new perspectives or
details regarding the discussed design concept.
In the earlier stages of our research, we evaluated an earlier version of
the process in terms of facilitation (Gultekin-Atasoy et al., 2013) and on how
participants experienced it (Gultekin-Atasoy, Lu, Bekker, Eggen &
Brombacher, 2014). In the cases presented below, we were interested in
evaluating the method for the service design proposal with the involvement
of key stakeholders.
Method of analysis
The sessions were video recorded. Following the sessions interviews
were held with the participants on what their expectations were, whether
the session met their expectations, what they liked or did not liked about
GULTEKIN-ATASOY, HOOFT VAN HUYSDUYNEN, LU, BEKKER, BROMBACHER & EGGEN
1332
the session and whether it provided useful insights. Following the
interviews, the first and second author made a qualitative analysis of the
discussions by identifying the structural categories (Popovic, 1996) in the
discussion. The pattern coding (Miles & Huberman, 1994) was made in two
steps: In the first step the discussion clusters were defined based on
discussion subjects, and the type of statements made by each participant
were identified with a summary of the statement. The following coding was
used to classify the statements:
Argument: Statement of reasoning regarding the concept
Question: Asking a question for a better understanding/explanation
Explanation: Explaining to provide better understanding
Idea: Proposing a specific aspect of the design concept or solution to
the problem
Agreement: Confirming
Problem: Mentioning a problematic condition
Disagreement: Not being in agreement
Activity flows in each discussion cluster were identified to understand
the main purpose of the discussion, i.e. in which way the discussion cluster
helped the group to have an understanding over the discussion topic,
(clarification, ideation, problem spotting, opportunity spotting,
disagreement). The classifications were decided on by the two analysts
discussing together on each cluster and try to arrive at an agreement. In
some cases, the classifications made by the two analysts did not match with
each other. In these cases, the analysts discussed why it was interpreted
differently and whether the analysis scheme can be improved. This pattern
analysis served for a deeper understanding of the content and purpose of
the discussions.
In the second step of the pattern coding, discussion clusters were
classified on whether the participants had an agreement, whether they had
aligned their understanding of the problem/solution or whether a conflict
arose, with the following categorization:
Clear Agreement: Participants clearly agreeing on the presented
argument
Alignment by defining a common ground: Developing a shared
understanding regarding the possible solution/design proposal
through defining the aspects of a solution
Conflicts as Opportunities for New Insights
1333
Alignment by defining problem: Developing an understanding on
dimensions of the condition at hand by addressing problems
Clear Conflict: Participants clearly being in disagreement regarding
the presented argument
Finally, the two cases were evaluated by relating the evaluations from
the analysis of interviews and discussion patterns.
Results
It was observed that the discussions in the two cases have different
characteristics: In City A the session went smoothly and the participants
were mostly in agreement with each other. The proposed solution was
evaluated and roles of the participants and the activities that can be carried
out in the FieldLab were discussed. In City B, conflicts occurred in the
process, which blocked the discussion many times, and terminated the
proposed process. Mainly the existing problems, why these problems
occurred and the possible solutions were discussed; however the service
concept was not defined due to time limitations of the session. At first, the
two sessions appeared to be one smoothly running session which provided
general insights, and the other a session in which the proposed workshop
process could not be followed and shared vision was not constructed.
However the post session interviews revealed that:
In City A: The owners of the session were satisfied with having the
partners involved. However the participants mentioned that the insights
they obtained were not surprising. The organizers said they benefited the
session to confirm the concept with stakeholders.
In City B: The owners of the session found the session very useful for
being able to discuss the problematic situations with the participants. Each
participant had differing insights which they didnt have before, and this
eventually affected their understanding of the situation and challenges
ahead.
The discussions in City A were mainly on defining the solution by aligning
the understanding on the possible solution and possible roles of the
partners. In city B, participants aligned their understanding through
discussions on both problem and solution, made more jumps, and had more
conflicts.
The pattern flows of the two sessions show that the discussions had
different characteristics as presented in Figures 2 and 3.
GULTEKIN-ATASOY, HOOFT VAN HUYSDUYNEN, LU, BEKKER, BROMBACHER & EGGEN
1334
Figure 2 Pattern flow of the discussions in City A.
Figure 3 Pattern flow of the discussions in City B.
In the following part we present the results based on interviews and the
qualitative analysis of discussions in more detail.
City A
We observed that the discussion in the session went fairly smoothly and
there has been only one conflict occurred. The group was discussing the
different aspects of the concept based on the proposed topics by the tool
and the process proposed by the facilitator. The participants were mainly in
agreement with each other and proposing supportive arguments to
strengthen the concept. Ideas to refine the existing service concept were
proposed as if they were complimenting each other, and those mainly got
accepted by the other group members.
Interviews
The post-session interviews were made with the company
representative, sports event organizer from the neighborhood, project
member and partner from the municipality. The company representative,
who was familiar with the field lab concept and the project members,
mentioned that they found the session valuable to confirm the concept with
Conflicts as Opportunities for New Insights
1335
everyone and he got some insights from the session but those were not
surprising. The project members were satisfied about hearing the
stakeholder perspective and get them involved early in the process. They
mentioned that they got insights form the participants in the sense that they
had the chance to confirm the concept with their participation as well, and it
was possible to detail the concept with their input. However they
mentioned that those insights were not in-depth, mostly expected and it did
not shifted their understanding to a totally different level.
Qualitative analysis
The pattern analysis (Figure 2) show that, the participants were mainly
developing a common ground in their discussions, rather than spotting out
differences or possible problematic situations. The discussion clusters
composed of small number of statements, which in some cases included
questions to clarify the given statement. High number of discussion clusters
with low number of discussion steps was observed. The group finished the
session on the proposed time.
The participants hardly confronted each others statement by rejections
or counter-arguments. Conflict occurred only once; while defining the
activities that will be provided to the businesses and knowledge institutes,
on the subject that the product testing that can be provided by the
university will not be matching the need of the businesses that utilize the
FieldLab services. The university would like to use new methods, the
companies who would like to test their products, therefore they would like
to use proven methods that provide results in the shortest time. Although
the issue surfaced while discussing the expectations and roles of the
different (possible) partners, which may result in a problem in the later
stages of collaboration, the issue was left undiscussed after the statements
were made and the participants moved on by discussing the roles of the
other partners in relation to other activities provided in the field lab.
City B
The session at the City B revealed that there were obstacles for providing
service in the current situation. The Initial Value Definition stage of the
workshop led this to surface: While the participants were trying to define
the value of the field lab for each user group, they made a definition of
what FieldLab means, and what it can provide. This discussion made it
visible that there were challenging conditions in the current FieldLab
GULTEKIN-ATASOY, HOOFT VAN HUYSDUYNEN, LU, BEKKER, BROMBACHER & EGGEN
1336
operation which makes it difficult to provide and sustain certain expected
activities.
One of the participants in the session was the business owner who
rented the location from the municipality, which provides services to the
FieldLab location visitors, makes connections with end-users and attracts
them to the location. However the business has not been able to receive
enough revenue as required and it was difficult for the business to sustain
its presence and organize activities to attract visitors.
In the early stages of the workshop, the discussion rotated around this
re-occurring topic of how to bring the citizens to the field lab. The
participants made a re-framing of the problem from their own perspectives,
and this re-framing revealed how the current operating structure of the
FieldLab was and what could be the possible solutions. However, the
spotted problem had not been resolved. The proposed process couldnt
have been completed due to the time limitation and the long discussion
clusters that challenged the flow of the workshop.
Interviews
Although the session was not finalized as expected, the participants
were satisfied with the insights they got from the session. They had different
insights: the session owner (FieldLab manager) was satisfied to have
everyone talk to each other rather than only with the FieldLab manager, in a
constructive manner. She found the session useful to have everyone
comment with good examples of the service, which would make it possible
to communicate on how to realize the service and the expectations from it.
She mentioned that it would also be better if she had the session much
earlier. For the business representative, it was a good insight to hear what
sports field owner and sports sector wants, and that they have two different
profiles of visitors, which opens up a lot of possibilities. For the knowledge
institute, it was good to provide comments to help the field lab, and it was
possible to discuss the problems the knowledge institutes had and the ways
to resolve these.
On the other hand, discussing around the existing problems was
mentioned as an obstacle to participate in discussion by some partners.
Apparently, the position of the business owner on the location was different
than the others present at the session: his business relied on the existence
of the field lab, and he had already experienced some problems in the past
years. For the other participants collaboration with the FieldLab was just an
opportunity. Some participants arrived at the session with an expectation to
Conflicts as Opportunities for New Insights
1337
discuss about the future possibilities, but they stated that they could not
feel like commenting on the vision of the FieldLabs, since the other issues
were of discussion.
Qualitative Analysis
In the part of the session where the values for different users were
discussed, the discussion rotated around the problem of bringing the
citizens to the FieldLab. Although the facilitator tried to bring the
conversation to focus, and continue the proposed process, the issue
emerged again in the consequent discussions, and opened up with the
questions from the participants.
In discussion clusters, loops of problem spotting to ideation occurred,
and sometimes resulted in conflicts which created a depth and dynamism in
the discussion. The emergence of these conflicts terminated the planned
discussion process. The facilitator tried to focus the discussion back at the
topic with an intention to find a consensus. Eventually the proposed
experience flows and the roles and expectations of the partners were not
discussed due to the time being not enough to finalize the proposed
discussed topics by the tool. The session ended by asking the participants to
state their role in collaboration.
The pattern flow of discussions in City B illustrates that the participants
mainly referred to existing problems and clarified the situation. The clusters
of discussions took longer. The conflicts were followed by an alignment by
defining problems and ended up in the alignment through defining the
solution, with ideation.
Discussion
We are interested in supporting multi-stakeholder collaboration by
developing a method and a tool. Our approach is focused on bringing the
important concept and collaboration related topics to discussion, through a
collaborative design process which combines design and business insights
together, and it provides a graphic layout to support this process. Therefore
in this paper we are interested in the function of conflicts in enhancing the
development of new insights about the dimensions of the problem/situation
at hand and how conflicts can be addressed in the process and tool design.
The two cases that we examine in this paper had the same soft
characteristics in terms of uncertainty, i.e., closer to the soft end of the
uncertainty spectrum (Atkinson et al., 2006). However they were at
GULTEKIN-ATASOY, HOOFT VAN HUYSDUYNEN, LU, BEKKER, BROMBACHER & EGGEN
1338
different stages of stakeholder involvement, therefore they had different
levels of uncertainty. Our method was useful in these two sessions in
supporting the alignment of understanding between the participants. We
observed that it also helped the hidden conflicts to surface, however it did
not address conflicts constructively.
In city A, there had hardly been conflict moments, since the participants
were mainly looking for developing an understanding over a common
ground. Although our method supported to spot a conflicting view once, it
remained undiscussed. Since the collaboration has not been started yet, the
participants did not mention any concrete problems. At this early stage,
there were not detailed information available to the participants about the
upcoming collaboration stages and challenges; uncertainty was high, which
made it harder to reveal possible differences in expectations and
understandings. However, the participants benefited by having a shared
understanding over the concept, and having the stakeholders involved in the
discussion.
In the case with the latter stage of multi-stakeholder involvement (City
B), the conflicts aroused from the beginning of the joint discussion about the
value of the proposed service combinations by the FieldLabs, and the
statements were backed up with specific problems that have already been
experienced by the business partner of the FiledLab for some time. In this
case, the uncertainty was lower, since the problems had already been
experienced in the harsh way. The moments of discussion were useful in
providing an understanding on the problematic situation.
Although we were expecting the conflicts to emerge in the discussion,
conflict was not addressed centrally in our design. We observed that our
method supported the conflicts to arise by providing specific discussion
points on the table from multiple perspectives. However our method was
not equipped to transform the conflicts into constructive conflicts. The
discussion evolved by itself within the group dynamics. Atkinson et al. (2006)
point out that the projects with many uncertainties require a primary
emphasis to reduce ambiguity, by having a more flexible approach in the
project management which keeps the options open. In our case, when the
conflicts emerged, we saw that the proposed process was not flexible
enough to cover the discussion moments, which put a pressure on the
timing of the session. While the conflicts led to useful insights regarding the
problem and situation, those insights were not able to be transformed into
solutions.
Conflicts as Opportunities for New Insights
1339
Abma (2000) mentions two ways that a conflict can be resolved: by
compromise through bargaining or by an exchange of values, and by a new
synthesis, indicating a new solution. He argues that the conflicts become
dysfunctional not because of the lack of consensus, but the lack of other
meanings, people or solutions. To manage a dysfunctional conflict, he
suggests increasing variety, so that the participants see that the conflicts are
constructions rather than the reality, therefore they can be open to re-
construction. He proposes ways to deal with conflict, first by making the
hidden conflicts visible by confrontation, and then solve it by creating other-
point multiplicity, by using metaphors or dialogue and receptive listening.
On the other hand, if impasses (built up of conflicts) and conflicts are
handled well not necessarily resolved- they can be occasions for
empowerment, constructive dialogues and innovations (Lincoln in Abma,
2000, p.201).
We observed that our method mostly supports detailing a central
concept rather than spotting out different directions of design. Our method
can be further developed by integrating design components that the
challenges and conflicts can be spotted and documented as they emerge,
and alternative solutions regarding a conflict situation can be made visible
as the discussions emerge. In terms of the process, more flexibility can be
provided to give room for discussion.
Different stages of collaboration may require different approaches in
handling conflicts. Conflicts may not get revealed in the early stages of
collaboration easily due to high level of uncertainty and ambiguity. In the
early stages, the effort can be placed to enable depth in discussions by
addressing diversity in interpretations or expectations rather than allowing
those differences remain undiscussed. In the later stages of collaboration,
more conflicts can be expected due to available knowledge. High level of
flexibility may be required to allow the participants to discuss on certain
topics while following the steps of the process.
Lastly, stakeholder selection requires attention, since the unbalanced
involvement between different participants can make it difficult to maintain
a balanced in discussion.
Conclusion
Conflicts arise when people from different communities are brought
together and they are important and -most of the time- inevitable elements
of multi-stakeholder dialogue. Although conflict has a negative connotation,
GULTEKIN-ATASOY, HOOFT VAN HUYSDUYNEN, LU, BEKKER, BROMBACHER & EGGEN
1340
they can be seen as opportunities to reduce uncertainty and develop a
shared understanding. When the conflicts are surfaced, differing
expectations and understandings are disclosed and ways to resolve these
are discussed, and by this way uncertainties are reduced.
High level of uncertainty in the multi-stakeholder projects may cause the
potential conflicts to remain hidden until the later stages of the project
lifecycle when concrete actions are necessary. However handling conflicting
situations at the later stages of collaboration is harder due to diminished
flexibility in the later stages. Therefore interventions to organize multi-
stakeholder dialogue are required. Making conflicts manifest rather than
suppress in the early stages of collaboration is healthy for the collaboration
as it serves to create an in-depth understanding. While designing for multi-
stakeholder communication processes, conflicts should be considered and
time and moments of impasse should be taken into account.
In the two cases presented in this paper, we observed that our method is
supportive in reducing uncertainty in multi-stakeholder dialogue through
creating a shared understanding of the value proposal, shared analysis of
the problem at hand and alignment of expectations in the early stages of
multi-stakeholder collaboration. However in our design the conflicts were
not addressed as central. Different levels of uncertainty may lead to
emergence of conflicts, or may let them hidden. Our next steps of design
will address conflict as a central issue for creating insights in a stakeholder
dialogue.
Acknowledgements: This research is supported by Interreg
NWE ProFit Project.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper on this conference proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
A Non-Profit Design-Led Innovation Journey
Erez NUSEM
*
, Cara WRIGLEY
and Judy MATTHEWS
Queensland University of Technology
Non-profit organisations in the aged care sector are currently under pressure
from more than just a sheer increase of customers. A need to respond to
changing legislative requirements, increased expectations from customers
and increasing likelihood of shortage in appropriate experienced staff are
also contributing to instability within the sector. This paper will present a
longitudinal action research study of a non-profit organisation revisiting its
core purpose of providing relevant services and attempting to build a
customer-centric method for addressing the current and upcoming change
drivers in an Australian aged care context. The study found Design-Led
Innovation to be an effective methodology for capturing deep customer
insights and conceptualising new business models which address the
prevalent change drivers. This paper details a design-led approach to
innovation, tailored to a non-profit organisation seeking to better understand
its stakeholders and redefine its value offering.
Keywords: Design in Business; Competitive Advantage; Shared Value; Aged
Care
*
Corresponding author: Erez Nusem | e-mail: erez.nusem@connect.qut.edu.au
NUSEM, WRIGLEY & MATTHEWS
1344
Introduction
An increasingly discerning customer base, major changes to regulations
and an ageing population are driving many non-profit organisations in the
aged care sector to question the services they offer and the way in which
they are delivered (King et al., 2012; Swan, 2010; Weerawardena & Mort,
2001). If these organisations remain complacent to these changes and
simply present an existing offer to market, they are unlikely to endure
through this phase of industry reforms and customer needs. With the
decreasing relevancy of the current aged care offering, innovation is now
beginning to be seen as a core competency of leading organisations.
This research therefore explores an Australian non-profit aged care
providers journey, and specific steps undertaken, in attempting to develop
a Design-Led Innovation capability in response to these change drivers.
Previously Design-Led Innovation has not been applied in a non-profit
organisation with the aim of creating shared value; the practice of
concurrently building competitive advantage within a business and
producing social value in the economy for which it caters (Porter & Kramer,
2006, 2011). Hence, placing this research in a novel position.
In order to understand this journey the first author engaged in a
longitudinal action research study revealing two major challenges faced by
the organisation; an inability to define the organisations value proposition,
and a concentrated understanding of the value of design in a business
context. Therefore, this research sets out to contribute a new approach for
realising and leveraging opportunities for shared value creation through a
Design-Led Innovation methodology, with the outcome of business model
innovation.
This paper features a brief review of relevant literature, and outlines the
research design and methodology, along with methods of data collection
utilised in the study. An overview of the organisations journey and the
specific tools and approaches explored by the organisation are presented.
Findings from a thematic analysis of interviews, focus groups and a
reflective journal are discussed, concluding the paper with implications for
industry.
A Non-Profit Design-Led Innovation Journey
1345
Literature Review
The Aged Care Sector
Three tensions in the current aged care approach suggest that the
direction of the industry is unsustainable (King, 2007, pp. 202203); (i) the
ever-growing movement in consumer rights that places the needs of care
recipients at the centre of care provision, (ii) the ongoing issue of
recruitment and retention of care workers in an environment where
demand outstrips supply, and the (iii) requirement for organisations to
recognise unpaid carers as partners in the care-giving process and as people
who need to be supported in their provision of care. These tensions are
underscored by a heavy reliance in the industry on Federal Government
funding, often resulting in a compliance-focused culture and operational
approach (Weerawardena & Mort, 2001). This approach tends to distract
providers from effectively addressing their social mission (King, 2007), and
often translates as an inability to define whether an organisation is
operating with a customer-centric or government-centric frame of mind.
The inherent risk to the organisation is therein failing to understand its core
customer, and compromising the organisations social mission by attempting
to respond to the needs of multiple stakeholders without truly
understanding their needs.
As incremental changes and product innovation are not disruptive in
nature, they will be insufficient in building a solution that responds to these
challenges. To effectively drive a change of this scale business model
innovation is required. In undergoing such a change an organisations
culture will significantly impact the success of the venture. Likewise, it is
improbable that such an undertaking will succeed without the utilisation of
an appropriate strategy to drive innovation. It is also important to consider
that innovation strategy is not identical in the private (Moore, 2000), public
(Albury, 2011; Borins, 2001; Moore, 2000; Mulgan & Albury, 2003), and non-
profit (Huarng & Yu, 2011; Moore, 2000; Weerawardena, McDonald, &
Mort, 2010; Weerawardena & Mort, 2001, 2012) sectors.
Articulating the strategy of a non-profit aged care provider can be a
complex matter as organisations operating in this space are required to
address both an ethical orientation and a need to be financially viable (King,
2007). Given the predominance of non-profit organisations operating in the
field of home and community care (King, 2007), the concept of an
organisations strategy creating superior customer value, not just superior
profits (Weerawardena & Mort, 2001) is particularly relevant (King, 2007).
NUSEM, WRIGLEY & MATTHEWS
1346
Especially when coupled with pressure from government on non-profit
organisations to pursue competitive strategies, which can often conflict with
an organisations social mission (Weerawardena & Mort, 2001).
Furthermore, such a framework could be more engaging for care workers,
who are value-driven and find social contribution to be central to their
performance and their identities as workers (King, 2007). Often non-profit
organisations struggle to cater for the social need they seek to address due
to a lack of access to significant financial resources (Tyler, 2005). As such,
they do not have the luxury to facilitate the tensions created by the
dichotomy between the two agendas, they must face the challenge of
balancing these agendas rather than allowing one to dominate the other
(King, 2007; Mumby & Putnam, 1992).
Innovation in Non-Profit Organisations
Innovation is key to the ongoing success of an organisation (McDonald,
2007). Markets and environments change, organisations that do not change
along with them are likely to falter and fail (McDonald, 2007). But people
and institutions, for the most part, do not like change. It is painful, difficult,
and uncertain (Cain & Mittman, 2002). The issue being that the act of
innovation is to change. Without innovation the cost of public services rise
faster than the rest of the economy. Without innovation the inevitable
pressures to cut costs and drive efficiency can only be met by stretching an
already strained workforce (Mulgan & Albury, 2003). To remain effective
government and public services depend on successful innovation.
Innovation is a means of developing better ways of meeting needs, solving
problems, and using resources and technologies. Even in fields such as
health care, innovation is frequently seen as a luxury or burden when it
should be seen as a core activity (Cain & Mittman, 2002).
Remaining relevant in a dynamic market is difficult, to do so an
organisation requires an appropriate strategy and a culture which is aligned
to it. This is especially true for organisations seeking to face multiple change
agendas to maintain relevancy. It is important that a strategy crafted for this
purpose not only try to address the need for a competitive advantage but
also address an unmet customer need, or in this scenario, an existing social
issue (Porter & Kramer, 2006, 2011); as leveraging these two change drivers
concurrently can provide organisations with a suitable platform for
innovation.
For innovation to succeed, in any sector and by any organisation, the
innovation needs to be well-formulated and designed to address a clearly
A Non-Profit Design-Led Innovation Journey
1347
articulated problem (Mulgan & Albury, 2003). To translate innovation into
fully realised competitive advantage which can be sustained in a NFP human
services environment, the organisations staff and management need to see
a link between the organisations strategy and social mission. Therefore, any
attempt to redefine the organisations value proposition or underpinning
business model must be deliberately linked to its culture. However, most
organisations do not consider their business model, let alone link it back to
their respective cultures.
Design-Led Innovation
While there is no certainty behind the success of adopting a new
strategy or attempting something new and innovative, not responding to a
burning platform such as the one being faced by the aged care sector can be
disastrous (Carlopio, 2009). Previous research has identified that
organisational cultures that engage employees in developing new ideas and
strategies are better suited for implementing innovation (Chenhall, Kallunki,
& Silvola, 2011; OCass & Sok, 2013). To sustain the changes required to
develop and maintain innovation organisations require that employees
understand the need to continuously improve or change product offerings,
learn, and adapt to customer-focused demands (Bucolo & Matthews, 2011a;
Chenhall et al., 2011). This is most effectively achieved where the underlying
value structures of organisational cultures encourage innovation by way of
cooperation, flexibility, and adaptation (Chenhall et al., 2011).
Often this journey begins by questioning where an organisation is, and
where they are headed - having a clear vision of their reason for being, their
offering, their market and their competitors and a clear idea of what they
want to become (Ward, Runcie, & Morris, 2009). Even once articulated,
realigning to a collective vision is a challenge in itself, as is ensuring that all
of the companys plans for growth are strategic and focused on achieving its
aims (Ward et al., 2009). These, along with a change agenda that is
simultaneously driven internally and externally through continuous
engagement with customers and employees, are integral elements for
successful innovation.
While design has been demonstrated to be a crucial strategic business
resource (DellEra, Marchesi, & Verganti, 2010, p. 12) traditional
conventional views maintain that designers are primarily concerned with the
aesthetical and technical considerations of a product or service (Cox &
Dayan, 2005). As with the term innovation (Baregheh, Rowley, & Sambrook,
2009; Smith, Busi, Ball, & Van Der Meer, 2008), design has continued to be
NUSEM, WRIGLEY & MATTHEWS
1348
described as a wide range of activities, resulting in an array outcomes that
do not fall under a single definition (Bucolo & Matthews, 2011b). Design-Led
Innovation (DLI) is a methodology that bridges these two terms and provides
practitioners with a method for creating a compelling value offering for
customers by radically changing a product, service, or business models
value proposition. This method of innovation, along with general design
principles, has been proven to be applicable in separately creating both
competitive advantage (Bucolo & Matthews, 2010; Carlopio, 2009;
Holloway, 2009; Martin, 2010) and social value (Brown & Wyatt, 2010;
Brown, 2008; Bucolo & Wrigley, 2011; Sklar & Madsen, 2010; UK Design
Council, Danish Design Centre, Design Wales, & Aalto University, 2013).
Being design-led implies utilising a set of tools and approaches which
enable a business to embed design thinking in the form of a cultural
transformation (Bucolo & Matthews, 2011a). From a business perspective
this requires an internal vision for top line growth. For this vision to be
realised it needs to be based on a base of deep customer insights and
expanded through all customer and stakeholder engagements, with each
outcome being mapped across all aspects of the business (Bucolo &
Matthews, 2011a).
There is increasing understanding in the private sector of the enormous
value this adds, even in areas not traditionally seen as the domain of design
(Martin, 2010). Likewise, and for similar reasons, it is increasingly clear in
the public sector that utilising design as strategy is an appropriate way to
overcome common structural flaws in service provision and value offering
(UK Design Council et al., 2013). DLI is a collaborative process which
bypasses inefficient handovers that occur between analysis, solution and
implementation. Rather than disjointedly patching together incremental
solutions to problems as they arise, design looks at an entire system and
redefines the problem from the ground up. It begins by understanding user
needs in order to ensure that the solutions generated are appropriate to
these needs, waste is avoided and end users buy into these solutions. Rather
than jumping straight to expensive or risky pilots the design process tests
iteratively, starting with low-cost, simple prototypes and designing out risk
as prototypes become more evolved (UK Design Council et al., 2013). For
these reasons, it becomes a feasible option for non-profit organisations to
explore.
A Non-Profit Design-Led Innovation Journey
1349
Research Design and Methodology
While a single clear cut approach to drive all innovation does not exist,
some approaches are more suitable than others in certain contexts. This
paper outlines the journey of the first author, whilst working as a Design
Innovation Catalyst embedded in a large non-profit aged care provider
based in Australia. A catalysts purpose is to translate and facilitate design
observation, insight, meaning, and strategy into every facet of a company.
This role is defined by continuously instigating, challenging and provoking
innovation both internally and externally from within the company whilst
maintaining a link to the strategy of the business by re-aligning and mapping
these activities (Wrigley & Bucolo, 2012). In the scope of this role, the first
author was tasked with (i) assisting in conceptualising, designing and
implementing an innovative business model, and (ii) diffusing the design-led
capability throughout the organisation as part of an action research study.
This paper aims to provide an overview of the early steps of the
organisations journey, focusing on the specific steps and activities
undertaken in addressing the organisations mandate to design and develop
a customer-centric business model.
As the methodologies and processes incorporated in action research are
shown to be suitable drivers for innovation, creating change, and facilitating
learning (Gustavsen, 2005; Zuber-Skerritt, 2001), action research has been
selected as the primary research method. Using this method, the researcher
engaged in several cycles of action research. Data collection throughout
these cycles consisted of content analysis, participant observation, semi-
structured interviews, field notes and reflective journal entries. As the aged
care sector is in constant flux the agenda driving this research exceeds a
one-time solution. The real future challenge lies in disseminating the
capabilities required by an organisation to action design-led innovation in
response to, or ideally in prediction of, future shifts in the market.
Data Collection
Data collection methods for this paper consisted of (i) 13 semi-structured
interviews with middle to high level internal staff ranging between 40 to 70
minutes, (ii) participant observation, (iii) reflective journal entries, and (iv)
11 focus groups. The purpose of these methods was to: (i) capture internal
stakeholders baseline understanding of the role of design in business, and
to ascertain whether staff could articulate the value proposition of the case
study; (ii)(iii) gauge any shifts in the staffs understanding of the case studies
value proposition and their understanding of the role of design in business;
NUSEM, WRIGLEY & MATTHEWS
1350
and (iv) identify the future direction of the organisation featured in the case
study through co-design with internal and external stakeholders.
The Journey
Internally within the participating organisation several streams of work
have occurred as a response to the change drivers faced by the Australian
aged care sector, this is illustrated by Fig. 1. As part of the scope of this
paper the five streams deemed to have been the most influential will be
discussed. These streams include competitor analysis, customer
segmentation, narrative cycle, design workshops and culture
transformation. Fig. 1 represents the existing relationship between these
streams, the order in which they took place, how each stream informs
another, and how the streams fit into the broader action research approach.
Figure 1 This figure illustrates the relations between each stream of work along with
when they occurred and how they informed one another.
A set of underlying activities and objectives are grouped under each
stream of work. The activities for which the first author was directly
responsible or had a large contribution as part of the action research study
are outlined in Fig. 2. This figure aims to depict the actions taken in each
cycle of research and the outcome of each of these actions.
The first cycle of action research was structured to internally
demonstrate the value of design in a business context. This cycle was about
gathering a deep understanding of the organisations stakeholders, its
internal and external environment, and capturing a rich base of customer
A Non-Profit Design-Led Innovation Journey
1351
Figure 2 Action Research Cycles. This figure illustrates the specific actions in each
research cycle.
insights which would act as a foundation for future innovation. Following
this, the purpose of the second cycle was to build momentum. This was
achieved by identifying opportunities for innovations, conceptualising what
NUSEM, WRIGLEY & MATTHEWS
1352
form the innovations could take, and co-designing alternative products,
services and business models to address the insights captured in the first
cycle. The third cycle of action research will aim to shift from
conceptualisation to implementation of the solutions developed in the
second cycle.
Sector Analysis
Sustaining a competitive advantage requires an organisation to
constantly monitor the uncertainties that could invalidate the assumptions
underpinning its strategy. The preliminary stages of this process consisted of
the researchers using the business model canvas (Osterwalder & Pigneur,
2010) to analyse the business models of over thirty local and international
organisations, both within and outside of the aged care industry. For
organisations in the aged care industry, the canvas was utilised to
understand the value proposition of each organisation, identify if they
delivered on their value proposition or if it was for marketing purposes,
articulate unique elements of operation, and categorise organisations with
similar operating structures into typologies. The organisations analysed
outside of the aged care industry were selected based on their exemplary
performance. In this scenario the canvas was used to identify how these
organisations were able to deliver on their value proposition and, in a
hypothetical context, how they would approach the delivery of aged care if
they were to enter the market.
Culture Transformation
The organisation took the initiative to rebuild the values exhibited by its
internal culture. This was proposed to occur over a set of three horizons
where culture foundations would be established, the skills & capabilities
required to live the aspired culture would be developed, and finally the
culture recognised by the industry, customers and staff as a differentiator.
This stream of work was structured to begin with engagement, followed by
creating a future state culture, launching the vision and values of the
organisation, creating regular culture checkpoints, embedding the culture
internally, and Institutionalising the culture across the organisations
external sites.
A Non-Profit Design-Led Innovation Journey
1353
Narrative Cycle Focus Groups
The emphasis of the focus groups was on co-creating with consumers
through the use of a narrative (see Figure 3 for an example board). Given
that the definition of value and the process in which its created is rapidly
shifting from a product and firm-centric view to a personalised and
customer-centric view, it was vital that the consumer became the locus of
value creation and extraction (Osterwalder & Pigneur, 2010; Prahalad &
Ramaswamy, 2004).
Figure 3 Example Narrative Board
NUSEM, WRIGLEY & MATTHEWS
1354
Narratives begin by capturing the smallest of insights, glimpses of an
unrelated detail that gradually grows into a more comprehensive
appreciation and understanding. The deepest of these insights arise from
judgemental questions that elicit personal responses (Dillon & Howe, 2003).
Interacting with firms in this manner allows consumers to co-create with
organisations, redefining the meaning of value and the process in which its
created (Bucolo & Matthews, 2010; Prahalad & Ramaswamy, 2004).
Dialogue can then flow in both directions, from consumer to provider and
from provider to consumer. A narrative not only teaches participants how to
bring their lives into the narrative, but also to bring the narrative into their
lives (Dillon & Howe, 2003).
The narrative cycle was utilised to unpack customer insights, and
conceptualise how these insights could then be leveraged into business
models through iteratively learning and questioning the underlying values of
the insights. Initial stages of the process involved using the Value
Proposition Canvas (Osterwalder & Pigneur, 2010) to hypothesize unmet
customer needs and to prototype a service around these needs. The first
author constructed and tested the narrative with three focus groups, each
consisting of two-three participants in the organisations target
demographic that were not currently receiving formal care services.
Following the narrative sessions, the insights were layered over the
original Value Proposition Canvas to test the accuracy of the initial
hypothesis. The insights were reframed, compared to the initial set, placed
into a Business Model Canvas (Osterwalder & Pigneur, 2010), and
compared to the existing business model, in terms of financial and
organisational capability to execute the model. Fig. 4 provides an overview
of the narrative process.
Customer Segmentation
The organisation featured in this case study recognised the need to
immerse itself in its market, and to question who its true customers and
competitors were. A behavioural segmentation study was carried out to
collect both qualitative and quantitative data relating to the needs,
preferences, attitudes, behaviours and decision-making approaches of
ageing Australians and their families. Over 90 hours of customer interviews
took place in metropolitan and regional Queensland, New South Wales and
Victoria, including High Tea Triads (focus groups, typically with 3-4
participants), paired depth interviews, and depth interviews. The
synthesised qualitative output informed the design of a quantitative data
A Non-Profit Design-Led Innovation Journey
1355
collection approach that incorporated over 1,300 surveys deployed through
both telephone and online methods. This staged research approach
delivered a rich bank of qualitative and quantitative insights relating to the
experience of ageing, as well as a segmentation model that clearly identifies
and describes five unique customer segments and four unique influencer
segments.
Figure 4 Narrative Process
Design Focus Groups
The organisation also undertook customer journey mapping exercises
and a series of three focus group typologies; Customer Journey Mapping
NUSEM, WRIGLEY & MATTHEWS
1356
Workshop (1 session), Customer Immersion and Ideation Workshops (5
sessions) and Customer Co-Design Workshops (5 sessions).
The Customer Journey Mapping Workshop was attended
by 20 internal and external stakeholders to the organisation, including staff
members and subject matter experts. Through a series of activities and
interactive sessions, participants created a large-scale visualisation of a
persons experience of ageing, focusing on dimensions of the experience
that were reported as being significant in the segmentation study findings.
The goal of this workshop was to: identify the primary customer, secondary
customer and relevant stakeholders; understand the needs and desires of
the customer throughout each specific experience; articulate the channels in
which the customer could be reached in terms of both potential interactions
and platforms; unpack the experience, looking at dialogue, access, risk and
transparency; identify the distinctive capabilities an organisation would
require to operate in the space; and validate potential sources of revenue
generation. Participants were encouraged to deconstruct and analyse the
experience through the eyes of one of five identified customer segments
and one of four identified influencer segments. In addition to building
empathy with the customer and uncovering deeper insights into the
experience of ageing, the workshop was designed to identify opportunities
for relieving pain points or delivering greater value; this was especially
valuable in identifying white space for new business opportunities in the
aged care sector.
Outputs from the Customer Journey Mapping Workshop
informed the design of a series of Customer Immersion and Ideation
Workshops. A proprietary segmentation algorithm and selection
questionnaire was employed to recruit ten to twelve customers per
workshop by segment, enabling the researchers to observe the workshop
interactions on a segment-by-segment basis. Five dimensions of the ageing
experience were explored (for example, Staying Connected), one per
workshop, through open questioning and a structured but informal
conversation with and amongst participants. Two types of questions were
included in the workshop facilitator guide; those that deeply explored the
topic and those that opened up the ideation process by encouraging
participants to consider new solutions to problems.
A Non-Profit Design-Led Innovation Journey
1357
A period of analysis and synthesis of workshop outputs
took place following the Customer Immersion and Ideation workshops and
findings were incorporated into a bank of prospective solutions that would
form the basis of potential new business models. A categorisation and
filtering process was applied to narrow the solutions to those that most
effectively responded to the customer pain points or opportunities and
these solutions were explored in a series of Customer Co-Design Workshops.
Participants were again recruited by segment, including customer and
influencer segments, and the approach to questioning was open-ended
and exploratory. Large-scale visuals were used to describe the problem-
solution and to deconstruct and reconstruct the solution with the
participants as active designers. As customers seek to further influence
business, companies are no longer able to act autonomously in the design of
new offerings (Prahalad & Ramaswamy, 2004). Engaging customers as active
designers ensures that offerings are grounded in customer needs and allows
the solutions to create mutual value for both the user and organisation.
Findings
Once collected each mode of data was thematically analysed and coded
for categorisation; segments of text were labelled in accordance to the
categories they fell into, and codes were chosen to underpin the research
agenda (Joffe & Yardley, 2003). Since the researcher had already formed
theoretical ideas in regards to the data, it was deductively coded (Joffe &
Yardley, 2003). Using theoretically derived themes allowed the researcher to
replicate, extend or refute prior theories (Boyatzis, 1998). Following a
thematic analysis the separate modes of data were methodologically
triangulated, resulting in a set of two primary themes; value proposition for
a customer-centric business model and customer focused value creation.
Value Proposition for a Customer-Centric Business Model
Two sub-themes fall under this grouping. That is, the internal staffs
ability to articulate the value proposition exhibited by the case study
organisation, and whether they were familiar with the scope of work
undertaken by the organisation in order to realign the value proposition to a
customer-centric business model.
Initial stages of research saw the first author conduct a set of interviews,
mostly taking place prior to any staff exposure to the Design-Led Innovation
methodology. The interviews revealed that in general, no internal consensus
NUSEM, WRIGLEY & MATTHEWS
1358
in regards to the value proposition of the organisation existed. When asked
to articulate the core value of the organisation interview participants
typically displayed uncertainty in their answers, with one participant
blatantly stating I dont think I can answer that because I havent been
dealt in on that. I want to know what they came up with, even though my
boss and good colleague thought of it. Others who did respond to the
question did so with uncertain terms. Typically, using inexplicit language
such as core value? Probably, and probably not at the moment. I think
coming in the core value was probably .
However, many similarities did emerge in the themes of the responses,
and as exhibited by the first quote and in the following, somewhere in here
youve got to understand your competitive market, where your point of
difference is coming from. Im not quite sure where in all of this that is
tested, there was an internal drive to attain or develop a better
understanding of the organisations value proposition. This form of response
didnt convey the ignorance of participants, but rather that the organisation
simply did not have a value proposition as an underlying driver for the
business model at that stage.
Indeed, the organisation was undertaking a scope of work to identify
their future customer, their needs, and a value offering that aligned to this
customer. There was a clear internal understanding that the organisation
needed to change, that the current methods of employing care would not
result in positive organisational growth, the question you should really ask
is, do we do nothing or stick to our knitting? Do we explore the boundaries of
opportunities and innovation? And I think we should be doing the latter, as,
well, since theres a real prospect.
Perhaps not surprisingly, as the organisation set out to redefine and
innovate its business model, staff exhibited a greater understanding of the
value that the organisation wished to deliver to customers, and the image
that the organisation wanted to develop and attain. In fact, the insights
captured in customer segmentation as part of this scope of work proved to
have significant applicability to business as usual. Other streams of work
unrelated to the business model innovation were seen to constantly borrow
and lean on these insights. When asked whether this work stream was
valuable, one of the interview participants responded with absolutely, if
youre talking about co-creation with customers such as the business
innovation thats just about to commence, the findings of customer
segmentation present a great opportunity for creative thinking and
A Non-Profit Design-Led Innovation Journey
1359
collaboration to respond with services that are better aligned with what
people want.
Customer Focused Value Creation
While there was a definite internal acknowledgment of the initiative to
innovate the organisations business model, it was not evident, except to
the individuals integral in the development, that this process was design-led.
In fact, except for two outliers, interviewees strictly referred to design as the
conceptualisation and development of physical or digital products and
services (e.g. architectural and industrial design).
Regardless of the lack of familiarity with principles of design being
utilised at a strategy level, all interview participants commented that the
design-led approach to innovation resonated with the non-profit
organisation, as it clearly established that the customer is the locus of value
creation.
As demonstrated by the following quotes, all interview participants were
not only well aware of the need for organisational change, the rapidly
changing regulatory environment, the intent of the regulator or the
government to be able to fund aged care, just the impact on GDP, its not
going to be sustainable, so it has to change. So youve always got innovation
it can either be incremental or a major step change if were not
innovating then were out the back door, quicker than anything, but it was
also evident that the change needed to be customer-centric, if youre going
to realise that youre very existence needs to be predicated on change you
need to go and talk your customer.
Regardless of the challenges outlined in the literature review that are
associated with this sector, and as acknowledged by staff stating that the
core business of [the case study organisation] has been dramatically
constrained by a funding model that doesnt have any variation in it, the
overwhelming evidence demonstrated that its all about solving problems
or challenging issues which your customers are facing and exceeding those
expectations, which is central to a design-led approach to innovation.
Conclusions and Implications
This research investigated potential drivers for change in a non-profit
organisation that was facing multiple challenges in a fast changing dynamic
environment. The design-led innovation approach to this investigation
found that having an underlying social purpose was an effective means for
NUSEM, WRIGLEY & MATTHEWS
1360
driving innovation. As the design-led approach to innovation was grounded
in customer needs it was able to identify, articulate and communicate the
need to innovate in response to the social problems occurring in the aged
care sector to the broader organisation. However, to a large extent, in the
traditional and conservative context of a non-profit aged care organisation,
only the traditional purposes of design were seen to be valid. In line with
Cox & Dayan's (2005) findings, the organisation lacked awareness
surrounding the opportunities associated with the field of design.
While some of the key stakeholders within organisation were open to
the potential of design in a business context, and some were in fact design
champions, no real progress could be made in this avenue until the
effectiveness of a design-led process was demonstrated. The narrative cycle
was created for this purpose. Capturing deep customer insights
demonstrated that design can unpack unexpressed customers needs and
develop clear new narratives. This design process generated a much deeper
understanding and awareness within the organisation, creating more
possibilities for designing appropriate solutions that address emerging
customer needs.
As a non-profit aged care provider, the organisation faces the challenge
of balancing the needs of its several stakeholders. The applicability of
Design-Led Innovation in a non-profit aged care context has been under-
researched, and its applicability in addressing an organisations agenda to
create social value and competitive advantage simultaneously is unknown.
Through the co-design workshops it was found that DLI can indeed identify
and leverage opportunities for the creation of shared value. Furthermore,
due to the social mission of the organisation the concept of shared value
creation resonated strongly with its internal stakeholders.
The need for innovation in the public sector is, for the most part, heavily
outlined in existing literature. Along with frameworks for approaching
innovation, some literature exhibits case studies of organisations innovating
due to similar drivers as those exhibited by the aged care sector. Most of
these articles are theoretical in nature and only disclose a set of general
principles and practices for practitioners to follow. No specific guide
explicitly states the steps taken and methods utilised by an organisation, in
and aged care context, in order to drive innovation. This paper therefore
seeks to provide a detailed approach for non-profit organisations wishing to
utilise design led innovation as a method for better understanding their
stakeholders and redefining the value they offer to market. The next stages
of the organisations journey, which are currently underway, consist of
A Non-Profit Design-Led Innovation Journey
1361
further development, prototyping and testing of the solutions developed
through this approach. Future research should explore whether this
approach to innovation is capable of sustaining momentum and moving
beyond the conceptualisation of a solution to its implementation.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper on this conference proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
The Value of Design for Customers in the
Service Industry: Contributions and
measurements
Ki Woong NAM
*
and Bruce W. CARNIE
University of Leeds
In the contemporary market, quality is no longer the key differentiator for a
brand. Among the marketing activities available, design is arguably
acknowledged as the most distinctive method for achieving long-term brand
recognition. Unlike technology, design emotionally interacts with people, and
it is not easy to emulate a compelling design identity that has been effectively
established. Despite its well-recognised impact, companies still hesitate to
strategically employ design. The main source of the hesitation may be rooted
in the ambiguity of measuring design contributions. This is particularly true in
the service industry where the impact of technology development is relatively
lower. This makes it a suitable industry sector for investigating environments
where design has a more significant marketing role. Two major forms of
research are performed within this paper: the horizontal/spectrum
understanding of value, and embedding design perspectives in the service-
profit chain using SERVQUAL (SERVice-QUALity) measurements. This paper
proposes a model that can quantify and visualise design contributions from
the customers perspective within the service industry sector.
Keywords: Design value, service design, design value typology, measurement
of value
*
Corresponding author: Ki Woong Nam | e-mail: sdkn@leeds.ac.uk
NAM & CARNIE
1366
Introduction
Final grades are occasionally painful and frustrating to face; however,
fair and effective assessments can help students to acknowledge their status
and performance and then go on to improve and complete more difficult
work. Likewise, the intention behind measuring business performance is to
identify the current status of the business as objectively as possible. As a
target of measurement, how a company can effectively design its offerings
and systems is essential to surviving in a highly competitive contemporary
market (Moultrie, et al., 2006). In other words, the systems design,
products and services are essential for a successful business. However,
despite well-recognised contributions, it is difficult to reveal the
effectiveness of design. This is mostly due to the ambiguity surrounding
design (Cooper and Press, 1995) and a lack of theoretical and empirical
research (Moultrie et al., 2006; Moultrie and Livesey, 2010). In addition,
Topalian urges researchers to cultivate novel means of communicating by
using language from a business perspective (Topalian, 2012, p.34).
Therefore, it is necessary to investigate how design effectiveness can be
comprehended and measured in a successful business.
How can design be comprehended in terms of its impacts upon the
success of a business? Kaplan and Norton (1996) introduced a holistic,
precise and long-term measurement tool for businesses. It has four different
dimensions (i.e. financial; customer; internal business process; and learning
and growth) that are referred to as the balanced scorecard. Moultrie, et al.
(2006) proposed a tool for assessing design performance in SMEs (Small and
Medium Enterprises). Their systemic approach to success factors, both the
process and the product, enables them to identify key success factors in new
product development processes and confirm design contributions.
However, unlike manufacturing industries, there are subtle differences
between products and services offered by service companies. Swann (2002)
argues that design influences people by using artefacts and situations that
possess a high level of uncertainty. Assessing the output of design activities
(e.g. auditing the system for higher productivity or profitable attention
towards a new product) is arguably insufficient for comprehending critical
issues within the service industry sector. It is necessary to contemplate the
factors beyond outputs; in other words, how stakeholders perceive the
value of having interactions in a business.
The Value of Design for Customers in the Service Industry: Contributions and
measurements
1367
To determine the sources of design value (from a customer perspective)
and the linkages between phases of their perception, this research uses the
concept of value and service-profit chain. Research questions are based
upon the SERVQUAL measurement tool proposed by Zeithaml, et al. (1990),
who introduced five dimensions of measurable service quality (i.e. tangibles,
reliability, responsiveness, assurance and empathy) from a customer
perspective. The SERVQUAL measurement facilitates embedding design
perceptions into service-focused questionnaires. It provides service-centric
viewpoints and enables the categorisation of questions that consider
gradually increasing emotional attachments. These design embedded
questions are to be reviewed if the questions contain design audit elements
and principles, as argued by Cooper and Press (1995). This paper describes
the development of a tool that measures design value in a service company
from a customers perspective.
Research methodology
Structure of the paper
The measurement tool described in this paper aims to identify
customers psychological preferences. To achieve this aim, the research is
divided into the following sections:
1) Literature review (defining the value in this research). Primarily, the
concept of value is critical to this research. The notion of value in
customer perceptions was investigated.
2) Building a conceptual framework. Interactions within a value-
creating network were identified based on how customers perceived
value. Emphasising the profitability of customer retention also
indicates how the conceptual framework can maintain a long-term
business. In addition, there has been very little focus on determining
and investigating how design influences service quality (Sangiorgi,
2009). Design for services becomes more significant since the focus
of marketing and managing shifted in a human-centred direction.
Thus, it is necessary to address the contributions of design beyond
just its tangible aspects (Meroni and Sangiorgi, 2011).
NAM & CARNIE
1368
3) Creating a tool with design perspectives. Four major dimensions of
customer design value were identified and can be utilised for
measuring the design value of a business. However, prior to scaling
up the tool, one critical prerequisite should be confirmedthe
independence of the proposed dimensions. This is important for two
reasons: first, if one dimension is affected by others, it raises a major
concern about tools practicality. The tool should suggest which
dimension of design value requires focus or should be balanced to
maximise invested resources from the customers viewpoint. The
tool may fail to make these suggestions if others continuously
modify the dimensions. Second, if one value dimension cannot be
explained by the designated questions, it is possible that the design
embedded SERVQUAL questions cannot represent each value
dimension. A quantitative data collection was performed to confirm
this prerequisite.
4) Validating the tool. Within the service industry sector, the food
service industry (especially cafs) was selected as having
characteristics typical of postmodern consumer behaviour and
noticeable operationalisation of service aspects (for example,
flexibility, artisan-focused and context-dependent nature) (Johns
and Pine, 2002). Design in the service industry (starting with food
service industry) is arguably worthy of investigation. This study
employs a multiple regression analysis. The necessary information
can be obtained through the following: Pearson correlation values, R
squared values, regression coefficient values and its p-values.
Pearson correlation and R squared values can confirm the
hypothesis of the overall relationships between the proposed
dimensions. Regression coefficients and its p-values can confirm the
possibility of mathematising the relationships.
5) Discussion, conclusion and findings. Analysis of the quantitative
data, contributions of this paper, limitations and future study
directions were addressed.
Research survey design
Questions about design value are based on the SERVQUAL
measurements (Zeithaml, et al., 1990), but they are modified and classified
according to design audit perceptions and design value dimensions. To
The Value of Design for Customers in the Service Industry: Contributions and
measurements
1369
determine the statistical significance of utilising the proposed framework as
a tool, this study performed a random survey to gather quantitative data.
The survey questions were distributed online and through field surveys.
However, there are two major methodological concerns in this research:
overgeneralising survey responses and the relevance of customers
experience.
1) Overgeneralising survey results. To reduce the variation between
companies within the service industry sector, the target was
constrained to cafs. Due to its flexible and light capitalistic
character, the caf industry contains various aspects of post-modern
consumer behaviour (Thompson and Arsel, 2004). Thus,
investigating the caf industry will be representative and less
variable.
2) Relevance of customers experience. An on-site field survey can
minimise the distortion of experiences. This research also included
an online survey to acquire a sufficient number of responses. This
research attempted to reduce possible response distortions by
asking for the date on which the experience occurred (5%15/277 of
samples indicated that their experience were older than 180 days).
The overall survey responses are shown below in Table 1.
NAM & CARNIE
1370
Table 4. Summary of survey responses
Literature review
Definition of value
A brands value represents more than its positive financial output. From
a marketing point of view, it can be a commitment to offer superior value to
customers (Bruce, 2011). Pursuing and providing higher customer value in a
consumer context is a key marketing activity (Holbrook, 1999). Value is an
intangible element which stems from consumers preferences about
tangible aspects and pervades the overall procedure of purchasing (Wagner,
1999). Despite the ambiguity of the concept, it is proposed that a summary
of customer values that encompasses contemporary issues and definitions
as follows:
Customer value is a customers perceived preference for and
evaluation of those product attributes, attribute performances, and
consequences arising from use that facilitate (or block) achieving the
customers goals and purposes in use situations. (Woodruff, 1997, p.
142)
The Value of Design for Customers in the Service Industry: Contributions and
measurements
1371
This definition is inferred from what Woodruff suggested in the
customer value hierarchy model in Figure 1. Given that this model is
dynamic and embraces different levels of customer value, it explains value
well and will contribute to future studies (Parasuraman, 1997). In short,
customer value evolved from simple dimensions of interaction into multiple
relationship behavioural factors.
Figure 13. Customer value hierarchy model (Woodruff, 1997, p.142)
Snchez-Fernndez and Iniesta-Bonillo (2007) classified two types of
consumer value research: uni-dimensional and multi-dimensional. They
argue that the former relies on customers rational consumption behaviours
and considers costs and benefits; the latter facilitates a broader analysis of
value. In a sense, these dimensions may have various origins for evaluating
value; it is worth investigating these dimensions to understand their
relationship.
One of the pioneering pieces of research was based on the uni-
dimensional approach (price-quality based) and was introduced by Monroe
and Chapman (1987). They argue that perceived value can be aggregated
with the acquisition value (maximum acceptable price minus actual price)
and transaction value (reference price minus actual price). This view
(Monroe, 1973; Dodds and Monroe, 1985) is restricted to the price-quality
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view; it raises questions about the role of price in quality perception and
other influencing factors relevant to the multi-dimensional approach.
Zeithaml (1988) adopts Dodds and Monroes model and modifies it to
explain different levels of attributes. Given that customer perceived value
consists of benefits (salient intrinsic attributes, extrinsic attributes,
perceived quality and other relevant high level abstractions) and sacrifices
(monetary and non-monetary prices), the customer perceived value can be
defined as a customers overall assessment of the utility of a product based
on the customers perceived trade-offs (Zeithaml, 1988, p.14). The hierarchy
of elements determines whether offerings fulfil customers utilitarian
product-based goals and was proposed by Zeithamls (1988).
However, the uni-dimensional approach is often criticised due to
difficultly encompassing contemporary consumer behaviour when using
complex relationships (Yi and Gong, 2013) and its narrowed scope of
product-only attributes (Snchez-Fernndez and Iniesta-Bonillo, 2007). In
addition, understanding hierarchy and dimensions of value is crucial for
encompassing variables in a model of business relationships (Ulaga and
Eggert, 2005). Thus, the multi-dimensional approach was noticed for its
understanding of contemporary consumer behaviour and the research
stream of value, including uni-dimensional approaches as shown in Figure 2.
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Figure 14. Research streams of perceived value (Snchez-Fernndez and Iniesta-
Bonillo, 2007, p.430)
This research considers value as a complex, interrelated holistic output
of what customers offer; therefore, multi-dimensional approaches (as seen
in the above research stream) are reviewed. Multi-dimensional approaches
posit that there are more than two factors (dimensions) involved in building
perceived value. Within the literature (specified in Figure 2) the relationship
between dimensions can be classified as hierarchic and non-hierarchic, as
shown in Table 2. Due to its relevance to contemporary consumer behaviour
and customer-centric viewpoint, this paper is focused on non-hierarchic
relationships.
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Table 5. Hierarchic and non-hierarchic relationships within multi-dimensional
approaches
Contemporary consumer behaviour changed after the era of Fordism.
In Maslows hierarchy, the increased number of choices within a
competitive market can be interpreted as being lower levels of need, which
are already fulfilled basically. That makes consumers perceive the value of
an offering in different ways than outlined by Maslows hierarchy of needs.
In other words, what customers need is determined by various
circumstances related to material abundance and does not concern fulfilling
basic hierarchical needs. Therefore, understanding how customers value
offerings in a non-hierarchic relationship can also explain contemporary
consumer behaviour.
Holbrook argues the typology of consumer value using a holistic and
non-hierarchic viewpoint (Holbrook, 1999). It is regarded as a sophisticated
typology which explicates modern consumer behaviour (Addis and
Holbrook, 2001; Snchez-Fernndez and Iniesta-Bonillo, 2007). Holbrook
The Value of Design for Customers in the Service Industry: Contributions and
measurements
1375
describes the nature of consumer value (interactive, relativistic, preferential,
and experiential; Holbrook, 1999, p.5) and the types of consumer value
(extrinsic or intrinsic, self-oriented or other-oriented, and active or reactive;
Holbrook, 1999, p.9). In Holbrooks detailed explanation, extrinsic and
intrinsic dimensions determine whether consumption is the ultimate goal of
the customer. Self- and other-oriented values are classified based on
whether consumption is for the consumer or purchased with consideration
of others reactions in mind. If customers manipulate products or services
either physically or mentally (e.g. driving a rented car is physical and solving
puzzles is mental), value is situated to the active dimension. On the other
hand, if customers are being manipulated by the product or services (e.g.
feeling sentimental while watching a movie), value belongs to the reactive
dimension. These dimensions are described below in Table 3.
Table 3. A typology of consumer value (Holbrook, 1999, p.12)
This study employs Holbrooks typology of consumer value as a key
background theory for numerous reasons. First, Holbrooks typology of
value includes a holistic view of how value is perceived from offerings
presented to us. Stakeholders within the value-creating network are
comprised of groups of individuals who determine the value of offerings
based upon their experiences within the network; it is crucial to consider the
origin of perceptions through emotionally classified typologies. For example,
Aspara and Tikkanen (2008, 2011) argue that positive personal association is
significant for determining stock purchaseseven in a highly financial-
oriented relationship. Second, the aim of this study is to propose a tool that
can explain how the value of a design can be measured and visualised. In
order to achieve this aim, previously classified value dimensions are
modified to include design in all its manifestations. By utilising Holbrooks
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typology of consumer value, the value of design can be classified in each of
Holbrooks dimensions. Third, since awareness of social responsibility has
increased since the era of mass production (i.e. Fordism), it is necessary to
investigate the factors that determine human perceptions. In addition,
solutions for socially responsible projects may be proposed through design
(Cooper and Press, 1995). Thus, it may be critical to investigate how people
think and the origin of their perceptions. Given that Holbrooks typology
classifies psychological factors for the decision-making process of
consumers, the result of assessing value through Holbrooks typology can
present individual and collectively perceived value.
Conceptual framework
Co-creation of value
If value is perceived holistically and in a non-hierarchic way, as described
previously, it is worthwhile to investigate how value is created and
influences stakeholders. The emergence of new cultural boundaries has
been caused by greater fragmentation, pluralism and older, weakened
collective solidarities in contemporary markets; these have triggered change
in consumer behaviour (Amin, 1994). Developments in modern technology
have encouraged involvement by creating value from stakeholders who
were formerly passive buyers or observers. The value of a brand (shop) no
longer exists for one specific stakeholder but for every stakeholder who
directly or indirectly influences it.
Since maintaining a business involves more complex relationships
between stakeholders, some may argue that it can be impossible to satisfy
every stakeholder within the network. Instead, they insist that focusing one
stakeholders value can maximise the overall efficiency of the resources
used. However, in the contemporary market, it may be argued that the most
significant stakeholder in maintaining business is not a single group or a
single stakeholder. The central stakeholder, in terms of measuring any given
value, can change as each value is measured and evaluated. For example,
businesses that participate in Fairtrade or ethically sourced content for
their food products include logos on their packaging that is designed to
increase awareness of responsible consumption. In the past, the value of
everyday food stemmed from providing high quality food at low prices
(consumer-centric value). Today, the value of everyday food in the
contemporary market has the added dimension of social responsibility,
which includes suppliers and local communities (multiple stakeholder value).
The Value of Design for Customers in the Service Industry: Contributions and
measurements
1377
From a long-term perspective, considering multiple stakeholders within a
network will provide agility in a business model and therefore allow the
business to survive.
In addition, it is also important to consider multiple groups of customers
within the value-creating network. Borja de Mozota argues that managers in
process-oriented companies are being challenged to develop a solution that
is applicable to multiple users (Borja de Mozota, 2011). Not only the
providers of value, but also the receivers of value may be comprised of more
than one group within a business network.
Figure 15. The conceptual framework of sustaining a business
Figure 3 illustrates the conceptual framework of sustaining a business
and how to determine this relationship. To maintain a profitable business,
the series of activities expressed in the diagram (emergence of needs,
created value, delivered value and perceived value) must keep circulating.
Exceeded positive value enriches the business environment of a society and
stimulates expectations for another transaction (Holbrook, 1999). Within
these activities, Nam and Carnie (2014) argue that there are mutual
relationships between stakeholders needs and created values; delivered
values; and perceived values. The development of information technology
and the increase of social responsibility enable mutual relationships
between those phases. Activities within the sustainable business may be
classified as being a provider or receiver. Thus, the mutual relationship and
the co-creation of value enhance the overall value of a network.
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Conceptual framework for the service industry
The aforementioned framework is relevant to the service industry for
two reasons: it promotes mutual relationships between stakeholders, and it
provides a continuous loop of value-related activities. First, the mutual
relationships between stakeholders are particularly emphasised because of
what service companies offer when an interaction takes place. For example,
if customers are fully satisfied with employees services, customers may
show their trust and appreciation. Employees may also feel respected and
well appreciated. This relationship can help to increase value of the network
for both parties. Since design can intervene in the service experience of
stakeholders (Meroni and Sangiorgi, 2011), the interactions of building
service experiences also need to be addressed by investigating mutual
relationships within the network. Second, the continuous loop of activities
can be interpreted as retaining stakeholders. Retaining stakeholders,
(customers in this research) is crucial to running a service-centric business
because customers become more profitable as they remain in the business
(Reichheld and Sasser, 1990; Aaker, 1996; East et al., 2013). Therefore, the
conceptual framework in Figure 3 is relevant to the service industry.
In addition to the relevance of the conceptual framework, the service
industry is notable from the customers perspective. Every industry should
consider the service aspects of their businesses and understand that quality
service is essential for maintaining a business (Daniels, 2012). Daniels also
argues that the continuous growth of the service industry is highly
dependent on efficient and systemic management. Due to relatively rapid
changes in the service industry, companies are being forced to adapt to the
contemporary market situation (Sheu et al., 2003). In addition, in the service
industry, leverage based on design is increasingly significant due to the
ubiquity of services provided. Cooper and Press (1995) also exemplified the
importance of design in the service industry. They provided an example of
the financial industry by identifying, from a customers perspective,
indistinguishable services between companies. Studies by Best (2006) in the
service sector illustrate customers potential ongoing difficulties in
distinguishing the impact of design in a variety of service sectors.
The paradigm shift also encourages the creation of an appropriate
methodological tool for understanding service design (Meroni and Sangiorgi,
2011). Putting design(er) at the core of creating solutions to customers,
Manzini and Vezzoli (2003) describes characteristics of services as value
adding product life cycle, offering final result and enabling platform. Adding
value by service elements can be viable through customised solutions,
The Value of Design for Customers in the Service Industry: Contributions and
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1379
information & communication technology and specialised services (Meroni,
2008). According to Meroni and Sangiorgi (2011), design has changed
definitions of value creation in terms of a services interactive perspectives.
These observations demonstrate changes in perceiving design for services.
They urge the development of theoretical and empirical frameworks that
can encompass the contemporary requirements of service design.
Contribution of design and its measurement
In this post-Fordism era, consumer choice is significant and arguably
increases the influence of design (Cooper and Press, 1995). As influence
increases, the impacts and contributions of design (as a companys strategic
tool) also become notable. Cooper and Press (1995) have classified the
contributions of design as a strategic goal into three elements: securing a
distinctive niche, surviving in a mature industry and competing globally. This
can be achieved by various activities from stakeholders within the value-
creating network.
Having established these activities, it is necessary to develop a suitably
effective measurement tool. How can these activities effectiveness be
measured? It remains a challenge to assess the impact and contribution of
design through a quantified method (Hands, 2011). In addition, when it
comes to acknowledging design contributions, designers are still highly
depended upon peer review or numeric business figures, such as sales
increases, market share and reputation (Borja de Mozota, 2011). However,
it can arguably be difficult to obtain measurement objectivity through peer
reviews. Since numeric business figures are the outcome of company-wide
activities, the contribution of design becomes blurred, and it becomes
challenging to distinguish it from the companys overall outcome. Therefore,
it is worth seeking the contribution of design in direct ways.
This paper aims to determine a framework of value(s) that are affected
by design. The contribution of business activities, including design, drives
the competitive advantage of a business/nation. Likewise, a business/nation
requires a competitive advantage for their survival in this highly globalised
and competitive marketplace. A value-creating network is arguably required
to obtain such a competitive advantage for any given business/nation. This
competitive advantage is derived from the activities of stakeholders within
the value chain (Porter, 1990) in the sense that the perception of
stakeholders towards the network is not circumscribed by financial benefits.
Activities contributions need to be interpreted holistically through the
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concept of value. Given that design activities (whether they are micro- or
macro-scale) aim to create value (Borja de Mozota, 2011), it is essential to
understand the contribution of design through value.
When assessing whether investments in design are effective, Borja de
Mozota explains three advantages of utilising the balanced scorecard: it
provides a dynamic and long-term perspective; it is applicable to any design
project or decision; and it broadens the design outcome of financial
perspectives (Borja de Mozota, 2011). Given that the balanced scorecard
includes the financial benefits of design, the objectivity of design investment
(both financial and non-financial) can be realised. Moreover, the four
perspectives (financial, customer, internal, and learning and growth) in the
balanced scorecard represent the holistic view of a businesss performance.
However, there are some limitations when employing the balanced
scorecard for investigating the value of the previously mentioned network
(figure 3).
Since the balanced scorecard is a results-based view of company-based
activities it is difficult to include the causes behind each stakeholders
decision to remain within the network. In this paper, the key issue of
assessing quantified results will be applied within the service-profit chain.
Thus, relationships among co-created value, satisfaction and loyalty can be
investigated. Furthermore, due to the dynamic character of the
contemporary business situation, it is crucial to be agile in order to
transform the strategic weight of stakeholders. For example, when there
was no cognition of the corporate social responsibility, putting an ethically-
sourced sign or Unicef logo may not be as effective as it is today. It can be
interpreted as the emergence of another significant stakeholder within the
network, suppliers and local communities. In other words, even if the
assessed value of a brand or a business is superior to its competitors, if it is
mistakenly focused on stakeholders superior value, the brand/business may
not be able to offer superior value to stakeholders. It is essential to balance
the relationships between stakeholders and the relative weight of their
value perceptions.
Design embedded existing theories
When design and other business concepts (e.g. organisation, reputation
or strategy) are combined (Borja de Mozota, 2011) more efficient design
contributions can be achieved. Thus, if design perspectives can be
successfully embedded within aforementioned business concepts, it can
The Value of Design for Customers in the Service Industry: Contributions and
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1381
facilitate a distinct evaluation of a designs contribution. Figure 4
summarises the output of this section: the overall layout is based upon the
service-profit chain. How customers view the design value of the network
has four dimensions (i.e. design as tool, goal, rank and help) and is
determined by design embedded SERVQUAL questions. The SERVQUAL
questions were modified to reflect design perceptions by selectively
choosing design audit elements and principles (Cooper and Press, 1995). The
present paper will investigate whether the design embedded questions can
successfully quantify and visualise created value for customers. This section
demonstrates how customers co-created design value can be quantified
and visualised.
Figure 16. Summary of design embedded service-profit chain
Design Value typology
Although Holbrooks typology of customer value includes various aspects
of value, some researchers argue that ambiguity exists between active and
reactive values in Holbrooks typology (Leclerc and Schmitt, 1999; Solomon,
1999; and Richins, 1999). To dissipate the ambiguity between active and
reactive value concepts, they can be combined as one dimension and named
as shown below in Figure 5.
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Figure 17. Holbrooks typology of consumer value (clustered by four dimensions)
To reflect design perspectives, the four dimensions of value are
interpreted as follows: design value as a tool, design value as a goal, design
value as a rank, and design value as help. These dimensions can be
quantified and visualised as shown in Figure 6. Its measurement may be
calculated by determining the area of the blue, red and green diamonds on
the figure below using the design value equation (see Figure 7). The
diamond area can be used to investigate phases within the service-profit
chain. If the diamond area can represent the co-created design value of
customers, then the relationship between the diamond area and the next
phase in the service-profit chain (satisfaction) may be examined by a single
regression analysis. In doing so, one can investigate whether the co-created
design value positively influences design satisfaction.
Figure 18. Example of measured co-created design value for customers
The Value of Design for Customers in the Service Industry: Contributions and
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Figure 19. The design value equation
The service-profit chain
From a long-term perspective, network stakeholders should continuously
be involved in activities that create value. Loyalty is essential for
encouraging stakeholder retention. Although loyalty is driven by
satisfaction, as shown in Figure 8 (Heskett, et al., 1994), some may argue
that satisfaction can directly impact the profit and growth of the network.
Therefore, it is necessary to examine relationships between the phases in
the service-profit chain.
Figure 20. The service-profit chain (Heskett, et al., 1994)
Customer satisfaction is one of the most significant indicators of
customers return business (Dube, et al., 1994). Spiteri and Dion (2004)
identified the two types of satisfaction: transactional and overall
satisfaction. To assess the long-term relationship, they suggest measuring
the overall satisfaction derived from total experience because it is more
relevant. In addition, Kumar, et al. (2011) insist that operation performance
as perceived by customers need to be construed as a whole system
approach, not as individual elements. Thus, customer satisfaction is defined
as an overall assessment of future behavioural intentions; it considers what
customers receive based on what a company provides (McDougall and
Levesque, 2000).
As shown in the aforementioned service-profit chain, researchers also
insist that loyalty is derived from satisfaction. It has been empirically proven
that end-user loyalty, which could lead to customer repurchases, is more
significantly derived from overall satisfaction than customer value (Spiteri
and Dion, 2004). Although their practical research area is limited to the
pharmaceutical industry in business-to-business situations, the results
clearly indicate that overall satisfaction drives customer loyalty and overall
satisfaction is driven by customer value created by the company. This result
NAM & CARNIE
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supports the idea that co-created value does not directly affect
stakeholders loyalty. Instead, it is necessary to have a mediating phase for
the design satisfaction of stakeholders. Likewise, other phases can be
adapted to design perspectives, such as design loyalty and co-created design
value.
Design audit and SERVQUAL
Cooper and Press (1995) argue that there are three levels to consider
when a design is audited: the corporate philosophy and strategy; how the
company operates; and how design function communicates. Later in their
research, Cooper and Press extend this broad view to explain the four
hierarchies of design audit (1995, p.214).
I. Physical manifestations of design
II. Design management
III. Corporate culture
IV. Environmental factors
By employing this view, design activities within a corporation can be
clearly classified; thus, the design audit for functions within the company
can be addressed. However, since the co-created value introduced in this
paper consists of stakeholders who are involved in the value-creating
network, it is necessary to investigate beyond corporate viewpoints to
encompass the values of other relevant stakeholders.
Despite its business-centric restrictions, Cooper and Presss arguments
can be understood as key factors of composing the value of employees and
other stakeholders. Leadership, competencies, management and people are
positively related to the loyalty of employees, which may stem from greater
employee value and satisfaction in their work (Martensen and Grnholdt,
2001). These principles are already embedded in the hierarchy of design
audit as shown in Figure 9. The SERVQUAL questions were selectively
reviewed using the audit elements and principles to reflect customer
perceptions. The modified questionnaire includes sections of satisfaction
and loyalty for utilising the service-profit chain (please refer to the
appendix).
The Value of Design for Customers in the Service Industry: Contributions and
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Figure 21. The levels that organisational design audits might address (Cooper and
Press, 1995, p.214)
Although co-created value stems from all stakeholders within the
network, this study investigates customer perception to confirm
independence as a prerequisite to the dimension of value. The
questionnaire was designed to reflect four dimensions (i.e. design as tool,
design as goal, design as rank and design as help) followed by the service-
profit chain phases. By utilising the questionnaire, one can investigate how
customers value offerings, satisfaction and loyalty can be based upon these
four dimensions. Given the aim of this paper, the focus is on whether the
above framework is relevant to further studies investigating the holistic view
of co-created design value across all stakeholders. Since customers are
regarded as the major stakeholder within a value-creating network, this
study researches customer perception to test this proposed framework.
Independence of value dimensions
Each of the four dimensions in Figure 5 is a discrete category and is
individually affected by stakeholders. When a business requires strategic
decisions to improve its performance, focusing on weak points within the
value diamond models blurred dimensions can further confuse strategic
focus. To utilise the visual method shown in Figure 6, each dimension should
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not be correlated. Thus, multiple regression analyses were performed to
investigate any potential relationships between dimensions.
This study performs quantitative data analysis to confirm the
independence of each dimension. Questions are designed in the seven-point
Likert scale as the SERVQUAL measurement. By examining survey responses
with the multiple regression analysis, one can calculate the relationship
between one dimension and the other three dimensions and their impacts
upon each other. This study employs the alpha level as 0.05, a seven-point
Likert scale, and 0.03 as an acceptable margin of error.
Discussion
Table 4 indicates moderate (correlation value; 0.30.5) and strong
(correlation value; 0.51.0) relationships between the four dimensions. The
following is the null hypothesis (H
0
) of the multiple regression analysis, using
the assumption of a linear relationship between each of the dimensions:
H
0
: One design value dimension is influenced by the other three
dimensions.
While R squared and adjusted R squared values can be disputed by
having F-values with a significantly low p-value, the H
0
of the multiple
regression analysis can be accepted (see Table 5 for details).
Table 4. Pearson correlation value
Table 5. Multiple regression analyses results
The Value of Design for Customers in the Service Industry: Contributions and
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1387
However, to accept the hypothesis and formulate a relationship between
dimensions, regression coefficients values need to be reviewed. Table 6
below demonstrates the regression coefficients values.
Table 6. Regression coefficients of design value dimensions
If one dimension can be explained by the other three dimensions, all
coefficients are necessarily statistically significant. Some p-values (help
dimension in the dependent variable: goal, 0.549; help dimension in the
dependent variable: rank, 0.130; goal and rank dimensions in the dependent
variable: help, 0.549 and 0.130) reject the H
0
of the regression coefficients
below.
H
0
: All dimensions are correlated and can be described by regression
coefficients.
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1388
Despite some positive relationships between dimensions, it is very
difficult to describe the relationships between the dimensions. Due to the
dispute of R squared, adjusted R squared values and the rejection of H
0
of
the regression coefficients, each design value dimension cannot be
explained in terms of their relationships. Thus, each dimension is
independent and should be measured separately.
Conclusions and findings
This paper examined how stakeholders perceive value from the network
that they are involved in and how those perceptions can be quantified and
visualised. By first obtaining customer perceptions, it can be argued that
customers determine the value of offerings through four measurable and
independent dimensions (design as tool, design as goal, design as rank and
design as help). The proposed model can be practically used to enhance
global strategies in international business. For example, it is important to
understand local culture in global business (Robertson, 1995). If survey
results are grouped by cultural boundaries, marketing activities focusing on
a specific dimension can be determined by identifying relatively important
values for customers.
Given that the four dimensions are derived from psychological factors,
these dimensions are arguably applicable to other stakeholders. Before
performing any qualitative or quantitative research, it is necessary to review
questions for other stakeholders to reflect the design audit elements and
principles from Cooper and Press (1995).
However, the survey target is very limited when generalising and
applying the proposed frameworks as a tool. Investigating other businesses
within the food and beverage service section and selecting for various
cultural backgrounds among customers can strengthen the reliability of the
proposed tool. Furthermore, since the perceived service quality is
determined by a wider social and organisational context (Meroni and
Sangiorgi, 2011), other critical stakeholders will require clarification.
In future research, it is worth investigating the main stakeholders of the
service industry and their interactions as they co-create value in the
network. Also, it is necessary to follow-up on how the next steps within the
service-profit chain (satisfaction and loyalty) can be influenced by the
dimension of design value. For example, if the design value can be
quantified (as shown in this paper), can the design value positively impact
the next step (satisfaction)? Likewise can the created value phase in the
The Value of Design for Customers in the Service Industry: Contributions and
measurements
1389
service-profit chain, modified to co-created design value, satisfaction and
loyalty, be adapted for design perceptions (design satisfaction and design
loyalty)?
Other stakeholder groups are as significant as the researched customer
group for building co-created design value in the network. It is necessary to
modify the questions to investigate other stakeholders perceptions within
the proposed framework. As a result, the co-created design value can be
attributed to various stakeholders perceptions. By doing so, design
contributions in the service industry can be holistically recognised in a
quantitative and visual way.
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Appendix (Survey question)
Design as Tool
1. Products and Services from the ( ) Caf are good value for money.
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
2. The ( ) Caf is located in a favourable place and I like the
atmosphere of the surrounding area.
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
3. The ( ) Caf company has modern-looking equipment
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
4. The physical facilities at the ( ) Caf company are visually appealing
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
NAM & CARNIE
1394
5. Materials associated with the service (such as tables, sofa, and tableware)
are visually appealing.
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
6. Materials associated with the service (such as tables, sofa, and tableware)
match well with the overall atmosphere of the caf.
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
7. I feel comfortable to staying / hanging around at the caf using the tables,
chairs, sofas, tableware etc.
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
8. I like the way the ( ) Caf decorates the service materials (such as
tables, sofa, and tableware)
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
9. I like the logo (or signs) of the ( ) Caf
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
10. I like the interior of the ( ) Caf
Strongly
Disagree
Strongly
Agree
The Value of Design for Customers in the Service Industry: Contributions and
measurements
1395
1 2 3 4 5 6 7
11. I like the location of the ( ) Caf, because it fits in well with the
surroundings
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
12. I am willing to introduce the ( ) Caf to friends, because they will
also like the physical design of the ( ) Caf.
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
13. I am willing to visit the ( ) Caf again to enjoy the mood of the (
) Caf offerings
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
14. I will keep using the products and services from the ( ) Caf, even if
the price is increased. Because I like the design of the ( ) Caf.
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
Design as Goal
1. Your main purpose of visiting the ( ) Caf is,
1 to buy products (foods and drinks) take-away
2 to buy and enjoy products and services with friends or family
3 a business purpose (meeting with customers)
NAM & CARNIE
1396
4 to spend time alone (reading books/magazines, studying,
enjoying atmosphere)
2. Considering your purpose in question 1, the design of the ( ) Caf
helps you achieve this purpose.
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
3. I feel comfortable and fulfilled, considering my purpose in question 1 by
using the products and services from the ( ) Caf.
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
4. I am willing to introduce the ( ) Caf to friends who have the same
purpose of visiting.
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
5. I will visit the ( ) Caf again, because I trust that the ( ) Caf will
provide similar or better products and services than competitors.
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
Design as Rank
1. The ( ) Caf is a trendy place with the most recent design
consideration.
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
2. Other customers in the ( ) Caf are similar to me.
The Value of Design for Customers in the Service Industry: Contributions and
measurements
1397
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
3. I feel a sense of belonging in the ( ) Caf.
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
4. The ( ) Cafs atmosphere reflects my characteristic
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
5. I think other visitors also like the design of the ( ) Caf.
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
6. I am willing to introduce the ( ) Caf to friends who are similar to me
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
7. I will visit the ( ) Caf again, because I trust that the ( ) Caf will
provide similar or greater products and services
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
Design as Help
1. I can find design considerations for people with physical difficulties in the
( ) Caf. (e.g. access ramp, ergonomic design)
NAM & CARNIE
1398
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
2. I know that the ( ) Caf uses ethically sourced ingredients and
products, because of their display or logos in sign. (e.g. Fairtrade)
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
3. I believe that cafs should operate in a manner that includes a diversity /
range of customers and use ethically sourced ingredients and products.
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
4. I can recognise from the design of the ( ) Caf that my consumption
at the ( ) Caf supports others mentioned in questions 1 and 2.
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
5. I think others also recognise the design of the caf (design for those who
have physical difficulties and using ethically sourced ingredients) at the (
) Caf easily.
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
6. I trust the ( ) Caf will continue to keep improving or maintaining
current design considerations
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
The Value of Design for Customers in the Service Industry: Contributions and
measurements
1399
7. I prefer to consume products and services like the ( ) Caf, rather
than other shops which have no considerations to their suppliers or
consumers.
Strongly
Disagree
Strongly
Agree
1 2 3 4 5 6 7
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Section 3b: Design in the Creative and
Culture Industries
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1403
Editorial: Design in the Creative and Cultural
Industries in an Era of Disruption
Irini PITSAKI
a
, Alison RIEPLE
b
,
Natalie NIXON
c
and
Birgit JEVNAKER
d
a
Northumbria University;
b
University of Westminster;
c
Philadelphia University;
d
BI Norwegian Business School
The creative and cultural industries (CCIs) include experiential services
such as the performing arts as well as products that require exceptional
levels of creativity in their development processes: examples are recorded
music, fashion, books, art exhibitions and digital media. Many of these
sectors have been disrupted by the development of digital technologies and
the Internet. Yet there is comparatively little writing on the management of
design in the CCIs. In these sectors design is not simply a means of
communication or the way to create objects and spaces, but rather is a vital
process in the generation of meaning and identity.
This track contains an interestingly eclectic mix of papers that examine
the use of design in the cultural and creative sectors. Two papers focus on
various aspects of design in the fashion industry, others examine the design
of music production, the digital entertainment sector, and design as an aid
to the creation of cultural products using museum residencies as the
mechanism. Others focus on the creative process itself in, for example,
creating identity or in managing the risk inherent in creative production.
In Powers of design: a heuristic inquiry into the Victoria and Albert
Museums Residency Programme, Saskia Coulson and Louise Valentine
suggest that there has been a considerable increase in the level of
investment and engagement offered by British museums to the creative
industries, evinced by a proliferation in the provision of residencies.
Residencies offer the time and resources to innovate in practice, and can
result in objects, events or services which benefit the host organization and
participating individuals. Their paper reviews British residency programs to
identify the main practical and strategic value offered by residencies and
undertakes an in-depth heuristic analysis of the Victoria and Albert
Museums Residency Programme, with emphasis given to the development
and management of the service and its situation within the Museums wider
organizational framework. This study contributes to a growing debate that
PITSAKI, RIEPLE,
NIXON
&
JEVNAKER
1404
design can be employed as a way of thinking about the development of
cultural products and services, and fosters a discussion on the agency of
design within a cultural organization.
In Studio design and the management of creative production, Jonathan
Gander and Alison Rieple discuss the design of recording studios and how
this affects the management of relations within popular music recording
projects. The creation of a pop song is a complex endeavor, requiring a large
number of decisions involving highly subjective and contestable judgments.
Organized in a flat structure and without established lines of authority this
temporary assembly of people are faced with the challenge of making a
product characterized by uncertainty over how to make it and what it will
sound like once it is completed. Theit paper is based on observation of the
practices, and relationships operating in a recording studio, supplemented
by interviews with the participants. Using a socio-material approach, the
spatial organization and use of technological objects are included to produce
a contextual analysis of how actions are organized and decisions taken.
What emerges is an understanding of how the designed arrangement of the
participants and the application of sound production and editing technology
are used to manage the development of the song and confer decision-
making authority upon the music producer. When the spatial organization of
the participants is altered by the introduction of new technology and new
spaces, the decision-making power of the producer is challenged and artist
power is increased.
Jonatan Jelen and Mark Leal in Omnipresent Access: User Perceptions in
New Media Ecosystems suggest that new technology has mostly altered
the world in a pragmatic way transportation and mobility, energy
generation and distribution, transformation of natural resources into
consumable products all changed human behaviors. Yet, information-centric
technologies also alters the character of humans and consequently the ways
in which they relate to systems, experiences, objects, and to each other. The
authors argue that social media-related developments such as omnipresent
access to streaming video services the past decade has been particularly
disruptive, and may have altered consumers perception of entertainment
altogether. Extending the existing framework of human-computer
interaction with the novel human-centered research approach
phenomenography, the authors undertook an exploratory grounded theory
study with 8 participants to define constructs that capture the experience of
consuming streaming video. This yielded five categories that could be used
to conceptualize hardware and software development for future mobile
Design in the Creative and Cultural Industries in an Era of Disruption
1405
technologies, and also lead to the design and development of fundamentally
different business models, digital experiences, and ecologies of
coproduction.
The paper by Irini Pitsaki, Alison Rieple and Natalie Nixon Design and
identity formation in cultural organisations strategic performance
examines design as a contributor to the formation of identity, both within
an organisation and externally among its clients. These concepts are strongly
linked and constitute an element of strategic performance. They suggest
that in the cultural industries, a clear and consistent corporate identity must
be shared internally between the group of employees and externally;
ideally, a cultural organisation, because of its non-profit, educational,
ethical, etc. status, should see its identity perfectly matched with that of its
audience. Organisational brand identity signals what the corporation is and
does, which helps to build loyalty and attachment to the company. This is a
deeply selective and interpretive process and one that plays a major role in
strategy. In this paper, the authors critically review key texts on identity
formation in relation to design and brand strategy; and use a case study of
museums and galleries to arrive at a set of conclusions about the role of
design in the articulation of a clear and distinctive identity for both cultural
corporations and individuals interested in cultural products.
In Three Methods that Creative Talents Could Learn from Designers:
Empathic Observation, Group Brainstorming, and Rapid Prototyping
Jaewoo Joo and Soren Ingomar Petersen discuss how creative talents face a
high risk of failure but have limited knowledge of how to manage it. Their
research has identified that failure risk is successfully managed using three
methods; identifying more accurate needs by empathic observation,
generating more solutions by group brainstorming, and selecting qualified
solutions by rapid prototyping. The authors suggest that creative talents
should apply designers risk management methods to their creative tasks.
Designing Organisations in the CCI written by Johan Kolsteeg and Frido
Smulders, discusses how cuts in government budgets are forcing cultural
organizations to reconsider their position by and decide how to avert the
risk of these cuts. They are likely to search for new organizational
constellations with new business models. Converting the cultural
organization into a hybrid organization combining cultural as well as
business values, is one of the options and a major challenge when
preserving the cultural values that belong to the artistic core remission
priorities. This paper investigates the application of the IDER-model, that
combines design thinking and design related implementation theories that
PITSAKI, RIEPLE,
NIXON
&
JEVNAKER
1406
take the potential conflicting value systems into account as well as a focus
on the subsequent realization of associated organizational changes. The
model explicated in the paper relates to the fundamental choices underlying
the adaption to external changes through hybridization. Based on this
theoretical discussion the paper proposes an agenda for future research.
Finally, two papers focus on the fashion design industry. In Co-creation
and the Democratization of Fashion: investigating the case of UK based
fashion design company Own Label, Thorsten Roser, Robert DeFillippi and
Julia Goga-Cooke, discuss how the fashion industry has always taken
inspiration from the crowd. However, the fashion industry remains
reminiscent of an oligarchy led by a small elite of high fashion designers
dictating new trends and design from the top of the market. Only a small
group of new up and coming fashion designers end up in one of the
established fashion houses. Furthermore, in todays economy and
marketplace few consumers can afford high-end fashion attire. During the
past decade co-creation has become an established new business practice
to enable better front-end ideation, stakeholder advocacy and user
customization. in this paper the authors focus on co-creation and the
democratization of fashion based on a case study of Own Label. They
conclude that such firms are likely to use hybrid models of co-creation to
strategically position themselves in a highly competitive market. Further, co-
creation enables a new market place for millennial fashion designers and
millennial buyers thereby holding the potential to disrupt the market and
lead to greater democratizaction of the fashion industry.
The final paper in this track also focuses on some of the difficulties to be
found on the fringe of the fashion industry field. In The Role of Networks in
Fashion Designing: The Disconnect between Designers and Manufacturers in
London, Galina Gornostaeva, Alison Rieple and David Barnes have
undertaken an empirical study of the role of networks in fashion designing
in London. There is evidence that the relationship between new, small,
fashion design firms and apparel manufacturing is one of the weakest points
in the fashion production chain. Analysis based on interview data as well as
a critical review of the relevant literature, suggest that these problems have
two main causes: a) designers are locked-in to the retail-led, London-based
networks, which are dominated by strong links with the design colleges and
industry-related institutions; b) as a consequence of this, their relationships
with manufacturers lack trust, reciprocity and knowledge exchange for the
successful prototyping and scaling up of production to be achieved.
Negotiation of constraints and specificities of designs are made more
Design in the Creative and Cultural Industries in an Era of Disruption
1407
difficult because of personal, cultural, linguistic, physical and organizational
differences between the two fields, which create cognitive distance and
incompatibility between the fields of fashion design and apparel
manufacturing.
1408
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper of these conference proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source, and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Three Risk Management Methods That
Creative Talents Could Learn From Designers:
Empathic observation, group brainstorming,
and rapid prototyping
Jaewoo JOO
*a
and Soren PETERSEN
b
a
Kookmin University, Korea, Republic of (South Korea);
b
Design Quantification Lab
at Center for Design Research, Stanford University
Our interview of ten creative talents revealed that they face high risk of
failure but have limited knowledge of how to manage it. We review how
designers manage New Product Development (NPD) and find that they
successfully manage failure risk using three methods; they identify more
accurate needs by empathic observation, generate more solutions by group
brainstorming, and select qualified solutions by rapid prototyping. We
suggest that creative talents should apply designers risk management
methods to their creative tasks.
Keywords: Creative talent, risk management, design, New Product
Development, empathic observation, group brainstorming, rapid prototyping
*
Corresponding author: Jaewoo Joo | e-mail: designmarketinglab@gmail.com
JOO & PETERSEN
1410
Introduction
Art can be considered Goal Directed Play with the intent of Making
Objects Special as to support ceremonies (Dissanayake 1998). According to
studies of artists, deep human and philosophical issues inspire art, and the
process of creating an artwork is a process of tinkering. Artists are inspired
by other artists and their surrounding culture, and contemplate deep issues
before and while producing their art pieces. Successful artists are
trendsetters. They characterize and name problems, while designers solve
them (Petersen 2011).
For most of European history, art and design have been considered the
same thing, a craft. Until the renaissance (14th to 16th century), crafts were
used to validate and promote religious institutions and rulers, fashioning
architecture, furniture, weapons, clothing, utensils, jewellery, sculptures,
and paintings. Wealthy patrons supported craftsmen and crafts were
manufactured on commission. As art was separated from craft and the cost
of art materials declined, artists produced pieces for the upper class and for
themselves including self-portraits, still lives of objects, flowers, and food
items, as well as landscapes. Abstract paintings did not appear until the
beginning of the 20th century and most art became a commodity as the cost
of reproduction fell. Art and craft, since their separation, have inspired each
other, and since the industrial revolution, mass-produced goods have
inspired industrial design. Today, art can be produced by anyone and
anyone can label and sell what they produce as their own art
(Crowdsourcing findings confirm this:
http://www.huffingtonpost.com/soren-petersen/what-is-
art_b_1938274.html).
As arts become democratized, many creative individuals and their
entrepreneurial ventures are characterized by enormous profit potential as
well as huge market and execution risk. If they get the unique ingredients
right, they can replicate the commercial success of Picasso, Madonna,
Spielberg, and Jobs. Otherwise, an average American artist makes less than
$23,000 a year (U.S. Census Bureau 2008). Indeed, creative individuals
revenue curve is best described by a power curve; a few earn substantial
revenue, most earn nothing at all. Entrepreneurial ventures in the creative
economy depend on a limited number of breakthrough ideas derived from a
few individuals, as opposed to raw materials or properties. Private
investment is virtually unattainable for these ventures due to a lack of
tangible assets, effective and efficient processes, reliable metrics, and risk
Risk Management Methods
1411
assessment methods, making it impossible to construct a viable business
case.
Different from creative talents, designers have developed their own
methods to manage risk. According to Perks, Cooper, and Jones (2005),
designers have changed their roles dramatically in recent decades.
Relegated to being primarily stylists in the fifties, they are now contributing
at a strategic level, responsible for the visual perception of corporations,
user experience, and leading the design process in the twenty-first century.
According to Von Stamm (2003), harsh competition has led to an increased
emphasis on innovation as a crucial dimension of business strategy. In
response, designers are undertaking a leadership role in innovation. They
carry out a broad array of tasks, beyond those demanded from specific
design activities. Scholars suggest that their responsibilities should expand
to roles that support the entire New Product Development (NPD) effort.
Such roles include interpreter, coordinator, and facilitator (Turner 2003). In
addition, an increased understanding of customers needs is becoming a
prerequisite for successful innovation. The lack of useful market and
customer information is driving designers to generate their own quick and
dirty research. Therefore, it is argued that designers should not only
embrace the traditional marketing tasks such as marketing research and
marketing communication (Von Stamm 2003) but also directly interface with
the marketplace to effectively understand and communicate with customers
(Leonard-Barton and Rayport 1997).
In the present work, we aim to provide insights into how creative talents
manage their risks. In order to achieve this goal, first, we reported on our
interviews with 10 creative talents; secondly, we reviewed the
contemporary effort that designers have made to reduce their risk in new
product development; and finally, we conclude what creative talents could
learn from designers.
Study about creative talents
In order to understand what artists do, we conducted two studies,
crowdsourcing and interview. First, we conducted a crowdsourcing
challenge on the professional social network (LinkedIn) between August and
September 2012. We applied the Six Step Co-creation Cycle method to the
four groups (Creative Designers and Writers, Design Education, Design
Research and Design Management Institute) and provided an open-ended
question (Petersen 2013);
JOO & PETERSEN
1412
What characterizes good Art? Art can be considered Goal Directed Play
with the intent of Making Objects Special, supporting ceremonies
(Dissanayake, 2002). What do you think separate good art from bad art?
We collected in total 39 comments. Their comments reveal that not few
creative talents mentioned the link between art and design. Here are a few
specimen comments of the artists:
The expression of the thoughts of the artist is successful when it
engages both the maker and the viewer and creates dialogs of wonder. It is
subjective and stimulating and seeks to enlighten and entertain
Art adapts to and reflects the values of the time, by speaking the
language of the patron and by adjusting to the consensus of the most
successful styles of the period, which, at the moment, happens to be
design
Art and design are inextricably linked
Second, we conducted interviews with 10 individuals who are presently
working in five different creative industries. They consist of a music stylist,
musician, movie producer, cameraman, painter, graphic designer, font
designer, museum curator, healthcare designer and ceramic designer. We
performed our interviews between September 2011 and February 2012,
using a semi-structured open-ended interview instrument. The instrument
contained the questions addressed in the application form for the Industrial
Design Excellence Award (IDEA) from the Industrial Design Society of
America (IDSA). Interviews, with durations between 45 minutes and two
hours, were conducted in person, on Skype, or over the phone.
We typed and coded interviewees comments using the Concept Aspect
Profile (CAP) (Petersen 2005). This profile consists of thirteen aspects of a
concept or an idea including individual user in social context, user identity,
user needs, user behavior, user activities, interface with offering, offerings
function, offerings features, architecture, technology, planning, philosophy,
provider entity. We tallied the total number of information segments for
each aspect in order to compare creative talents and designers.
We identified the gap between art and design by comparing art concepts
and industrial design concepts; industrial designers pay more attention to
success indicators such as users' identity, needs, and behavior, while artists
pay more attention to themselves and members of their own profession.
This suggests that artists have opportunities to further excel by
understanding their buyers more deeply. We believe that they can easily
improve their market position by leveraging the methods developed in the
Risk Management Methods
1413
consumer product industry, beginning with the following three approaches:
(1) positioning artwork, (2) managing risks, and (3) integrating art and
business.
In addition, according to the interviewed artists, one has to be able to
understand and share the vocabulary in order to appreciate an art piece.
Thoughts and ideas are worthless unless sharedwithout impact, they have
no relevance. Perhaps some of the more well-designed and innovative
products of today are, in reality, a type of substitute art because, although
functional, they may still be perceived as art.
Literature review about designers
As designers' roles have changed from aesthetic specialists to the leaders
of new product development, their efforts to improve the chance of
succeeding in their projects are attracting much attention among
researchers. In particular, researchers shed light on their efforts to improve
the quality of the three tasks in the design process. These tasks include (1)
identifying needs, (2) generating solutions, and (3) selecting solutions.
(1) Identifying needs by empathic observation
Users or consumers are generally considered the experts on their own
needs. However, they are sometimes unable or unwilling to explain their
needs. They tend to either emphasize short-term problems by sacrificing
long-term needs, or ignore their potential needs regarding radically new
products because their insights into new products tend to be bounded by
their own experience of currently available products. As Hamel and Prahalad
(1994) argue, consumers generally lack foresight and, thus, being merely
customer-led is dangerous. This implies that, when developing
discontinuous (breakthrough) new products, traditional methods are
insufficient to identify needs. As a result, it can be difficult for marketing to
provide input and direction before a general product application has been
established (Veryzer 1998). Further, questions remain concerning the role of
customer input and market research in discontinuous (breakthrough) new
product development (Wind and Mahajan 1997) as well as the relationships
between market researchers and other key disciplines (e.g., Industrial
Design, R&D) involved in the development of these types of products
(Veryzer 2005).
To identify needs that consumers want fulfilled, designers invest
tremendous effort. In particular, they attempt to understand usersnot
JOO & PETERSEN
1414
indirectly through marketing research, but directly. For example, Matthing,
Sanden, and Edvardsson (2004) said, the consumers service ideas are
found to be more innovative, in terms of originality and user value, than
those of professional service developers (p. 479).
Recently, designers focus on ethnographic observation to identify
consumer needs. One is. This method enables them to empathize with how
users think and feel. For instance, Hamel and Prahalad (1994) and Leonard
and Rayport (1997) claim that either obvious or unobtrusive observation
methods lead to collecting and analyzing quality data (needs). Similarly,
Kelley (2001) argues in his seminal book, The Art of Innovation, that
observation is the first step in collecting data. More recently, business
magazines have paid closer attention to the pronouncement made by
ethnographers that such observation "provides a richer understanding of
consumers than traditional research methods. Closely observing people
where they live and work allows companies to zero in on customers
unarticulated desires (Ante and Edwards 2006).
(2) Generating solutions by group brainstorming
After identifying user needs, designers often generate solutions through
so-called group brainstorming. Although this method is widely used in
practice, psychologists are reluctant to appreciate its value. According to
Diehl and Stroebe (1987, 1991), for example, several studies have
consistently shown that nominal brainstorming or the aggregated work of
individuals working simultaneously but without contact with each other
outperforms group brainstorming. Prior work has suggested three reasons
that group brainstorming is ineffective (Shepherd et al. 1995).
The first reason is evaluation apprehension. Group members are
reluctant to express their unpopular or politically incorrect suggestions or
poorly developed ideas for fear of being judged or evaluated by others
group members or externals (i.e., managers). The productivity of the group
declines when members start to worry about how others will respond to
their ideas. The second reason is social loafing or free riding. Group
members intentionally limit their contributions and rely on other group
members to do the job. This often happens when the responsibilities are
unclear or when individuals do not feel accountable for producing. A large
body of research has found that when individuals believe that their
contribution cannot be identified and appreciated, they invest less effort
into the task. The last reason is production blocking, which occurs when
group members have to wait for others to finish before they offer their own
Risk Management Methods
1415
ideas. While waiting, ideas may become obsolete or forgotten, or, in order
not to forget, people concentrate on and rehearse their own ideas instead
of participating and generating more and new ideas.
Sutton and Hargadon (1996) criticized the findings obtained from prior
research by arguing that the studies use a single effectiveness (or efficiency)
measure and fail to consider the context in which group brainstorming is
used and to examine how and why designers use it. They performed
ethnographic fieldwork with IDEO employees and demonstrated that group
brainstorming serves many objectives rather than simply increasing the
quantity of ideas. Similarly, Leonard and Sensiper (1998) argue that
knowledge held in peoples bodies and heads and their unarticulated
knowledge is the basis of creativity and is not easily captured or codified.
The process of innovation is both an exploration and a synthesis.
(3) Selecting solutions by rapid prototyping
After generating multiple solutions, designers often use prototyping to
narrow down the alternatives (Schrage 2000). A prototype is known to serve
various roles. First, it clarifies the generated solution and facilitates
communication among designers. Physical prototypes help elucidate the
new product concept for the development team and others in the
organization (Leonard and Rayport 1997). Alternatively, visual prototypes
made by designers facilitate the evaluation of the proposed design. The
renderings and models produced through their efforts (with the help of
other professionals such as clay modelers) are invaluable in assessing the
desirability of proposed designs and their market viability (Veryzer 2005, p.
25). Secondly, it becomes a source of feedback from users and designers. It
helps in gaining reactions from potential users and, sometimes, is used to
supplement traditional marketing research methods (Leonard and Rayport
1997). Physical activities involved with rapid prototyping help designers to
better understand their own solutions as well. In fact, some design
challenges can only be resolved and evaluated in the prototype stage, such
as subtle detailing like chamfers, radii, textures, and materials. Prototypes
also make the concept more memorable and, thus, real. As Nussbaum
(2005) said seeing ideas in working, tangible form is a far more powerful
mode of explanation than simply reading about them off a page.
JOO & PETERSEN
1416
Conclusion about creative talents and designers
In sum, designers have developed and revised their own unique methods
such as empathic observation, group brainstorming, and rapid prototyping
to enhance their performance in the three specific design tasks: identifying
needs, generating solutions, and selecting a solution. Their unique methods
have been developed and widely utilized in firms such as IDEO and P&G as
well as documented and carefully examined in schools. As a result, designers
successfully manage their risk and get involved in product development
projects early.
While designers have made tremendous effort to manage risk (e.g.,
devise, test, and revise various methods in different stages of NPD), artists
have changed themselves very little, appearing to be reluctant to adapt to
changes in an art world and become more aware of business risks. Our
interviews with 10 artists in various creative industries suggest that the
concept discourse of creative talents differs significantly from that of
designers. For example, we asked both creative talents and designers to
explain their focus on various concept aspects while developing art/design
concepts and compared what they emphasized. We found that industrial
designers paid attention to users whereas artists paid attention to
themselves. This suggests that creative talents can improve their
commercial performance by shifting their foci from themselves to users or
buyers.
Figure 1 Concept Attention Profile between creative concepts (art) and design
concepts (industrial design)
Risk Management Methods
1417
We found from our literature review of designers that creative talents could
further excel in their performance by considering their users. They could do
so by leveraging three methods often used in the consumer product
industries: (1) positioning on a market risk-execution risk matrix, (2)
managing risks, and (3) integrating management with art.
Figure 2 Matrix of market risk and execution risk
First, creative talents could position their artworks on the matrix of
market risk and execution risk. Doing so enables them to understand what
to pursue. For example, when they position their artwork at low market risk
and low execution risk, their artwork will become commoditized, so-called,
"me-too" products. However, when positioning their artwork at high market
risk and high execution risk, they explore hidden user needs using radically
new methods, suggesting that they pursue breakthrough innovations. Which
strategy is better depends on contest, such as the artists risk profile and the
competition. According to a study of Mexican ceramics artists, low-end
producers experiment more since they have nothing to lose. Artists in the
middle range have something to lose and, thus, they are cautious and
JOO & PETERSEN
1418
refrain from experimentation. Artists in the top-end experiment the most,
to remain on the cutting-edge. In general, top performing artists pursue
innovative concepts with high market risk (e.g., non-established/little
recognized topics) and high execution risk (e.g., unfamiliar topics, materials,
and processes) (Dissanayake, 2002). One example is extreme body art: an
artist surgically inserted an extra ear under the skin of his arm.
Second, creative talents should manage risks to stay relevant and
competitive. Note that venture capitalists carefully select start-ups but they
have to endure a waiting period of three to five years before a carefully
selected investment provides a worthwhile return on their investment,
because only one out of twenty ventures excel. Risk management of artwork
involves diverse risks from loss or damage to commercial risk. For paintings,
for example, commercial risk decreases while a paintings value increases as
the painting proceeds to the first sale, followed by sales from galleries and
on to when critics and museums finally show interest. This suggests that
painters need to pace cash flow to finance the entire process.
Finally, creative talents should integrate management with art creation.
In the past, design has been shown to create the greatest value for
organizations when it is integrated with management. For entrepreneurial
ventures in the creative economy, creative professionals are one- man
businesses.
Table 1 Evolution of the role of designers in New Product Development (excerpted
from Perks, Cooper and Jones 2005, p. 112)
Period
Role of design in New Product Development
1800s Business-oriented
1920s to 1950s Specialist (e.g., durable goods)
1960s to 1970s Professional (after WW2)
1980s Brand dominated (e.g., Gucci, Ralph Lauren)
1990s Sub-process of NPD (recession)
Early 2000 NPD process leader (supporting the whole NPD)
Risk Management Methods
1419
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper on this conference proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Co-creation and the Democratization of
Fashion
Thorsten ROSER
*a
, Robert DEFILLIPPI
b
and Juliana GOGA-COOKE
c
a
London School of Economics;
b
Suffolk University, Center for Innovation and Change
Leadership;
c
Own Label Fashion Company
The fashion industry has always taken inspiration from the crowd (Nixon &
Blakley, 2012). However, the fashion industry remains reminiscent of an
oligarchy led by a small elite of high fashion designers dictating new trends
and design from the top of the market. Only a small group of new up and
coming fashion designers end up in one of the established fashion houses.
Furthermore, in todays economy and marketplace many fashion savvy
consumers cannot afford high-end fashion designer attire. During the past
decade co-creation has become an established new business practice to
enable better front-end ideation, stakeholder advocacy and user
customization (Ramaswamy & Ozcan, 2013). Our paper researches co-
creation and the democratization of fashion based on the case study of Own
Label. Building on the co-creation framework of Pater (2009) we conclude
that in practice such firms are likely to use hybrid models of co-creation to
strategically position themselves in a highly competitive market. Further, co-
creation enables a new market place for millennial fashion designers and
millennial buyers thereby holding the potential to disrupt the market and lead
to greater democratization of the fashion industry.
Keywords: Case study, co-creation, democratization, fashion and design
*
Corresponding author: Thorsten Roser | e-mail: thorsten.roser@me.com
ROSER, DEFILLIPPI & GOGA-COOKE
1422
Introduction
The UK has become a seedbed for nurturing talent and fostering growth
in the Creative and Cultural Industries (CCIs). In a highly transient economy
companies are looking for new sources of innovation and growth, whilst
seeking to offer new experiences and ways of engagement with customers.
During the last decade co-creation has become an established new business
practice, as well as a marketing and innovation management tool.
Digitization and co-creation allow firms to expand into new markets and
to generate value beyond their initial core markets by directly involving co-
creators across the value chain. The co-creation of design has been
investigated and applied in many business contexts. In the creative and
design intensive industries we can find examples of companies utilizing co-
creation from inventive design of gadgets and household goods
(www.quirky.com; Piller, Ihl, & Vossen, 2011) to more complex products
such as motor cars and other vehicles (www.localmotors.com; Ramaswamy
& Ozcan, 2013). The past few years have also seen an increase in co-creation
models in the fashion industry. For example, the co-creation of athletic
shoes (www.nike.com), t-shirts (www.threadless.com), mens shirts
(www.blanklabel.com) and jewellery (www.gemvara.com).
In this paper we explore co-creation in fashion design by investigating
the co-creation practices of an innovative UK based fashion design company:
Own Label (www.own-label.com). Own label organises regular open design
competitions via an online platform and engages a diverse community of
fashion co-creators. By studying the co-creation practices of Own Label we
explore if such co-creation practices hold the potential to disrupt the market
and lead to greater democratization of the fashion industry.
Aims
Our aim is to contribute to previous co-creation research (Piller et al.,
2011; Prahalad & Ramaswamy, 2004) by investigating co-creation in the
context of the fashion industry and looking at the processes of creation and
commercialization of designer fashion. We do this by looking into the
approach of a company committed to enabling greater democratisation in
the fashion industry in order to support up-and-coming design talent and to
make designer clothing more affordable for fashion consumers.
Our particular interest is to look at how co-creation democratizes the
fashion industry. We look at critical stages of the value chain across the
fashion creation process to understand how different types of co-creators
Co-creation and the Democratization of Fashion
1423
are involved in the making of fashion. Ultimately, we explore the creation of
value in the fashion industry and how co-creation influences this process.
Finally, we explore the tension in choosing either an elitist approach to
fashion design that engages an elitist and closed club of experts in fashion
creation versus engaging larger and more inclusive crowds, coalitions and
communities into the fashion creation process.
Theoretical strands
Democratization of Design Innovation
When I say that innovation is being democratized, I mean that users
of products and servicesboth firms and individual consumersare
increasingly able to innovate for themselves. (von Hippel, 2005, p. 1)
Von Hippel's (ibid. 2005) notion of democratization focuses on users as
opposed to manufacturers of products or services. Our discussion extends
this concept of democratization to include the participation of a wider
variety of stakeholders in the design process. Our notion of democratization
is more aligned with Chesbrough's (2003) view of open innovation, which
reasons that in a world of widely distributed knowledge, companies cannot
afford to rely entirely on their own in house expertise, but should instead
engage with external sources of innovation. We similarly argue that
democratization of design innovation benefits design firms by expanding the
range and quality of design ideas from an expanded variety and number of
participants in the design process. Because of advances in digital technology,
it becomes easier for a wider array of people to participate in the design
process, whether through submitting their own design ideas, evaluating the
design concepts of others and making suggestions for their improvement.
Von Hippel (2005) observes the impact of digital technology on
expanding the opportunities for participation in design.
When the cost of high-quality resources for design and prototyping
becomes very low - which is the trend we have described - these
resources can be diffused widely, and the allocation problem then
diminishes in significance. The net result is and will be to democratize
the opportunity to create (ibid., 2005,p. 123).
A further benefit of these democratizing digital tools is described by von
Hippel is thusly:
ROSER, DEFILLIPPI & GOGA-COOKE
1424
Democratization of the opportunity to create is important beyond
giving more users the ability to make exactly right products for
themselves. As we saw in a previous chapter, the joy and the learning
associated with creativity and membership in creative communities
are also important, and these experiences too are made more widely
available as innovation is democratized. (ibid., 2005, p. 123)
So the tools of democratization (low cost digital tools for design creation,
dissemination and editing) are in fact making possible the creation of design
communities composed of an array of stakeholders whose individual
participants might not otherwise be able to co create fashion design. These
digital tools and their facilitation of design communities (and crowds)
provide the necessary technological and social resources for Own Label to
enact its democratic model of fashion co creation.
Democratization of fashion is often attributed to fast fashion, live
broadcasts of catwalk shows, video streaming, twitter and photo
sharing platforms, which indeed bring fashion closer to wider
audiences rather than the lucky few. What we mean by
democratization of fashion is the public being not just the audience
but the judge as well[]it is the vote of the public that decides
what gets manufactured at Own Label. (Interview - Co-founding
Director)
What is co-creation?
Co-creation is an active, creative and social collaboration process in
which co-creators become active participants in the innovation process of a
firm and thus in the development of new products or services (Piller et al.,
2011). In the management and innovation literature co-creation has been
associated with different meanings ranging from innovation with customers
to mass customisation, co-production and emotional engagement (Roser,
Samson, Humphreys & Cruz-Valdivieso, 2009). Indeed, co-creation can
involve a broad range of stakeholders (Roser, DeFillippi & Samson, 2013).
Co-creation goes beyond traditional market research, marketing and R&D
approaches for soliciting user feedback. Co-creation engages customers and
other stakeholders to participate in the value creation process and this
opens up the boundaries of the organization to accommodate the needs
and preferences of these customers and other stakeholders (DeFillippi &
Roser, 2014). As such, co-creation holds the potential to enable firm growth
Co-creation and the Democratization of Fashion
1425
through innovation and business transformation and to foster industry
disruption (Christensen, 2003).
Hence, in this study we focus on co-creation as a process nurturing
creativity and the expansion of a companys innovation capabilities. More
specifically, we define co-creation as an interactive, creative and social
process that is initiated by the firm at different stages of the product
development process (Roser et al., 2009). Co-creation may involve
employees, partners, customers, crowds, fans, as well as other co-creators.
Firms may utilize technology and Internet communities to enable the
strategically orchestrated interaction between their co-creators across
discrete activities of the firms value chain.
Types of Co-creation
Design industry scholars have noted the increasing democratization of
the design process as the availability of collaborative technologies and
related practices (e.g. crowd-sourcing, co-creation) enable customers and
other stakeholders to participate in designing goods and services (Hofitzer,
2009). Co-creation can be conceptualized in terms of a range of practices
that democratize how people and organizations engage with each other in
one or more value creating processes. In co-creation both the project
initiator and outside parties participate and engage in the specific value
creating process with reciprocal influence of each party on the resulting
activity. Different forms of co-creation imply different forms of
democratizing these value creation processes.
Pater (2009) suggests that different forms of co-creation (and by
implication democratization) can be characterized in terms of two distinct
choices by co-creation project initiators: Openness and Ownership.
Openness refers to how external parties are chosen to participate in a
given co-creation process. Some co-creation practices select participants
based on particular criteria for qualifications and competency and only
those parties are invited to participate. On the other hand, other co-creation
practices use Open Calls where anyone can participate or respond to the
typically Internet broadcasted call for co-creators.
Ownership refers to whether the outcomes (e.g. intellectual property)
and challenges of designing and executing projects are owned by just the co-
creation project initiator or by the contributors as well. Ownership choices
have a major influence on the governance or management of the co-
creation project. Further, Pater (2009) identifies four types of co-creation
that reflect these combinations of choices as depicted in Figure 1.
ROSER, DEFILLIPPI & GOGA-COOKE
1426
Figure 1: Four types of co-creation
Source: Pater (2009)
1. Club of Experts co-creation creates value by selecting contributors
who meet certain specific participation criteria such as technical
expertise, or certification as a qualified vendor or expert source.
2. Crowd of People co-creation (crowd-sourcing) attempts to create
value by drawing upon the Wisdom of Crowds philosophy that if you
ask enough people and organizations for advice the more likely you
will receive the best available solutions for your value creation
challenges.
3. Coalition of Parties co-creation involves a selective group of
independent organizations teaming up to share ideas, pool risks and
investments. Each party brings specific assets or skills to the
Coalition.
4. Community of Kindred Spirits co-creation typically consist of self-
selected groups of people who have shared interests and volunteer
to work on some common project.
In practice, co-creation is likely to be a hybrid combination of these more
distinct forms of co-creation within diverse Business-to-Business (B2B) and
Business to Consumer (B2C) contexts (Roser et al., 2013). Indeed co-creation
may often involve a portfolio of these co-creation practices utilized
according to the business strategy employed (DeFillippi & Roser, 2014).
Co-creation and the Democratization of Fashion
1427
Co-Creation in Fashion
Traditionally, an elite of influential designers, brand development
agencies and fashion houses has governed the fashion industry.
Digitalization has enabled ways of marketing and user involvement around
fashion products including lead user marketing, fashion bloggers, Facebook
fan pages, Pinterest and the like. Fashion design, however, is still governed
by a relatively small elite. This oligarchy creates design by innovating from
the top of the market.
According to a 2014 European Union commissioned study, co-creation is
a revolutionary design approach where a multitude of stakeholders are
actively involved in the design process. It goes beyond partnering with other
companies, assembling multidisciplinary teams, or conventional user-
designer relationships that might for instance apply to architects and their
clients. (Dervojeda et al., 2014, p. 3). Co-creation is a crucial design trend,
because it can change companies relationships with their customers
dramatically. A customer not only buys products, but also meaningfully
participates in the process by which those products are designed.
Potts, et al. (2008) describe fashion as a pure social network market, in
which the choices of individuals are determined by the choices of others.
Fashion choices are at one and the same time acts of copying and of very
personal expression. Fashion allows individuals to create meanings and
values and status differentials in personal standing by appropriating for
their own purposes the image created by designers and labels. As a result of
this social network market, co creation offers a technology-enabled method
for aggregating the choices of prospective fashion buyers into a two way
dialog with fashion designers and manufacturers, as illustrated by our
forthcoming review of case studies of fashion co-creation (see below).
With ever shorter production cycles and global competition for brand
recognition, however, fashion houses continuously look for new inspiration,
new ways of organizing and innovation to gain competitive advantage. The
past few years have seen an increase in co-creation models in the fashion
industry. Most co-creation models in the fashion industry are enabled by a
combination of technology with co-creation tools of competition,
customization and collaboration, which have made it possible to co-create
with one individual user, with a group of experts and with the crowd. Table
1 below outlines typical approaches to co-creation in the fashion industry.
Table 1: Typical co-creation approaches in the fashion industry
Co-creation with Made-to-order has always been a fashion paradox. In the
ROSER, DEFILLIPPI & GOGA-COOKE
1428
the end user developed countries it is still a signature of exclusivity and
status. In less developed countries, where labour is cheap, it
often is the default mode. Technology and online applications
are enabling both small and big fashion houses to offer
different degrees of customization, at different price points. A
typical example is Indochino (www.indochino.com), where the
client gets the suit made to his measurements. Measures are
taken either by a travelling tailor or the client who is provided
with instructions and uploading them online.
Co-creation with
the experts
Fashion collaborations are amassing rapidly among different
arrays of experts. Frequently observed approaches include
collaboration between large high street retailers and
established high-end luxury fashion designers. For example,
collaborations between H&M and Karl Lagerfeld, Alexander
Wang and many others (see www.hm.com). Other examples
include co-creation between fashion and film, fashion and
contemporary arts, fashion and technology, fashion and Nobel
laureates, fashion and celebrities.
Co-creation with
the crowd
This is an emerging model for fashion. It combines technology,
voting competitions and fashion loving crowds who are looking
for fresh and non-conformist mass culture. Competitions are
not a new tool in searching for talent. Technology, however,
makes it possible to engage co-creators as designers, decision
makers, promoters and buyers across the value creation and
design process. A common example of such co-creation are the
designs produced by T-shirt company Threadless
(www.threadless.com)
The key benefits of such co-creation for fashion companies include:
Early trend-spotting and improved sensing capability
Increased speed to market
Lower risk of market failure
Nurturing of loyal customer community
High buzz rates and advocacy
Sticky brands on a low budget
Fast adaptation of production cycles
More authentic and better customer experience and journey
Cheaper high quality product for design oriented customer
Low volume production at manageable cost
Lower risk of overproduction and less waste
Co-creation and the Democratization of Fashion
1429
What is significant about co-creation in design intensive industries is the
democratization of the process by which design choices are made.
Traditionally, these choices have been dictated by the expertise (or aesthetic
license, depending upon ones perspective) of a small elite of designers
whose reputation enables them to set the standard for their industry. This
elite designer driven perspective has been celebrated recently by scholars
studying Italian industrial design, whose architect led and designer driven
processes make little or no use of so called customer engagement to
determine their design choices (Verganti, 2013). Verganti (2013) argues that
only by relying upon the aesthetic genius of world-class designers can radical
innovations arise in industrial design. The present study contrasts this elite
designer driven perspective with a co-creation perspective that
democratizes the processes of fashion design and selection.
The next section of our paper investigates how fashion company Own
Label is making use of co-creation principles to generate business benefits
and enable greater democratization of fashion creation.
Case study analysis
This section outlines our methodology and analysis procedure. For better
contextual clarity we will, however, provide a brief case description to give a
flavour for the material our analysis is based on.
Case description
Own Label is an online fashion co-creation company. The business was
initially set up following a project-based collaboration between students
from the University of the Arts and London Business School. The founders of
the company were motivated by their belief that, consumers should
determine what looks stylish and that the Internet provides the ideal
platform to showcase the talents of rising designers. The company runs
online fashion competitions encouraging co-creators to Join the new
fashion democracy! (Own Label website).
Own Label describes itself as a new channel for emerging fashion
designers and creative talent (ibid.). Fashion students and new designers
submit their designs to the Own Label website in line with a specific fashion
brief. A large community of affluent lead users and potential fashion
customers vote for their favourite fashion designs. Those designs, which
ROSER, DEFILLIPPI & GOGA-COOKE
1430
attract the highest number of votes are manufactured in a limited number
and sold online via Own Labels online store, as well as pop-up store events.
The mission of Own Label is to harness the creative talents of upcoming
designers and provide them with a channel through which their designs can
be seen by fashion conscious consumers (ibid.). Further, Own Label's
mission is to democratize fashion and give consumers input into which
garments get made and to give fashion forward shoppers the opportunity
to be the first to get their hands on the next big name designer of
tomorrow (ibid.).
We aim to continuously improve our business model. Our online
platform initially targeted students and design colleges, which builds
sustainability at the micro level.[]the next stage will be to target
applications from a broader audience such as young design
entrepreneurs who may want to test the commercial viability of their
designsand young independent brick-and-mortar fashion retailers
who may be looking to establish an online presence without the
expense of developing a retail website. (Interview - Co-founding
Director)
On the one hand, Own Label aims to be a new channel for emerging
fashion designers. On the other hand, they want to offer high quality designs
(at competitively lower prices) to the fashion conscious consumer for
established brand names (Own Label website).
Our idea is simplefashion students and new designers submit their
designs to Own Label in line with a specific briefThe Own Label
community votes for their favourite designs. The designs, which
attract the highest number of votes are manufactured in a limited
number and sold online. (Interview - Co-founding Director)
From a commercial perspective, Own Label is aiming to innovate a new
market by creating a new channel for emerging fashion designers. Own
Label differentiates itself by fusing concepts of exclusivity and co-creation in
a professional format and by offering a range of designs, not just those
which fit with a particular high street chain. The companys vision is that
Own Label is where fast fashion meets couture or personal tailoring (Own
Label website). Its originality derives from the more democratic process
employed in involving different kinds of co-creators into the value chain
from the creation of designs to manufacture to commercialization.
Co-creation and the Democratization of Fashion
1431
Research aim and research interests
Our key research aim is to examine Own Labels co-creation model in
more detail. The following research interests guide our study:
Learn what co-creation approaches are emerging in the fashion
industry
Study if there is a difference between theoretical and practical
models of co-creation
Draw implications on what co-creation means for the fashion
industry participants
Reflect on co-creation as a means to foster the democratization of
value creation
Reflect on co-creation as a strategic tool to enable organizational
innovation and growth and its potential to bring about industry
disruption
Research question
How are the four conceptual types of co-creation outlined by Pater
(2009) utilized in the fashion co-creation process employed by Own Label?
Hypothesis/Expectation
In theory we can outline distinct modes of co-creation. In practice co-
creation is likely to be a hybrid model consisting of a portfolio of different
co-creation practices.
Methodological approach
Our methodological approach is a qualitative case study with the active
engagement of a founding member of the company to help us validate our
findings (Denzin & Lincoln, 2005). Our iterative analysis focuses on the
specific co-creation practices, as well as design co-creation process
employed by Own Label. We examine the relationships and engagement
process involved in Own Label's co-creation approach. We investigate what
co-creators are involved and during what stages of the co-creation and
fashion design process by focusing on critical transition points. We utilize
the conceptual framework developed by Pater (2009) to analyse the data in
hand. Our sources of data include both data stemming from a 1-2-1
interview, as well as studying the Own Label Website and community.
ROSER, DEFILLIPPI & GOGA-COOKE
1432
Data creation
In April 2014 we conducted one 1-2-1 in-depth interview with the co-
founder and acting director of Own Label. The interview process lasted 94
minutes and was facilitated by the lead author of this paper who is a highly
experienced qualitative researcher. As topic guide for our interview we used
a set of six previously validated questions relating to any firms strategic co-
creation choices (see Roser et al. 2009; Roser et al. 2013; DeFillippi & Roser,
2014). These questions help the researcher to explore (1) who is involved,
(2) for what purpose, (3) where in the value creation/fashion design process,
as well as (4) how frequent and (5) intimate the involvement of these co-
creators is in the fashion design process is. Finally, we ask (6) what
incentives are used to reward co-creators for their involvement in Own
Labels fashion design process. In addition to this interview, we also utilise
the information available via Own Labels website as contextual data to
provide a more detailed description of the business case at hand.
Analysis procedure
Whilst our topic guide questions resulted in very rich raw data, our
particular interest here is to generate a focused and in-depth conversation
with the interviewee focused on organizational practices and ways of
organizing. Hence in a second step we then analyse the interview raw data
by way of content analysis in order to identify and analyse the four types of
co-creation outlined by Pater (2009). The aim of our analysis is to discover
what co-creation types are involved in the process implemented by Own
Label.
Based on these two steps in our analysis we create a value chain model
reflecting the types of co-creation employed by own label across the fashion
design process. In a third step we present the findings of our analysis to the
interviewee in a reflect back meeting. The purpose of this third step is to
validate our view of Own Labels co-creation choices. The fourth and final
step of our procedure is to interpret the findings of our analysis by relating
them back to the conceptual model developed by Pater (ibid., 2009; see
figure 1).
Following our analysis procedure, we identify the most important
sequential stages of Own Labels value creation. Building on the four types
of co-creation by Pater (2009) we identify, which forms of co-creation are in
play for each particular stage. Ultimately, this allows us to study Own Labels
co-creation approach in relation to the democratization of fashion building
on two core aspects of any co-creation process: openness and ownership.
Co-creation and the Democratization of Fashion
1433
Analysis Findings
At first glance Own Label's fashion co-creation activities seem to follow a
simple crowd-sourcing approach (see figure 2 below). The company posts
fashion competitions in a specific section of their website. Fashion students
and new designers submit their ideas in line with these briefs for the chance
to win a cash prize. The top designs are displayed in the 'vote' section of the
website to be voted for by the public. The most popular designs are then
manufactured and sold online via their online store with the designers name
on the label. As such, the company acts as an intermediary between fashion
designers and fashion consumers offering a marketplace for exchange and
engagement for both of them.
Figure 2: Own Label user involvement approach
Source: Own Label website (www.own-label.com)
However, the companys business model also engages these
communities in a broader co-creation process that goes beyond the mere
submit-vote-win-manufacture-reward-buy co-creation process. Further, they
maintain critical relationships with other stakeholders, such as retailers. For
example, the company needs to ensure that the high standards expected by
design fashion buyers are maintained. As such, the company sources from
UK based manufacturers that also deliver to other high-fashion companies.
SUBMIT your best
design to our fashion
competitions
Get your
friends to
VOTE for
your design
The winning design
is manufactured
with YOUR name
on the LABEL
Cash PRIZE for
winning designers
and their garments
sold online in SHOP
ROSER, DEFILLIPPI & GOGA-COOKE
1434
To implement their business model, Own Label has made a number of
strategic co-creation design choices that involve both B2B and B2C
relationships across a number of critical stages. The company utilizes a
portfolio of different co-creation choices to enable the co-creation of
fashion design. Whilst some co-creation activities are dyadic and face-to-
face interactions others involve groups of people or crowds online.
Openness
Own Labels co-creation approach is a hybrid model that utilizes more
than one type of co-creation across their fashion design process (see figure
1). According to the co-creation model put forward by Pater Strategy (2009)
Own Labels fashion co-creation process involves different types of co-
creation across a number of transitions (figure 3 below).
Figure 3: Own Labels process of co-creation
1. Design Brief: Own Label uses various practices to decide on the
thematic focus of the brief:
a. Own Label team of experts decides the brief design
based on forecasting trends and analysis (club of
experts)
Co-creation and the Democratization of Fashion
1435
b. Own Label collaborates with partner(s) on a particular
brief. The partner can be another fashion organisation,
like All Walks of Life (www.allwalks.org) for the brief on
Diversity, or a company from different industries, e.g.
technology, print etc. (coalition of parties)
c. Own Label asks the community what suggestions they
have on next brief (the crowd)
2. Call Launch: Own Label staff (club of experts) filters ideas for
the design brief to select the most promising ideas. They issue
the open call for submissions based on the design brief, with a
deadline for submission response.
3. Call Response: Anybody (the crowd) can reply to the call and
submit a design that corresponds to the brief, by uploading
three pictures and completing a designer personal profile.
4. Feedback: As soon as the designs go online, the community (the
crowd) starts commenting and giving feedback on style, fabric,
colours, size. While these comments do not lead to an iteration
of the design, they are valuable suggestions for the
manufacturing phase.
5. Promotion: All parties involved take part in promoting the
designs to their fans, friends and friends of friends. Own Label
staff works with designers (club of experts) to generate content
which feeds into the community blog, Facebook page, Twitter
and Pinterest. The crowd is encouraged to spread the word via
social media. If a coalition of partners is involved in the brief,
they also take part in promoting the designs.
6. Voting: Voting period is announced by Own Label staff and lasts
4 weeks. The crowd votes to decide the top three winners. Own
Label specialist team (club of experts) decides on the
commercial viability of the designs, and the quality of the
pattern to make the final decision. Own Label also chooses a
'wild card'.
ROSER, DEFILLIPPI & GOGA-COOKE
1436
7. Manufacturing: Own Label team is in charge of implementation.
The collaboration in this phase is a coalition of parties, between
Own Label, the winning designer and the tailors.
8. Sales: Own label team (club of experts) manages the sale and
shipping of garments to end-users. The crowd generate
marketing buzz via social media.
Ownership
The intellectual property ownership rights stay with company as 'the
project initiator'. Own Label is given exclusive licensing rights to use the
winning designs during the production run and online sales via their website
for up to one year. Any legal value creation and implementation
responsibilities also rest with Own Label.
Designers are rewarded with exposure and feedback from the
community. The winning designers receive a fixed cash prize of 200 pound
sterling. In addition to prize money winners also get their fashion design
work and designer profile featured on the Own Label website. Ultimately,
being involved in such public fashion competitions is an 'apprenticeship
experience' for the participants where they can practice and learn how to
apply their own skills in a commercial environment and take design ideas to
market. During the competition process, Own Label guides the participating
designers in how to harness social media to promote their designs and reach
their potential clients. At the end of the competition, Own Label also
organises a crash course for the finalists on 'How to start your own label'
(see Own Label website).
Democratization of Own Labels fashion design process
In the view of the company's director Own Label provides a commercial
platform for emerging designers to join an otherwise difficult-to-enter
industry and marketplace. By the same token the company wants to make
designer fashion more accessible to consumers.
New designers or graduating design students face a limited number
of options if they wish to pursue their dreams[]The lucky few get
taken on by the major high street chains, but for many who wish to
build on their creative talent rather than be restricted by a corporate
career it is extremely difficult to build a reputation[]At the same
time we live in an age where consumers are no longer loyal to a
particular brand. Consumers are more inclined to mix expensive
Co-creation and the Democratization of Fashion
1437
branded designs with classic or vintage items. They throw together a
variety of items in order to create a style, which is uniquely personal.
Popular culture enjoys being part of the process by which creative
talent rises out from the masses[]Own Label hopes to play a part
in the discovery of great new designers. (Interview Co-founding
Director)
Discussion and outlook
In this paper we explore democratization at the intersection of art and
commerce. This may seem paradoxical. Yet, both socio-cultural and
economic aspects of organizing can contribute to value creation in different
ways.
There are many contrasting visions and experiences of what democracy
means. Democracy is a continuum of possibilities rather than a specific state
of social organizing. At one end of the spectrum, we may find a social
movement where actors are fighting for freedom. At the other end, we may
see calls for more open participation and involvement to enable greater
opportunity for new talent. Democracy is an ideological idea, a state of
mind, as well as cultural and social representation. As such, it is not a static
term fixed by a true value, but a concept that co-evolves within an ever-
changing society. The Internet and social media are further changing what
democracy means and how it manifests itself in practice today. As such, we
have to be open to variant and more fluid definitions of democracy and it's
multiple cultural manifestations in society and business. Specifically, one
must consider the institutionalization of democracy in a commercial context
where actors co-create new services and goods for new and emerging
markets to serve their own communities.
From what we have seen, Own Label is not a grassroots uprising against
fashion capitalism, rather it is a platform for new talent that may or may not
contribute to an erosion of the established fashion elite in the future. Similar
to many other young, up-and-coming fashion designers and community
members, the company is itself a start-up venture. The company aims to
support greater freedom and participation in the fashion design creation
process by extending it to a wider audience of participants. This extension of
the value chain is a strategic move by the owners of the business in order to
create a new marketplace and commercial channels outside the traditional
and established pathways to value. As with any democratic movement this
can be a risky process.
ROSER, DEFILLIPPI & GOGA-COOKE
1438
The company seeks to utilize co-creation as a means to enable an
opportunity space for both millennial fashion designers and fashion buyers.
The firm aims to profit from providing and managing a creative and
commercial space enabled by it's technical platform and facilitated user
interactions. Creating this space and technical platform requires time and
resources, as well as the ability to manage commercial risks in order to
exploit commercial opportunities. Whilst their commercial model is new,
interesting and different, it may also need considerable refinement to make
the company a dominant commercial player in a saturated fashion
marketplace governed by price wars and brand competition.
Our case study has illustrated the complexity and diversity of co-creation
processes and co-creation partners engaged during the various phases of
the fashion design process at One Label. This complexity stands in contrast
to the more simplistic conceptual models of co-creation employed to
characterize a firms co-creation practice. Our findings largely confirm our
expectation that co-creation can be more usefully understood as a hybrid
model in which a firm employs a portfolio of co-creation practices in relation
to diverse co-creators within distinct phases of the firms value creation and
product development processes.
At a more macro level, our case study illustrates how a new generation
of fashion design firms are disrupting the fashion industry by challenging the
orthodoxies of the established fashion design houses. Presently, new
entrant design firms such as Own Label are disrupting from below in that
their initial market appeal is to an emerging segment of fashion buyers -
most likely younger millennial generation buyers with distinctive sensibilities
for engagement in their purchase decisions. These buyers are typically
underserved by traditional fashion design houses due to their high priced
luxury fashion offerings that provide neither the customization nor cost
savings that appeal to millennial buyer sensibilities. It is such underserved
customers that are the typical targets of disruptive innovation (Christensen,
2003).
Similarly, Own Label is drawing upon the design capabilities of an
emerging generation of fashion designers (also millennials), who are
accustomed to submitting their fashion design proposals (briefs) online in
design competitions and are utilizing these design competitions to develop
their own professional reputations and attract buyers to their designs. The
fashion industry poses daunting employment challenges to young designers,
who may not find it easy to acquire permanent positions in established
design houses dominated by more experienced fashion designers and labels.
Co-creation and the Democratization of Fashion
1439
Design co-creation offers new avenues for young designers to participate
in their industry and to acquire needed experience and recognition. Fashion
design companies such as Own Label are utilizing their hybrid models of co-
creation to strategically position themselves in niche markets, adapt faster
to trends, as well as to shape new lifestyles. They keep users engaged to
compete in a highly competitive market, to lower their design and
innovation cost and to increase velocity of the design process itself. Digital
technology, cost pressures and competing for brand equity in an
increasingly transient and fast paced industry may further enable and foster
design co-creation and strategic user involvement in fashion and design.
Taken together, democratization of fashion design is indeed a disruptive
force in the industry and is impacting a new generation of designers, design
firms and their buyers. It is far too early to forecast whether these co-
creation focused fashion design houses will ultimately displace more
established fashion design houses and the oligopolistic domination of
fashion by the elite fashion designers. However, there is already evidence
that new entrant fashion design firms such as Own Label are establishing
new positions in the industry that can attract millennial designers and
millennial buyers.
From studying Own Label and other co-creation examples we conclude
that co-creation holds the potential to change value creation and by
implication to disrupt the current market position of powerful fashion
design houses. In a world where individuality and user-centred design and
personalization are becoming increasingly popular, disruptive impacts may
include the creation of new markets outside of existing hierarchies and
power networks. The examples in this paper already illustrate disruption in
the lower end of the fashion market (e.g. fashion company Threadless).
As we have seen there is no one size-fits-all approach to co-creation in
fashion. Own Labels approach is primarily an example of co-creation in
ideation, i.e. at the front-end of the innovation and value creation process. It
is a question of when technology will also enable more co-creation across
other parts of the value chain. Indeed, co-creation in the production process
of fashion could become a particularly disruptive force for fashion
companies. The recent developments in related design industries such as 3D
printing technology provide a vivid example of rapid business
transformation and the democratization of manufacturing in other markets.
In fashion creation the integration of augmented reality tools e.g. to take
precise body measurements- has already become possible. From a strategic
perspective the fashion industry should therefore encourage and adopt such
ROSER, DEFILLIPPI & GOGA-COOKE
1440
co-creation practices in order to stay abreast with innovation and new
technologies. On the one hand, production cycles of fashion are getting
increasingly shorter. On the other hand, diversity is increasingly needed and
Own Labels approach has also shown good potential in eliminating waste
and stock as a more sustainable way of using resources and producing
fashion. Further, co-creation can create a platform for nurturing new talent
enabling market entry for designers that will appeal to underserved markets
with peripheral customers.
In summary, our case study explores the intersection between elitist
fashion design creation and a more open and collective process. We study
democracy as enacted in a space of tension between creative opportunity
and challenge. As such, our work contributes to a broader understanding of
democratization through co-creation in action.
In conclusion, for the future oriented fashion company co-creation is a
way to experiment, test and develop new markets, brands and designs.
Ultimately, the co-creation of fashion leads to a shift in requirements and
fosters new business models. Looking into the future of an increasingly
diverse and dynamic fashion economy, the democratization of couture and
personalized on-demand fashion might just be a mouse-click away. In the
words of fiction novelist William Gibson: The future is already here - it is just
not evenly distributed (cited in The Economist, 2006).
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper on this conference proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Powers of Design: A heuristic inquiry into the
Victoria and Albert Museums residency
programme
Saskia COULSON
*
and Louise VALENTINE
Duncan of Jordanstone College of Art and Design, University of Dundee
There has been a well-documented increase in the level of investment and
engagement offered by British museums to the creative industries, as
evidenced by the proliferation in the provision of residencies in recent years.
Residencies offer the time and resources to innovate in practice, and can
result in objects, events or services which benefit the host organization and
participating individuals. This paper will briefly review British examples of
contemporary residency programs, identifying the overlapping and disparate
characteristics of residencies, and provide an overview of various real-world
practices to determine the main practical and strategic value offered by
residencies to project stakeholders. Furthermore, this paper will offer an in-
depth heuristic perspective of the Victoria and Albert Museums Residency
Programme, with emphasis given to the development and management of
the service and its situation within the Museums wider organizational
framework. This study contributes to a growing debate that design can be
employed as a way of thinking about the development of cultural products
and services, and uses the concept of residency as a lens through which the
traditional and emerging frameworks of design can be viewed and can foster
a discussion on the agency of design within a cultural organization.
Keywords: Residency, Museum, Design Management, Heuristic Research
*
Corresponding author: Saskia Coulson | e-mail: s.m.coulson@dundee.ac.uk
Design For and Against Disruption: A heuristic inquiry into the Victoria and Albert
Museums residency programme
1443
Introduction
From 2005 to 2010, there was a noted 40% rise in the number of
freelance designers in the UK, with the total reaching over 65,000 (Design
Council, 2010). This figure contributes to the 8.4% of the population
recorded to be working in the creative industries in 2010 (Bakhshi, Freeman
& Higgs, 2013). The Department for Business, Innovation and Skills and the
Department for Culture, Media and Sport have advocated that the creative
industries, totalling 5.6% of the UK GDP, are a critical area of growth in these
current times of austerity (Kendall, 2011). Part of the increased investment
arising from this position of strength can be observed in the way British
museums work more strategically with the creative industries. Together,
they create new partnerships to investigate the benefits arising from
interdisciplinary exchange of resources and audience (Kendall, 2011), and
construct hubs for the advancement of professional creativity (Bishop,
2004). In turn, this has expanded the role of the museum from one of
showcase to that of the patron and client (Pavitt, 2009).
These factors disrupt the foundations that influence organizational
behavior, and have contributed to an increased interest into the nature of
residencies for creative practitioners. The term residency can be found in a
diverse range of disciplines, and within each of these areas, the definition of
this term varies. For the purposes of this research, the term residency is
considered in the context of the cultural (specifically, museums and
galleries) and the creative industries. In this context we propose that
residency denotes a provision of time and resources to innovate in practice,
subsequently resulting in objects, events or services that the resident,
participating individual and host organization benefit from.
In a recent international survey conducted by the International
Federation of Arts Councils and Cultural Agencies, 89% of the eighteen Arts
Councils and Ministries of Culture from all continents reported that they
provided support for residencies. It was also noted that less than half (38%)
of the respondent organizations had recently conducted an evaluation of
these residency programmes (Gardner, 2013). This reveals a tension
between the intent and delivery of residency programs. Furthermore, the
current discussion in industry journals criticizes programs for their lack of
consideration in the preparation and provision of residencies (Gray, 2009). It
is argued, therefore, that despite progress being made in terms of provision,
there remains limited research conducted on the design and effectiveness of
this service.
COULSON and VALENTINE
1444
It has been noted that design thinking is key factor for a successful
business (Martin, 2009), and there has been a marked proliferation of the
use of design thinking in a wide range of contexts beyond what is considered
the traditional field of design (Kimbell, 2011). This has filtered through to
the cultural industries, which have seen a number of researchers exploring
the use of design in the creation and development of products and services
(Mitroff Silvers, Hamley, Trihn, Lytle-Painter, Ludden & Lee, 2014; Mitroff
Silvers, Rogers & Wilson, 2013; Pitsaki, 2010, 2007; Pitsaki & Rieple, 2011;
Rieple & Pitsaki, 2011). This paper contributes to this growing debate using
the concept of residency as a lens through which the traditional and
emerging frameworks of design can be viewed. We contend that Victoria
and Albert Museum Residency Programme can foster a discussion on the
agency of design with emphasis placed on the value design brings to the
organization through a discussion on the four powers of design (Borja de
Mozota, 2003, 2006). We close by indicating the impact of this research on a
future design museums strategy for engagement and participation.
A Panorama of Residency Provision
The term residency implies an idea of an individual rooted in a physical
location or community, whereby the organization providing the residency
supplies the resources to the individual in residence to create new work or
resolve an existing problem in their practice. Currently, there is no one
model in use, and the various frameworks employed in practice - which are
shaped by the different missions of the organizations housing the
programmes - lead to great variances in expectations and requirements. The
landscape of residency provision is diverse: centers provide space away
from their usual environment and time of reflection, research,
presentation and/or production, and can include individuals or collectives
from the full spectrum of the creative industries, including designers, artists,
writers, curators and academics
(Res Artis, 2014). Residency programs can
also be at the core of an organization, or be provided as part of a wider
program.
There exist only a limited number of studies on the provision of
residencies: these have primarily been conducted on a national level, and
are aimed at gauging the importance of state-wide residency campaigns
(EKOS, 2009; Hutton & Fenn, 2002; Stephens, 2001). These mainly
quantitative research documents often report on the number of activities
Design For and Against Disruption: A heuristic inquiry into the Victoria and Albert
Museums residency programme
1445
provided and participants included, and tend to focus on the economic or
social benefits offered by residencies to communities or geographic areas. In
addition, there are several reports on residency case studies, and these have
often been undertaken as part of a larger initiative of delivering similarly
structured residencies to several organizations (Hercombe, 1986;
Museumaker, 2011). These provide insights from the organization about the
residencies, as well as their beneficial value to employees or visitors. Finally,
there are also a handful of internal evaluation reports, often commissioned
by the organization providing the program and only made available to those
working in the institution. This means that what does exist contributes to an
incomplete and insufficient critical debate on the subject.
To overcome the lack of academic discussion on the subject, and to
understand the role of residency within the current practice of cultural
institutions, we conducted a rigorous contextual review of existing design
and craft residency practices in Britain. This contextual review of residency
provision introduced the idea the residency practices can be categorized
into three conceptual models: these models represent a scale of
engagement between agency, individual, audience and industry, and have
been titled the Intramural Model, the Interpreter Model and the Industry
Model. These are illustrated in Figure 1 and summarized below.
Figure 1 Visual representation of the existing frameworks of residency provision.
The Intramural Model is formed on the basis that the resident is given
time and resources away from social and economic distractions to develop
new creative outputs or an exhibition. Examples of this model include Cove
Park, a residency hothouse in the secluded area of Argyle and Bute in
Scotland; Maker-in-Residence at the Barony Centre in East Kilbride (the self-
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proclaimed Craft Town of Scotland); or Architecture in the Forest, which
provided a platform for sixteen makers to create an exhibition inspired by
the Kielder Forest in Northumbria. This model of residency provision focuses
on the notion that innovation is stimulated through the process of the
creative practitioner working in seclusion, relatively free from any external
influences which could impede the creative process. These characteristics
are fundamental to any residency, and could be considered to be at the core
of subsequent models.
In the Interpreter Model, the resident is viewed as the intermediary
through whom the audience interprets creativity. This model is founded on
the assumption that the resident can foster innovative audience
engagement approaches within museums and galleries (Gray, 2009; Kendall,
2011; Morris, 2005) by reinvigorating the collection and adding a critical
dimension to works or curatorial methods (Morris, 2005). The Museumaker
project of 2011/12, for example, brought craft makers into museums around
England in order to unlock the creative potential of museum collections
and to provide a contemporary perspective to the display of objects
(Museumaker, 2011, p.3). This use of the residency as a catalyst for
audience engagement has been developed in response to the shifts in focus
in museums and galleries, since interest in these organizations has forced a
change from the traditional static environment to open, participatory and
accessible process-driven displays (Morris, 2005).
The Industry Model views the designer from a business-focused
perspective. Within the field, these programmes expound the notion of a
residency as a catalyst for innovation and enterprise within the designers
practice, as well as in the practice of the organization. It has been noted that
those working in the creative industries are part of what is considered the
super-creative core within the creative class, a social division which develops
the economy through the advancement of ideas, technology and the
production of creative innovation (Florida, 2002). However, actors in the
creative class find their practice defined by the opposing rationales of
economically-driven decisions versus creative aspirations, and it is accepted
that an individual working as a creative professional must find a compromise
between the two (Eikhof & Haunschild, 2007). Residency programs such as
Cultural Enterprise Offices Fashion Foundry, the Incubator scheme at
Cockpit Arts, and Hothouse provided by the Crafts Council, have noted this
tension and devised programs which directly support new businesses in
design and craft. There are also new models of residency provision
emerging, as companies bring designers in-house for a specific purpose,
Design For and Against Disruption: A heuristic inquiry into the Victoria and Albert
Museums residency programme
1447
with the agreed trade-off that the residency will improve the designers
practice. This model can be explored in Research Designer in Residence
program at the EMERGE recycling centre (in which the resident examines
new forms of reusing materials); and the Geeks in Residence program
facilitated by Sync (which pairs a designer with a suitable organization in
order to facilitate knowledge exchange and skills development).
However, these models, which are arguably limited by the aim of the
host organizations, cannot be applied to future museum practices. As the
creative and cultural industries face increasingly complex challenges this
must be reflected in the ways in which museums engage with all of their
stakeholders. This has already been noted in the research aimed at audience
development in museums and galleries. It is further evidenced by the
change in museums, which no longer represent the ivory towers of sacred
objects broadcasting information to visitors they once did, but have become
sites for progressive methods of participatory audience engagement
(Anderson, 2004; Hooper-Greenhill, 2011). Audiences have formed a critical
voice which scrutinizes museums (Anderson, 2004), and in response,
museums have had to give ground not only to maintain the financial support
they receive but also to establish their role in the new society (Waltl, 2006).
This paradigm shift has disrupted the cultural industries and necessitated a
process of rethinking about the museum as a concept, questioning the
values and assumptions of museum professionals and those who engage
with museums (Anderson, 2004). As expectations of service quality are
generally rising, it is recognized that since what a museum provides is an
experience, it can therefore also be included within the service industries,
and as a result, it must work in partnership with stakeholders to achieve
user satisfaction (Waltl, 2006). However, being audience-centred requires a
complete understanding of the values and expectations of museum
stakeholders, and research is critical in making informed decisions on
programs which evolve with the ever-shifting dynamics of society (Waltl,
2006).
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Figure 2 A New Model for Residency Provision.
As a response to this disruptive era in the cultural industries, a new model
for residencies is required. Figure 2 above demonstrates the integration of
project stakeholders into the concept of residency, and acknowledges the
need to avoid a linear transmission of resources and information, since each
element of the residency should be engaged in the development process. It is
this model that will be applied to analysis of the V&A Museum Residency
Programme, and which will provide the groundwork for discussion on the
value of design to residency programs below.
Design Thinking in Cultural Institutions
The fast-paced changes in conceptualizations of individuality and society
are only slowly beginning to be reflected in the fabric of museums.
Institutions have been criticized over this slothful development, and it is
argued that museum practices could potentially be more responsive if
human-centred design methodologies were introduced (Mitroff Silvers,
Rogers & Wilson, 2013). Pitsaki (2007) brought scholarly attention to the
fact that cultural product design is an amalgamation of the existing product,
graphic, service, experience and cultural design frameworks. In addition,
Pitsaki (2010) asserts that design can be used to define cultural organization
performance by acknowledging design as the core of cultural product
development and as a method to improve services and experiences offered
by institutions. This theory is supported by case studies of internationally-
recognized museums (SFMOMA, J. Paul Getty and the Queensland Museum)
Design For and Against Disruption: A heuristic inquiry into the Victoria and Albert
Museums residency programme
1449
who have used design thinking and design specific tools (e.g. rapid
prototyping and customer journey mapping) to advance organizational
practice through social design processes ( Mitroff Silvers et al., 2014; Mitroff
Silvers, Rogers & Wilson, 2013). Further still, Rieple and Pitsaki (2011)
present a case for strategic design management in cultural products and
services, stating that:
[d]esign can create both a new vision of what the organization is
and reinforce and anchors its established essence through the
creation of artefacts and symbols that others interpret and use to
shape what they do. It may also provide an important element in the
implementations of strategy, through focusing on product or service
functionality or the creation of emotional or affective bonds (p.2).
Indeed, design is not only the subject of what a museum communicates
to its audiences or how it communicates that information, nor is it simply a
way to think about the way exhibitions are curated: rather, it is a way to
frame the understanding of the development of cultural products and
services, and as an approach to the strategic management of a cultural
institution.
Methodology: Heuristic Research Placement at the
Victoria and Albert Museum
A six-month research placement at the V&A Museum in London offered
the opportunity to gain some insight into the nature and phenomenon of a
residency program through use of heuristic research (Moustakas, 1990). This
type of research can be defined as the;
search for the discovery of meaning and essence in significant human
experience. It requires a subjective process of reflecting, exploring,
sifting, and elucidating the nature of the phenomenon under
investigation. Its ultimate purpose is to cast light on a focused
problem, question or theme (Douglas & Moustakas, 1985, p.40).
This placement was an opportunity to answer the research question; What
is the nature and phenomenon of the V&A Museums Residency Programme? It
allowed this researcher to be immersed in the museum environment and
actively engaged in the events associated with the residency.
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In addition, nine recorded conversations (the advised method of
interviews in heuristic research) with eight individuals were conducted: this
included fellow residents as well as those who participated in the residency
program from different departments across the organization. The Museums
existing audience development research was scrutinized, and there was an
opportunity to engage with visitors and extract the value that the residency
program contributed to their Museum experience. This research identified
and analyzed the value the program offers to the resident, staff and external
networks, as well as the nature of the relationships created between these
different individuals and groups.
Heuristic research is a six-phase investigation (Moustakas, 1990),
although completion of the phases should not be the goal nor necessarily
carried out in sequence, as this might lead to a mechanistic approach.
Rather, the purpose of heuristic research is to be directed by feeling, to
scope uncharted territory and develop the tacit knowledge of the primary
researcher (Sela-Smith, 2002).
Six Phases of Heuristic Research:
Initial Engagement is the discovery of the topic relevant to the
researchers personal values, and one that considers social meaning
and significance of a particular phenomenon (Moustakas, 1994). The
research question is then formed from the engagement with the
subject through self-dialogue and inner reflection on the part of
the primarily investigator (Moustakas, 1990).
The Immersion phase is the point at which anything related to the
question becomes raw material which offers insight into the
understanding of the phenomenon. This includes a heightened
awareness of ones interactions and environments, and the process
includes spontaneous self-dialogue (Moustakas, 1990).
Incubation is the process of removing oneself from the intensity of
the immersion phase: the researcher is no longer absorbed with the
question, yet growth in understanding is still taking place. The
incubation phase is a time of silent nourishment, support, and care
that produces a creative awareness of some dimension of
phenomenon or a creative integration of its parts or qualities
(Moustakas, 1990, p.29).
The Illumination phase is the process that naturally occurs when the
researcher is receptive to tacit knowledge and intuition, and is often
described as the creative discovery. As Polanyi (1966) states, we
Design For and Against Disruption: A heuristic inquiry into the Victoria and Albert
Museums residency programme
1451
know more than we can tell (p.4), and this is the phase in which the
researcher recognizes the knowledge and understanding that has
been discovered through the heuristic research process.
The phase of Explication occurs when the researcher attends to their
own thoughts to examine what has come to the surface in his or her
consciousness, and to examine the layers of meaning that have
presented themselves (Moustakas, 1990).
Creative Synthesis is the final phase, and is achieved through tacit
and intuitive powers when the challenge for the researcher is to
present his or her insights on the core themes and their constituents
revealed through the analysis of data (Moustakas, 1990). Often, this
awareness (brought about through the research) is presented as a
narrative depiction, but visualizations, poems, painting are also
recognized forms of communication.
Figure 3 below illustrates these phases and their application to the
research placement.
Figure 3 An illustration of the heuristic research process for the research placement
at the V&A Museum.
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The Victoria and Albert Museums Residency
Programme
Derived from The Great Exhibition of 1851, the V&A Museum defines
itself as the worlds greatest museum of art and design. The founders of
the V&A placed creativity at its core, and viewed the institution as a hub for
education, with a primary audience of designers and craft makers in
addition to the wider public (Pavitt, 2009). The first Director of the Museum,
Henry Cole, declared the institution a school room for everyone (V&A,
2014), and since its inception, designers have played a prominent role in the
establishment and development of the institution. They have always
maintained a presence by working on V&A premises for most of its history:
for example, the renowned designer and painter Godfrey Sykes was the in-
house decorative artist, and managed the Museums design studio from
1860-1866 (Marsden, 2013).
This fundamental organizational principal still exists, yet it is recognized
that externalities will have an impact on the way this translates into the
service the V&A provides.
The V&A was conceived as, and continues to be, an engine room for
the creative industries, but how does that conception translate into
reality? What, one might ask, can a museum do that is relevant to a
twenty-first-century economy? As we shall see, it can help designers
by providing inspiration, learning, and access to technical expertise,
and by giving them a showcase; it can create communities and
networks of students, designers and manufactures; and it can
influence public taste, thereby affecting patterns of consumptions and
production. (Holden, 2007 cited in Pavitt, 2009, p. 93)
This notion is further reflected in the Victoria & Albert Museums
Strategic Plan 2011-2015, which states that the objective of the residency
programme is [to] promote, support and develop the UK creative economy
by inspiring designers and makers, and by stimulating enjoyment and
appreciation of design (V&A, 2011, p.12). This illustrates the continued
interest the Museum has in maintaining a strong relationship with the
design community, and also suggests that the residency is an essential part
of the operational intent of the whole organization. If the residency is part
of the business model, and the business model is like a blueprint for
strategy to be implemented through organisational structures, processes,
and systems (Osterwalder & Pigneur, 2010, p.15), the residency therefore
Design For and Against Disruption: A heuristic inquiry into the Victoria and Albert
Museums residency programme
1453
becomes part of the strategic objective of the organization. This is crucial, as
the research identified the prominence of strategic design in the process of
planning and managing the Museums Residency Programme.
The Victoria & Albert Museum Residency Programme has been running
since 2008, and is an integral component to the Learning Department,
assisting in creating a dynamic, creative museum. Since its inception, the
Museum has hosted over twenty individuals or collectives working in the
areas of design, craft, architecture and visual art. The programme offers
residents the opportunity to develop new work, re-assess their practice or
see work in different context by responding to and working with the V&A
collections, using the Museums resources to promote greater
understanding of the creative process for the public. The Residency includes
a research and development phase which enables the resident to consider
new directions for their own work, as well as work with the collections and
plan participative projects with the public. There is no expectation that a
completed body of work is made during the residency period: however, the
position is offered on the understanding that the resident allocates at least
one third of their tenure to assisting the Learning Department in developing
programs and events for visitors to engage first-hand with the process of
creativity. Such activities include, but are not exclusive to: open studio
sessions which allow members of the public to enter the residency studios
and discuss the design process; workshops with invited school groups from
primary and secondary schools from the London area (which can span two
to four days at the Sackler Centre, but may also be broken up so that the
resident works with the groups over two months); evening workshops with
teachers or those working in higher education; leading activities during
special events at the V&A (i.e. the yearly Sackler Conference).
The research placement coincided with two six-month residencies: a
Games Design Residency and a Ceramics Residency. The Games Design
Residency was the first of its kind hosted by the Museum: the resident was
allowed six-month access to one of the residency studios at the V&A, with a
further two-month production period in Dundee with the residency
partners, the University of Abertay and the V&A Museum of Design Dundee.
The production period was intended for a game based on the British
Galleries of the V&A Museum and was to be developed as part of the
residency. However, this expectation of a new design product is unique, as it
is not normally required of the residency program. The Ceramics Residency
was part of an ongoing residency program for ceramists located in the
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Ceramics Galleries of the V&A Museum, and this program was specifically
for an early career ceramist.
Insights and Discussion
Using the residency model proposed, the research allowed for the
complexity of the V&A Museums Residency Programme to be mapped out
(see Figure 4). In the illustration, the institutional departments of V&A
organizational structure have been identified. As previously stated, the
residency is situated in the Learning Department: however, the residents are
allocated a curator from the Collections Department, and often have a lot of
interactions with other members in different departments.
This model also illustrates the six definitions of key audience groupings
as defined by the V&A Museum: independent adults, students, families,
organized groups, schools and adults from the creative industries (Fritsch,
2008). This presents an interesting dilemma in thinking about the residency
from a design perspective, as it becomes apparent from observing the
residency programme that there are two varied users of the service. Firstly,
the resident is a user who is given the opportunity to work within the
institution and use the facilities and resources to develop new work, and
secondly is the Museums audiences in all categories. However, it is
primarily the intention of the Museum to have the program as a means of
attracting and engaging new audiences, who form the second group of
users. The Museums Residency Programme shares this tension, since
although the resident is the primary actor of the service, in an echo of the
Interpreter Model, he or she also becomes the conduit through which
creative endeavour is communicated to visitors.
Design For and Against Disruption: A heuristic inquiry into the Victoria and Albert
Museums residency programme
1455
Figure 4 A Stakeholder Map of the V&A Museums Residency Programme using the
New Residency Model. This visualization offers insight into an alternative
way of exposing the system and evaluating the design development of the
residency.
In this context, this residency views the designer in a similar way to other
organizations who have shown an increasing understanding of the value of
designers: namely, that the designer formerly seen as an external actor for
the differentiation of the firm becomes an internal actor in the building
process of core-competency through the differentiation of innovation
process (Borja de Mozota, 2003, p.93). As argued by Borja de Mozota (2003,
2006), there are four powers of design which create value in management,
and these powers are the axes from which to evaluate the system of the
organization; these are design as differentiator, design as integrator, design
as transformer and design as good business. Using these four powers of
design, the following is a discussion on the value of design transferred by
the residency to the Learning Programme of the wider organization
51
.
51
Due to brevity a full evaluative discussion of the research is not proffered in this paper.
Instead it offers insight into how Borja de Mozotas (2003, 2006) four powers of design theory is
COULSON and VALENTINE
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Design as Differentiator
Hosting a designer to work in-house and engage with visitors is a source
of competitive advantage for the V&A and can be considered a USP for the
Museum. The program has been developed and is geared towards a
customer orientation. It provides key audience groups with an opportunity
to be a resident (and gain access to the Museum as a source of inspiration
and development in their practice), or a visitor (to view a studio or speak
with a resident to further understand the process of creativity). As one
research participant explained in conversation:
The residencies are an amazing opportunity to understand
somebodys process or somebodys practice, and if we can get
students experiencing that in the truest sense, then thats what we
want them to be able to do. To come in and follow a similar process
to what the designers are doing obviously you cant completely
replicate it, but its allowing them to have that room to explore in a
similar way to the way the residents are working with the collections.
(Conversation 5)
As an approach to differentiation, design considerations exist in the
election of an individual for the residency position; someone who is open to
exposing their practice to visitors is at the forefront of the decision making
process. As can be seen from the comment below:
We need to have a balance between somebody who is an exciting
practitioner and a practitioner of a high standing, because we are an
international museum. We need good people and interesting people,
but we also need people who are going to relate to our audiences,
who are going to be able to communicate with them and who will
give our audiences something interesting to engage with.
(Conversation 9)
Having a resident present visible and accessible is perceived as vital
in maintaining effective strategies in transmitting information from the
Museum to audiences, specifically in providing an interpretation of the
creative process. This is an existing objective. Yet, as design domains are
expanding, and practice is morphing into new forms, the demand to have a
applied to the V&A Museums Residency Programme, and we consider how this may make a
contribution to the concept development of a new service for an emerging design museum.
Design For and Against Disruption: A heuristic inquiry into the Victoria and Albert
Museums residency programme
1457
designer who can communicate the general subject complexities of design
to the Museums eclectic mix of visitors becomes increasingly important.
This knowledge, skill and capability may arguably have greater significance
in future design, selection and delivery of a residency.
Design as Integrator
Based on the notion of design as a resource that improves new product
development (Borja de Mozota, 2006), the contribution made by a designer-
as-resident to a Learning Programme, and the overall engagement program
of the Museum, is crucial. They tend to work with staff in the Learning
Department to develop products (i.e. talks, events, workshops and-or
resources) that are intended for visitors to use and actively engage with the
V&A building or the Museums Collections.
At V&A London, residencies are always themed by a certain type of
practice, and apart from the Ceramics Residency, there is never a repeat of a
specific practice. For this reason, the resident can disrupt the thinking or
actions of the institution, and this new perspective can assist in the
development of product or service for the Museum.
I have been here quite a long time so I feel like I know the collections,
or you develop your own way of understanding them. But then you
bring in another person, another way of thinking, another process,
and it allows you to rethink it and not to get really settled in one way
of looking at things, which could be really easy to do. But then,
because you have four to five different people every year that are
making you look differently at things, it really helps in that sense, and
that is obviously going to feed through into everything else that we
do. We also work with teachers as well in the V&A Sanctuary
Programme. Quite often they are delivered by the residents, and that
aspect is really important. Its opening up teachers ways of
responding to the collections and ways of thinking in relation to
design [] This gets them to think really differently.
(Conversation 5)
Design as an integrator in this experiential context is as a relatively
neutral facilitator between past and present creative practice; inspiring and
teaching educators to see and understand alternative approaches to
working in a contemporary fashion with the asset (that is the V&A
Collections).
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Another example of design as integrator can be seen in the way a
resident can offer value to the organization through the creation of a
resource object (see Figure 4). The object depicted in this image is a
Museum Trail intended for families. The Trail was developed by the
Ceramist in Residence, and is themed around the subject of focus for the
residency; namely, the buildings architecture and the hidden histories of
the Museum. There were 5,000 copies of the trail printed, and it is currently
one of three permanent trail activities provided by Learning to the
Museums visitors. Since there is no obligation for a resident to present an
exhibition of the work they create while in residence, this resource object is
quite unique inasmuch as it is an artefact designed by the resident but
intended to contribute to the ongoing development of the Learning
Department services on offer to audiences.
Figure 4 A Resource, The Undiscovered Museum: V&A Family Trail, developed by
the ceramist-in-residence during their residency tenure. This activity is
handed out to visitors of the Museum, and the intent is for a visitor to use it
to explore overlooked areas of the galleries architecture.
V&A London is an organization with over 700 staff and 12 departments.
Based on initial findings from this heuristic study, there is scope to further
Design For and Against Disruption: A heuristic inquiry into the Victoria and Albert
Museums residency programme
1459
explore the value of design as integrator in the residency program beyond
the Learning Department and into other areas of the Museum. In particular,
the application of service design and systems design in the wider
organisational framework is an interesting and unchartered territory,
offering a potential to further enhance the level of innovation in
organizational practice and experiment with new internal collaborative
partnerships nurtured through design.
Design as Transformer
The application of design as transformer verifies the importance of
strategic design in the process of planning and managing the Residency
Programme as it is one of few parts of the Museums program that is subject
to change, and can reflect the interests of the external environment and
fluctuations in the sociocultural landscape. For instance, the Games
Designer in Residence project was one of the first of its kind: indeed, only
the University of California in Santa Cruz had previously offered a residency
to a Games Designer (Stephens, 2012). The Games Designer in Residence
program attracted national attention, causing a media stir that saw it
featured in The Guardian, The Independent, The BBC Breakfast Show and
many more news and online reporting platforms. The residency was devised
during a period of increased interest from the Museum on the subject of
digital arts. The V&A Museum is currently increasing their collection of
digital artefacts, and in August 2013, they hosted a Friday Late Event
themed to the internationally recognized digital game Minecraft (Reynolds,
2013). This residency is part of the Museums public actions to reflect a
notable change in the times, and to evidence the fact that the Museum is
responsive to topical interests, a key feature in design as transformer (Borja
de Mozota, 2006). This strategic approach to design management is further
discussed in the extract below, in which the interview participant explains
how the Museums Learning Department pursues new residency
opportunities to capture increased interest from the Museums audiences
and non-audiences alike.
Strategically, the aim is always more visitors engaging with more
residents, and I think there is just such a wealth of disciplines []
there are loads of disciplines that we havent even touched yet. I think
we are a long way from running out, and I think strategically we want
keep on supporting Museum priorities, be that a major gallery
opening like Europe, or big exhibitions, or collecting digital like the
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way the Contemporary Team is now collecting digital things. For
example, the Exhibition Road Residency Programme the second
residency is going to be XXXXXXXXXX, so strategically that is lining up
with the way that the Museums collecting interests are going, as well
as being aligned to a big project, so strategically you are always
trying to hit as many targets at once, and have one eye on the public
program.
(Conversation 9)
This evidences the strategic design of the V&A Residency Programme, in
which it is intended to discover new disciplines in an effort to build
relationships with potential new visitors whilst simultaneously capitalizing
on what exist in terms of shared resources and audiences. Understanding
this method of employing design as a tool for transformation in the
residency program offers new insight into the development and delivery of
this service, specifically in regards to managing an evolving programme.
Design as good business
I think the Museum gets a lot out of the residents. I think it gets good
value for money what they provide, compared to what it costs,
seems to me good value.
(Conversation 6)
The Residency Programme offers the Museum an opportunity for new
information on a certain discipline of design to be integrated into the
Learning Programme and the overall organization. The Games Design
Residency offered further added benefits to the Museum in addition to the
resident working within the institution. As part of the residency, the games
designer was expected to create a new game inspired by the British
Galleries, and these galleries were the first to be renovated as part of the
Museums renovation strategy, FuturePlan. The Games Design Residency
gave the galleries a new lease of life, since the game that was created was
based on a William Morris Strawberry Thief printed fabric which the visitors
were encouraged to visit to see the designers inspiration after they had had
the opportunity to play to game prototype (see Figure 5).
The benefits for the Museum in this instance was the new game, which is
good promotion for the British Galleries, and its production, which was good
value for money as the resident was an early career games designer and the
residency cost a fraction of the normal price of commissioning a game from
Design For and Against Disruption: A heuristic inquiry into the Victoria and Albert
Museums residency programme
1461
a games design company. It also allows for the V&A to increase brand value
by supporting a future iPad game and entering into the gaming industry. By
the same token, the resident capitalizes on the association with the V&A
brand to increase product exposure. This system of patronage could be
developed by the Museum with an exploration into other disciplines and the
mutual benefits shared by organisation and residents. This research verifies
this exchange between organisation and resident, an important element of
any residency program and may be used for scrutinizing future
advancements in a reciprocal and mutually supportive relationship.
Figure 5 A young visitor plays the Strawberry Thief game prototype during an Open
Studio session at the V&A Museum of Childhood. Next to the game is a
book of the works of William Morris, and the image on the page is a
representation of the printed fabric that inspired the game.
Future Implications
This research conducted at the V&A Museum in London is part of a doctoral
project that is sponsored by a future museum, namely V&A Museum of
COULSON and VALENTINE
1462
Design Dundee
52
(V&A Dundee, scheduled to open in 2017
53
). The doctoral
study sits within a larger partnership between the University of Dundee and
V&A Dundee and the residency research was initiated in 2010-12 by Duncan
of Jordanstone College of Art and Design researchers drawing (in part) on
their research (2005-10). The insights gleaned from the placement and the
tacit knowledge developed by partnership research, offers an opportunity to
contribute to the concept development of new products and services of an
emerging organisation. This new knowledge will be delivered to the Sponsor
as part of an ongoing knowledge exchange process. Specifically, the research
aims at structuring a theoretical framework that will be able to inform the
development of a new residency program.
54
Acknowledgements: This research is supported by the
Economic and Social Research Council capacity building
cluster, Capitalising on Creativity, grant RES-187-24-0014
administered by the University of St Andrews.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper on this conference proceedings is the property of the
author(s). Permission is granted to reproduce copies of these works for purposes relevant to the
above conference, provided that the author(s), source and copyright notice are included on each
copy. For other uses, including extended quotation, please contact the author(s).
Studio Design and the Management of
Creative Production
Jonathan M. GANDER
*a
and Alison RIEPLE
b
a
University of East Anglia;
b
University of Westminster
This paper examines the design of recording studios in the management of
relations within popular music recording projects. The creation of a pop song is
a complex endeavor, requiring a large number of decisions involving highly
subjective and often contested and contestable judgments. Organized in a flat
structure and without established lines of authority this temporary assembly of
people are faced with the challenge of making a product characterized by
uncertainty over how to make it and what it will sound like once it is completed.
The purpose of this paper is to understand how this is achieved. The study is
based on observation of the practices, and relationships operating in a
recording studio and supplemented by interviews with the participants. Using a
socio-material approach, the spatial organization and use of technological
objects are included to produce a contextual analysis of how actions are
organized and decisions taken. What emerges is an understanding of how the
designed arrangement of the participants and the application of sound
production and editing technology are used to manage the development of the
song and confer decision-making authority upon the music producer. When the
spatial organization of the participants is altered by the introduction of new
technology and new spaces, the decision-making power of the producer is
challenged and artist power is increased. The management of creative projects
is achieved through establishing spatial and material relations in order to
overcome the challenge of making decisions between temporarily assembled
teams engaged in tasks characterized by high levels of uncertainty.
Keywords: Project-based organizing; studio design; recorded music industry;
creative processes
*
Corresponding author: Jonathan M. Gander | e-mail: j.gander@uea.ac.uk
Studio Design and the Management of Creative Production
1467
Introduction
Project-based organizing is a common feature of production practices in
the creative economy (Hodgson and Briand, 2013) . A growing body of work is
engaged with the challenging task of explaining how ideas are transformed
into products, with studies on, for example, advertising (Moeran, 2009) film
(Ebbers and Wijnberg, 2009), television (Antcliff, et al, 2007), computer games
development (Cohendet and Simon, 2007), popular music (Lingo and
OMahony, 2010) and the performing arts (Sedita, 2008). Shared across these
studies is the attempt to account for how these temporary and uniquely
assembled creative projects manage what are termed the nobody knows and
infinite variety conditions of creative production (Caves, 2000). Namely the
requirement to co-ordinate a range of protagonists with differing, possibly
inimical interests, in a highly uncertain production processes to create
products with largely aesthetic, ambiguous qualities (Caves, 2000; Townley et
al, 2010). The contribution of this paper to the examination of these questions
is to include the role performed by the physical setting of the project, the
rooms, spaces and material objects with which and through which the
management of a project is carried out (Callon et al, 2002; Latour, 1992;
Orlikowski, 2007). This analysis of the socio-material design of project
relations produces a different portrayal of their construction and reproduction
and offers an alternative explanation for how creative projects are managed.
Managing creative projects: by fiat or finesse?
A commonly proposed explanation for how creative projects are organised
and managed is based on the use of contractual power supported by
economic capital (Tschmuck, 2009). This application of contractual power is
frequently justified by the conflicting interests of art and commerce, between
the aesthetic approach of the artists, and the market orientation of the record
label (Stratton, 1982). Though arguably overdrawn (Jeffcutt and Pratt, 2002)
and undeniably something of a clich (Frith, 1991), the emotional character of
the project (Svejenova et al., 2011) plus differences in experience, attitude
and resources have the potential to create conflict. However, the application
of contractual power to overcome such contests should they arise is of
questionable effectiveness. High profile cases such as those involving George
Michael and Prince attest to the ability of artists to resist if not the letter of
the contract then its spirit and in so doing weaken the commerciality of their
product (Stevenson, 1994; Till, 2010). Further examples of the failure of
contractual power feature bands such as My Bloody Valentine and Guns and
GANDER & RIEPLE
1468
Roses, who took years to complete their albums and cost large unplanned
sums of money in the process (Leeds, 2005).
Given the weakness of contractual power over creative projects, accounts
that focus on the skills of the project manager offer a more promising
explanation for how these difficulties of producing creative product and
organizing creative individuals are overcome. In these studies, the project
manager is described as a highly skilled individual able to weave together
different interests (Simon, 2006) and judiciously resolve conflict (Lorenzen
and Frederiksen 2005). In the case of popular music the project manager is
the music producer. These, mostly freelance individuals, are hired by record
companies to create musical product from their artist or groups demo
(demonstration) song and deliver a marketable product to the record
company.
Existing research into the project management practices of music
producers reveals how they handle the ambiguities and emotions present in
creating musical product by fostering generative relationships, building
creative capacity and generally acting as a broker for the different ideas and
perspectives that surround the decision making process (Hennion, 1989;
Horning, 2004; Lingo and OMahony, 2010) . However, though this work
advances our understanding, there is a danger that the management of these
creative projects is portrayed as an overly social and cognitive achievement.
Framed by analysis that describes and explains the work of the creative
project without sufficient attention being paid to the contribution of the
physical environment and material objects through which, and in which, the
project, and the skills of the project manager are carried out. The spatial
arrangements of people and the objects they engage with to complete their
tasks are key to understanding how organizing occurs, as organizing is
fundamentally a practice of boundary drawing and role allocation (Hernes,
2004: Clegg and Kornberger, 2006). An indication of the potential value of
including the role of material objects and spatial arrangements in the analysis
of the management of projects can be seen in Lingo and OMahonys study
when the authors discuss access to what is called the talk-back button a
switch that enables those in the live or performance room/booth to talk to
those in the control room. They describe how the producer controlled access
to the button and thus restricted the amount of open challenges that could be
made on their decisions. Enabling the music producer to manage the
conversation and effectively end debates, or at least restrict them. The
buttons part in the recording projects operation is revealing and suggestive,
for it brings into view other objects and materials of the studio. What of the
Studio Design and the Management of Creative Production
1469
organization of rooms in the studio, the computer displays, recording desk
and audio software, the microphones and speakers? What part do they play in
explaining how the project is organised and the project manager exercises
his/her skill? Exploring these questions and identifying previously implicit or
silent contributions of the material world to the management and
organization of complex projects is the objective of this paper.
Research method and approach
Including the material in an analysis of human interaction requires
treading a fine line between two extremes, social-constructivism and
technological determinism (Leonardi and Barley, 2008). Between the
treatment of the material world as a set of tools to be manipulated by their
users, and its opposite, gifting the object agency and thereby transforming the
user into its tool. Both perspectives obscure interesting relationships between
actions, the people who do them and the things they do them with. A socio-
material approach offers a way of analyzing these relations between people
and the objects that accompany their work by avoiding privileging either
humans or the material world and treating them as mutually constitutive
(Orlikowski, 2005; Suchman, 2007). In this orientation, the study of organizing
requires conceptualising human relations as designed heterogeneous
associations where the doing of an activity is an inseparable part of the
material arrangements though which the doing occurs (Schatzki, 2005).
Research informed by a socio-material perspective on human agency
therefore needs to study actors, such as the producer and musicians of the
recording project, as hybrid entities that achieve their agency by their position
within a network of relations between other people and objects (Latour,
2005).
In addition to the richer picture of how organizing and the skills of
management are carried out, a human-material perspective is well-equipped
to examine the effect of the introduction of new technologies to working
relations in an industry. This is because the constructivist view that it is
peoples interpretation of technological objects that is important has the
effect of removing the technology being examined from the study of its effect
(Markus and Silver, 2008, Orlikowski, 2009). While a technologically
deterministic perspective focus reduces the ability of the analysis to consider
the contest for power that follows the new outcomes that are made possible
by new technology. A socio-material approach argues that the social and the
material are intertwined and by examining the relations of people as a fusion
GANDER & RIEPLE
1470
of the material and the social we are better equipped to address the question
underlying study of technology how it works (Leonardi, 2012).
Data were collected using a combination of participant observation (Gold,
1997) and semi-structured episodic interviewing (Flick, 2000). During the
recording project the researcher visited the mid-sized professional recording
studio in London where the project was taking place and sat at the back of the
room while the engineer, producer and artists performed, recorded and
mixed the song. To support notes taken during the sessions, photographs
were taken and layouts of people, objects and rooms were made. A total of 5
hours of observation were supplemented by 24 interviews with music
producers, engineers and artists. This mixing of observation with in-depth
interviews allowed the researcher to situate the practices being described and
witness human-material relationships that could sometimes be missing from
the interviewees accounts of what they do and how they do it. Through this
combination of observation, visual records and transcriptions of in-depth
interviews, themes emerged from a step-wise coding process that identified
and explained the composition and character of the various relational
arrangements between the protagonists.
Studio Design and the Management of Creative Production
1471
Figure 1 Schema of the commercial recording studio layout
Separation and control: the physical layout of the
studio
Studios are divided into two connected rooms, the live room and the
control room. The live room, where the artist performs is a highly managed
space involving intense scrutiny of the occupant. Recording involves dividing
the song into individual or performances or tracks (percussion, guitar, vocal
etc.), which are then subjected to scrutiny, adjusted and changed, before
being recombined (mixed) to reform the song. In the process the artists are
separated from each other, and indeed from the song as a whole, in order to
provide the producer with the means to adjust and change the performance.
GANDER & RIEPLE
1472
To obtain clean capture of the individual performances, performers are
placed close to the microphones often with additional screens placed round
them to prevent the reflections of the room being captured. This is because if
the microphones picked up reflections of the room, or the sound of other
instruments, then it makes the later manipulation of the recorded
performance more tricky as changes made would not only affect the
instruments sound, but the other sounds that have been recorded.
Performers described the live room as clinical and imposing, with red lights
to indicate action, and an ever present concern that a noise (the creak of
chairs/the knock of an instrument on a microphone stand) or a slight error in
a note would make it onto the recording and contaminate the material. The
live room was not viewed as a creative, expressive place:
Its fun when you are performing (live), and fun when you are
rehearsing, and then not so fun in the recording studio (artist)
While the live room, where sound is discrete and the musician performs is
a space of discipline and capture, through the observation window and into
the control room and the producer, a very different organizing logic is in
operation. The control room with its angled walls and carefully positioned
speakers, or monitors, manages the reproduction of sound within the space,
not to isolate and capture single instruments but to facilitate analysis of the
sound of the performer during recording and when it is mixed with other
tracks. Unlike the performer, the producer is faced with as a range of
monitors that enable them to hear different representations of the sound.
The control room is thus a place of analysis and decision making and the live
room one of performance. This was demonstrated during observation and in
the accounts of the protagonists of how disagreements between the artists
and the producer over the quality of the performance were resolved. In these
instances producers called the performer into the control room and organised
A/B comparisons between different tracks or between tracks with different
sound effects:
If they rebel and I believe they are wrong, Ill play it to them and
Ill show them and theyll go, Okay. Yeah, I can see that. (producer)
This use of the decision making properties of the control room is part of
the spatially constructed power of the producer. In the control room they can
hear all the tracks as they are recorded, identify desired changes and
formulate an argument before bringing the artist out of the live room to
Studio Design and the Management of Creative Production
1473
secure their agreement. A further spatially mediated aspect of the control
rooms adds to this control over production decisions. There is a specific
sweet spot in the room, an area of the room where the full range of
frequencies can be heard. Though the boundaries of this sweet spot vary, it is
focused on the centre of the mixing desk where the producers chair is
positioned. Outside this zone, variations in sound were marked. One producer
described walking around a studio he was about to work in to see when
different frequencies were lost, not audible in a particular part of the room.
This means that ones ability to evaluate the song and thus participate in
decision making is not equally distributed around the room. All spaces are not
equal. This is epitomised by the case of the studio couch. Each studio
invariably has some kind of large couch placed against the back wall, and this
is where visitors and musicians if they want to listen to the recordings, sit.
However, sitting here changes ones experience of the sound of the song, as a
producer described:
Downstairs in Studio 1, if you sit on the couch theres lots of bass,
because the rooms tuned so when you are sitting at the desk you hear
whats right. So when musicians come in and sit at the back they go
Wow, thats a lot! Bass is a bit loud isnt it? So you have to say, you
know, Its fine.
So not only is there a role creating spatial division based on sound
management between the live room and the control room, but there is a
further division of agency within the control room itself. An additional
example of separation and control, with artists and other project participants
being physically separated from the representation of sound needed to make
judgments about the quality of the performance or the emerging mix.
The spatially mediated division between performance and analysis, live
room and control room, sees the producer engage in intimate social
management of the artists. It is a position that allows producers to be either
very demanding, describing themselves as a task master, and or encouraging
and supportive, with producers saying they sometime lie, say a performance
was good but could they try it one more time? The pursuit of the desired
performance can take many hours with musicians playing their section again
and again. This requires endurance on the part of the performer but also on
those listening:
GANDER & RIEPLE
1474
Theres nothing worse than listening to drums on their own. Its
the most soul destroying things in the world. No matter how good the
drummer isit is boring. (artist)
The response of many artists in these situations is to flee the control room
to recreational spaces in the studio where pool tables, table football, TVs and
computer games help occupy their time until the producer recalls them to the
live room. These distraction spaces within studios thus help to separate and
organise the participation of the project participants. From the different
treatment of sound in the live room versus the control room, to the studio
couch and the pool table, the picture that emerges is of a spatially mediated
performance of decision making and control. The next section considers the
contribution of some of the objects inside the studio, the recording desk,
musical software and the speakers to the operation of the producers project
management skills.
Fixing it in the mix: Sound and decision-making
Once captured, decisions over which tracks to use and how to use them
are made using a judgement on how something will sound once it is adjusted,
given sound effects or placed within the range of tracks that will eventually
make up the song. An example of this was provided when a backing vocalist
was brought in by the producer to contribute to the song. The lead singer of
the band described the performance as poor and unsuitable for the song and
was surprised to hear the producer congratulating the singer. Once the singer
had left, a discussion between the artist and producer over the quality of the
recorded track followed. To resolve the issue the producer demonstrated
how, by adding an effect to the voice and then placing it in with the rest of the
recorded track, the contribution was actually very suitable. To the
astonishment of the artist: I could have fallen off my chair, he just
understood this guys voice and how it could fit into the song. This fix it in
the mix judgement heuristic restricts the ability of artists to make quality
decisions during the development process. It also enables the producer to cut
short debates amongst the project participants when there is a risk that they
are turning into disagreements that could damage working relations, an ever-
present danger in projects of passion (Svejenova et al, 2011).
Unable to hear the sound as the producer can, uncertain how the
performance will be changed with sound effects and unclear how the track
will fit with the whole song, the artists appear enrolled in the producers
systems of calculation and measures of quality. This is the case with the
Studio Design and the Management of Creative Production
1475
judgement over the timing and rhythm of their performance. Without the
other members of the band providing the means to keep in time with each
other, the performer is supplied with a click track by the producer. Set to the
desired tempo, a noise is sent to the performers headphones to allow them to
hear a tempo beat out during their performance. Though editing software is
available to make adjustments to the timing and tempo, if the musician is too
far out then the adjustment may be noticeable. The use of click tracks helps
transform the music of the artists into raw materials for later manipulation by
the producer. As it allows the different tracks to be lined up and merged
together, a task made extremely difficult or impossible if there are variations
in tempo. In this sense the performers perform the agency of the producer.
Their provision of unadulterated, rhythmically disciplined recordings of
elements of the song allows the producer to make changes to the sound and
arrangement of the song. It also transfers the timing judgement of the artist
to that of the producer. The resulting power was used by producers to sculpt
the sound characteristics in the desired fashion, as the producer described:
These parts are great, now we can move onto making them sound how we
want.
With the tracks having been recorded in the required clean way,
producers can apply a very wide range of sound effects and treatments to
change the sound of the overall song into its desired form. This control can be
exercised in different ways. In extreme cases, sound qualities can be imposed.
Here is one artist describing what can happen:
Oh well, youre in an Indie band [the record label managers
would say], so they would go and listen to that weeks crop of top
bands like Lush or Ride and thats who youd sound like at the end of
the session, whether you wanted to or not.
In other cases producers explained how they would carefully try and
balance the requests of the record company to make a commercially suitable
sound while also ensuring that the artists still feel it is their song with their
musical or cultural values:
Obviously, if you try and make it blatantly pop and not in the
direction the band wants to go in, then theyll resist that. So its a
question of bringing in some of their personality and yet delivering to
the label what they need.
GANDER & RIEPLE
1476
Another contributing object to the producers decision-making abilities is
the range of monitors or speakers in the studio. These speakers can be used
to defend the producers choice of sound treatment if questioned. During the
mixing session the artists questioned whether a particular track favoured by
the producer was the best. In response the producer fed it through the large
speakers, and in comparison to the smaller sound of the desk speakers that
we had previously being listening to, the sound of the track was indeed
impressive. There were large smiles all around the room and the producer
carried on. Other producers described using the pleasurable effect of volume
on visiting record company managers who were reassured that progress was
being made once they heard the mix at high volume through the wall
speakers. Another type of speakers provided a way of connecting the studio
and the product creation process to the outside world. These were universally
referred to as the crappy speakers, with one producer describing how the
foam the object was resting on was probably worth more money than the
speaker itself. These cheap speakers were used to test whether the designed
sonic qualities of the song survive when the sound is reproduced by the poor
quality speakers in a phone, car radio, or computer.
Observation reveals that the management of a popular music recording
project clearly involves the spatial design of acoustic spaces and relationships
supported by various objects that help discipline and divide roles between the
creators of the music and the producer of the song. This, plus the
accompanying fix it in the mix decision heuristic gives the producer a
privileged ear on the emerging song, granting decision-making power to
ensure that the song has sufficient commerciality by being comparable with
genres or with currently successful music. Yet the sites of this spatially
enabled project management skill are under threat. The availability of less
expensive digital recording software and reduced industry revenues following
the digitalization of music product (Leyshon, 2001), is connected to the
closure of some well- established, large studios closing (e.g. Townhouse in
London, and the Hit Factory in New York) and the appearance of new spaces
in which to manage the recording project the project or home studio
(Leyshon, 2009).
Project studios and the eye versus ear contest
Project studios preserve or attempt to preserve the division of space of
the commercial recording studio, there is a control room with a mixing desk,
computer with editing software and various sound effect modules, and a
live/performance room. However project studios are a world away from the
Studio Design and the Management of Creative Production
1477
red lights, heavy sound proofed doors, acoustically treated rooms and banks
of blinking lights and dials of the commercial studio. Their domestic location
or simply the amount of time spent in the room by the producer, results in a
much more informal, personalised spatial design. Studio rooms are reached
not by going along hallways lined with gold discs, and signed photographs of
music stars as is common in commercial studios, but uncollected post and
childrens drawings. These symbolic differences help shape the relations
between the artist and the producer, which, depending on the performer, was
viewed by producers as a help or a hindrance. Sometimes the relaxed space
helped improve the performance of the artist, and on other occasions the
producer missed the formality of the commercial studio that could be used to
usefully intimidate the artist and keep them on their toes.
Though there is a superficial similarity in layout, constraints on space
available and the construction of the rooms are different and this introduces a
physical difference to the organization of tasks within a project studio. In
project studios the performance room is very small, usually space enough for
only one person, and has a small door with a window in it to connect to the
control room. The control room walls are not angled and the room is not
tuned to provide an even representation of sound frequencies. The
performance room connects directly with the control room and this, plus its
confined nature, means that the performer crosses the boundary between
performance and analysis by simply opening the door and stepping out. In
some instances the boundary is completely abolished, with the performer
playing their instrument in the control room connected to the amplifier that
sits alone in the performance room. The microphone picks up the sound from
the amplifier and returns it to the producer and artist in the control room. The
spatial arrangement of people and sound has now been reconfigured. The
producer and the performer are joined and with the absence of a sweet spot,
can hear the same sound. In this way the artist joins the producer in the
inspection and evaluation of their performance and sound.
A further challenge to the division of judgement during the project
involves the visual representation of sound produced by software packages
such as Pro Tools. Visualized sound in the form of gridlines, curves, colors and
graphs provides a challenge to the subjective, aural judgments of the
producer. The forensic level of detail enabled by digitally representing sound
can reveal previously undetected errors, or slight deviations from pitch and
timing that were not picked up by the ear. The producer, perhaps mindful of
the challenge to his decision making authority, warned the artists not to let
the software influence them as attempts to increase accuracy could
GANDER & RIEPLE
1478
sometimes lead to the performance sounding rigid or lifeless. Something he
did a number of times when artists asked to see the screen to see if they were
out of tune.
In the tighter space of the project studio, the lack of distraction spaces
(e.g. ping-pong tables), and a blending of performance and analysis in the less
delineated control and live room configuration, combined to enable the
artists easier access to the computer screens visual representation of sound.
Producers described facing such graphically supported queries over their
decisions and responded by denying the validity of the information: I dont
look at the screen to tell me that its right. If I hear it is wrong, then its wrong
and I dont care what the screen says. Some producers described turning off
the screen if they saw the artists looking at it, though because digital files are
portable and the software to read them is relatively inexpensive, artists could
take the recordings home and analyze the performances themselves. The
genie is out of the bottle, and the means to challenge the golden ears of the
producer is always available.
Conclusion
This research has explored some of the spatial and material relations
through which the complex task of project organization within a creative
industry is achieved. Observation of how popular music product is created has
revealed how the design of physical spaces of the project help assign
identities and associate them with particular practices that then enact the
relations between the occupants. A range of new participants in the creative
production project have been identified, the enrolment of which aid the
management of the project - the tuned control room with its producers chair
and artists couch, the ping-pong and table football tables, the red light, the
crappy speakers, and the gridlines, curves, and dots of sound on a computer
screen.
What becomes especially clear when reflecting on these findings is the
importance of the body in the construction of agency (Reckwitz, 2002). The
studio is an arrangement of bodies, of placing people in particular areas
within the studio that are configured materially and symbolically with
particular roles. The design of the studio thus enables a rapid formation and
delineation of roles between the project participants, a facility that is
extremely useful for temporarily assembled teams, working together without
an established hierarchy in limited duration projects. The regulatory effects of
space are also a benefit when the roles within such creative projects are fluid
Studio Design and the Management of Creative Production
1479
and overlapping. The producer manages the budget of the project that is
funded by the record company and paid for by the artists. The product is
made up of the music performed by the artists, and the sound created by the
producer. This blurred set of responsibilities and contributions when
combined with the 'nobody knows' and 'infinite variety' characteristics of the
process and product, endangers the project. In these circumstances the
specialised circumscription of roles offers a way of organizing interactions and
stabilising relations necessary for successful project management in the
creative industries (Hernes, 2004). The importance of this embodied view of
agency is demonstrated when the action moves to project studio spaces. In
these more constrained spaces the squeezed design of the studio, the
occupational jurisdictions of the producer and artist overflow (Callon, 1998),
and relations are reconfigured. In this situation producers needed to work
much more collaboratively with the artists, though still used the fix it in the
mix rationale to forestall decisions and then ask the artist to come back once
he had finished to hear the final result. The increasing use of artist-producer
credits on songs is recognition of these overlapping identities enabled by the
different spatial and material settings of their relations.
A further insight into the management of creative projects concerns the
particular skills of the project manager of creative products. As mentioned
previously, accounts of these highly skilled individuals focus on the important
activities of connecting or brokering between disparate people (Lingo and
OMahony, 2010), sense-making (Simon, 2006) and establishing common
grammars of interaction (Cattini et al., 2011). In addition to suggesting a more
spatial and material, rather than cognitive, conceptualisation of how these
outcomes are reached, this paper extends these tasks beyond the project to
include the market. Producers broker, sense-make and establish common
grammars not just between the project participants but between the project
and the market, between the creators and the consumers. This is achieved by
transforming the music of the artists into raw materials so that sound
creation and management techniques can be applied and the market qualities
of the song established. That the preservation of the designed qualities of
sound when released into the market was achieved with the aid of the crappy
speakers, is a useful reminder that seemingly humble objects used within
organizing can have a key role to play.
Also important to the successful management of creative projects is the
way decision-making is organized. As Lingo and OMahony (2010) observed,
the skill of the project manager lies in how they absorb challenges to their
decisions or judgement. Though under greater pressure when carried out in
GANDER & RIEPLE
1480
the project studio, this research has identified how the positioning of the
actors during the production process reduced the frequency of such
challenges. The division of performance from evaluation, the use of
distraction spaces and appeals to the holistic nature of mixed sound waves
supported the producers use of a fix it in the mix approach to manage the
terms and times of debate. Creative project management involves punctuated
decision-making process where, at appropriate times, producers structured
reviews of the emerging work, organizing the remit of decisions with A/B
comparisons and demonstrations of before and after versions to illustrate the
outcome of their sound effects and mixing decisions. In this way the infinite
variety of song qualities, the wide variety of views and the uncertainty of
outcomes are accommodated without the project losing its way under
numerous challenges, disagreements and returns to earlier versions.
Recognition of the importance of special configuration and material-
human relationships reveals and identifies the possibility of change. For if the
arrangement alters, then the practices and management control of decision-
making also alters. In the popular music industry the use of project studio
spaces and the accessibility and prevalence of digital audio software that
enables sound to be portable and visually represented has increased the
strength and frequency of challenge to the punctuated decision-making
model of project management. Overflows of information - sound and image,
empower the artist and bring them into the decision-making process. This was
the case when artists used the objective systems of calculation exhibited on
computer screens to rival the producers expertise in an eye versus ear
contest that challenged the producers authority and ability to restrict and
constrain debate over product quality and process. In this way the skills of the
creative project manager are revealed to be inseparable from the spaces and
technologies that are part of their decision making and organization.
This account of the spatialised and socio-material management of music
projects has implications for the study of other cases of creative project based
organizing. The production of apparel designs, films, musicals, theatre plays,
and radio and television programmes, all involve the use of designed spaces
to organise and distribute roles and responsibilities. How does the enactment
of these spaces and the human-material relations that occur within them
stabilize relations and enable the management of decision-making under
conditions of high uncertainty? How are changing technologies reforming
these relations and what practices change as a result? Creative projects take
place somewhere with some things. Research that incorporates these
Studio Design and the Management of Creative Production
1481
participants when analyzing the management of creative projects will be
richer for their inclusion.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
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the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
The Role of Networks in Fashion Designing:
The disconnect between designers and
manufacturers in London
Galina GORNOSTAEVA
*
, Alison RIEPLE
and David BARNES
University of Westminster
This paper is an empirical study of the role of networks in fashion designing in
London. There is evidence that the relationship between new, small, fashion
design firms and apparel manufacturing is one of the weakest points in the
fashion production chain. Analysis is based on our interview data as well as a
critical review of the relevant literature. We propose that these problems
have two main causes: a) designers are locked-in to the retail-led, London-
based networks, which are dominated by strong links with the design colleges
and industry-related institutions; b) as a consequence of this, their
relationships with manufacturers lack trust, reciprocity and knowledge
exchange for successful prototyping and scaling up of production to be
achieved. Negotiation of constraints and specificities of designs are made
more difficult because of personal, cultural, linguistic, physical and
organizational differences, which create cognitive distance and
incompatibility between the fields of fashion design and apparel
manufacturing.
Keywords: fashion design, apparel manufacturing, field, networks, London
*
Corresponding author: Galina Gornostaeva | e-mail: G.Gornostaeva@westminster.ac.uk
The Role of Networks in Fashion Designing
1485
Introduction
This paper is an empirical study of the role of networks in fashion
designing. Despite the vast literature on the issue (Caves, 2000; Gereffi,
2001; Scott, 2002; Crewe, 2004; Crane and Bovone, 2006; Dunford, 2006;
Evans and Smith, 2006; Currid, 2007; Hauge, Malmberg et al., 2009; Guercini
and Runfola, 2010; Jansson and Power, 2010; Entwistle and Rocamora,
2011), the relationship between new, small, fashion design firms and
apparel manufacturing is poorly researched. There is evidence though, that
this is one of the weakest points in the fashion production chain (Karra,
2008). We have undertaken interviews with small fashion design enterprises
and apparel manufacturers in London in order to understand how they
interact. In this paper, based on our interview data as well as a critical
review of the relevant literature, we develop theoretical propositions
concerning some of the underlying causes of the problems these two groups
face. We are particularly interested in the obstacles to the creation of
sustainable production chains that would enable the potential of fashion
design talent to be achieved.
In the UK, there is evidence that young, independent, fashion design
businesses are not growing as effectively as they might be. The high-end
fashion sector sees anywhere between an estimated 20 and 50 new UK
designer/wholesale labels looking to break into the market each year. Some
designers have achieved 2 million p.a. turnover within four years of their
label's launch. However, this high growth is only achievable by
approximately 10% of designer labels (DCMS, 2013). Some commentators
acknowledge the disparity between the international visibility of the fashion
industry and economic returns (McRobbie, 1998) and raise the question:
Why do so many of the most talented designers go bankrupt within a few
years of leaving college?
We propose that this has two main causes. First, they are strongly
embedded and possibly locked-in (Wenting and Frenken, 2011) to the
retail-led, London-based design networks, which are dominated by strong
links with the design colleges and other fashion industry institutions. And,
second, as a consequence of this, their participation in manufacturing
networks and relationships with manufacturers, whether British or
international, lack the necessary levels of trust, reciprocity and knowledge
exchange for prototyping and scaling up of production to be achieved
effectively. This limits the ability of independent designers to grow and
develop their business.
GORNOSTAEVA, RIEPLE & BARNES
1486
Methodology
This study is based on in depth interviews/case studies, which involved 5
fashion designers, 5 apparel manufacturers and 1 PR agent in London. It
explores the relationship between small independent fashion designers and
the manufacturers of fashion goods with references to other stakeholders in
the fashion industry. The case studies help to highlight a broad range of
practices concerning the processes of establishing a designer business and
operating in the industry, displaying the role of links between designers and
manufacturers. The role of other actors, such as customers, suppliers,
rival/competitor firms, universities, public and private sector organisations,
etc., in the formation of specifics of the axis designer-manufacturer is
discussed as well. We reveal how small independent designers are at a
disadvantage in the way they seek to establish and maintain their
relationship with manufacturers.
The following sections combine literature and interview material to
describe the London fashion and apparel manufacturing fields and
interaction between the two.
This paper is structured as follows. First, we review the literature relating
to: institutions, fields and networks; the field of cultural production; fashion
designing; the fashion production chain. Then we describe the logics of
activities and networks typical of designers and those of manufacturers.
Finally, we discuss the problems they face in interacting effectively.
Review of literature
Fields and networks
In this paper we are interested in the relationship between fashion
designers and manufacturers, which we suggest, despite being parts of the
same production chain, belong to different fields: the fashion design field
and the apparel industry field. A number of authors (e.g. Bourdieu, 1984,
1993; DiMaggio and Powell, 1983, 1991; Meyer and Rowan, 1977,1991)
discuss the notion of field a construct which describes the institutionalised
orders in social relations and the bounds of a group according to their
commonalities of ideology, language, behaviours and so on. Bourdieus
(1984, 1993) contribution comes from his bringing together in an integrated
way the individual, with social structure, and power relations.
Institutionalists and network theorists share many of Bourdieus views on
the notion of field (Dobbin, 2008). Institutional theories focus particularly on
The Role of Networks in Fashion Designing
1487
how organized groups of actors gather and frame their actions vis-a-vis one
another (Fligstein, 2008). Implicit is the idea that actors within different
fields approach the world in very different ways. Such approaches or logics
shape behaviour and, when reified, provide the institutionalised context
within which interactions take place.
In the case of the fashion industry, one can discern a field of designers
that includes a number of different genres or sub fields and a
manufacturers field, which includes different actors and involves different
institutions. The embeddedness of various actors within a field means that
contacts are more frequent, making communication, knowledge sharing and
learning more possible. It also means that the effective relations between
members are greater, and correspondingly the relations between members
and non-members are less influential.
One important reason underlying the ties that are to be found within a
particular field, is homophily: the principle that a contact between similar
people occurs at a higher rate than among dissimilar people (McPherson,
Smith-Lovin et al., 2001, 416). Crucially, homophily or cognitive proximity
results in a higher level of trust, shared understanding, and interpersonal
attraction than would be expected among less similar individuals (Ruef,
Aldrich et al., 2003; Phillips, Tracey et al., 2013).
Homophily explains why the embeddedness in a specific field leads to
the sharing of tacit knowledge and the creation of institutional logics. These,
in turn, further shape actors behaviour and reproduce the field (Dacin,
Goodstein et al., 2002; DiMaggio and Powell, 1983, 1991; Tolbert and Zuker,
1996). The interplay and overlaps between different fields is an area that is
increasingly being researched by new institutional theory scholars
(DeFillippi, Grabher et al., 2007; Delmestri 2009).
The effects of homophily are well understood in respect of the various
creative industries, including fashion. The literature emphasises the role of
the cognitive proximity in the rapid transfer of knowledge between firms:
once a firm has been able to capture information from 'outside', cognitive
proximity among firms favours its diffusion.
Firms can, thanks to cognitive proximity, activate the observation of new
products (and processes), giving rise to the mechanism of variation as firms
have enough innovative capabilities to be able to follow an innovative-
imitative strategy (Aage and Belussi, 2008). Cognitive proximity stimulates
communication and learning between sectors, firms and individuals. Inter-
sectoral linkages between two related industries such as, for example, music
and fashion, therefore, are more likely to produce meaningful synergies and
GORNOSTAEVA, RIEPLE & BARNES
1488
spillovers than two unrelated industries (Boschma and Iammarino, 2009;
Hauge and Hracs, 2010).
There is also a substantial body of work showing that social ties and
competence in building suitable personal networks of contacts play a key
role in business/financial success (Baron and Markman, 2003; Jack, Rose et
al., 2010; Phillips, Tracey et al., 2013).
The negative effects of homophily are also well described. There is a
substantial body of literature that analyses the effects of institutional lock-in
and strong relational proximity, which describes the amount and strength
of communications between agents (Rice and Aydin, 1991; Da Silveira 2011).
Such proximity explains the 'weakness of strong ties' (Amin, 1999; Amin and
Thrift, 1994; Grabher, 1993; Granovetter, 1985; Uzzi, 1997) in which
relationships within the field act to exclude relationships outside it. This
literature suggests that there is a need for actors strongly embedded in
cognitive fields to forge ties with their wider environment in order to
prevent network closure and self-referential behaviour.
In addition to relational ties, logics and cognitive proximity, there is
another important aspect of the institutional environment, which influences
the character of the networks. The important aspect is the striation of the
field: there is a centre and a periphery. These have different powers and
play different roles in the reproductive and innovative processes within the
field. Usually the periphery consists of new entrants who are seeking to
establish themselves in the field, those who did not manage to succeed in
being accepted by the core, and those who have deliberately chosen to
distance themselves from the established rules and logics of the
domineering core (Cattani, Ferriani et al., 2013).
The field is characterised by field-related capitals made of economic,
cultural, social and symbolic capitals. Symbolic capital is only the credit and
authority bestowed on an agent by recognitions and possessions of the
three other forms of capital. The value of one form of capital is therefore
highly intertwined with that of the other forms of capital (Entwistle and
Rocamora, 2006, 2011). One form of capital can be transformed into others
with different degree of probability (Pret and Shaw, 2012).
In the next section, we move on to discuss the specific nature of the
product in fashion design, which, we argue, determines how the two fields
of fashion design and apparel manufacturing interact.
The Role of Networks in Fashion Designing
1489
The nature of fashion design product
The cultural economy in general comprises those economic activities in
which symbolic and aesthetic attributes are at the very core of value
creation. Competition in these activities shifts from the use-value of
products to the sign-value embodied in design and branding (Du Gay, 1997;
Lash and Urry, 1994; DeFillippi, Grabher et al., 2007). The cultural economy
involves craft and design industries such as clothing, fine furniture or
jewellery (see, for example, Hirsch, 1972; Power and Scott, 2004; DeFillippi,
Grabher, et al., 2007; Scott, 2010).
Fashion designing has been described as a hybrid form of cultural work
(Hesmondhalgh, 2002), in that it is directed at the creation of products with
both symbolic and utilitarian value. Fashion design has always been more
linked to an economically valued production system than art or literature
(Currid, 2007). However, the designing process in fashion is, in most cases, a
creative act, a process of innovation or R&D, which determines the
product's image, its symbolic form, which defines its distinctiveness and
success (Storper and Christopherson, 1987; Crewe, 1996; Rantisi, 2002).
Literature on creativity suggests that the production of creative work
involves the re-assembling and re-arranging of pre-existing materials,
practices and influences. In order to produce creative work successfully
individuals have to operate within a network of interpersonal relationships.
Social networks provide the fabric through which individuals may tap novel
information for creative problem solving. Some authors suggest that
creativity is all in your social network (Brass 1995, p.94).
Creativity is a process which results in novel product which has to be
accepted as tenable, useful or satisfying by a group at some point in time: it
has to be legitimised (Cattani, Ferriani et al., 2013). Legitimisation of
creative work is simply not possible without a social network. Some authors
(Csikszentmihalyi, 1988; Cattani, Ferriani et al., 2013) suggest that this
'networked' nature of creativity can be better understood considering the
relationship between three institutional subsystems: the individuali.e., the
person who serves as the source of variations to the field; the fieldi.e., the
people (peers, critics, professional organisations or users) who are entitled
to make decisions as to what should or should not be included in the
domain; and the domain itself - i.e., the norms and rules of a recognized
area of action (painting, music, fashion, etc.). Networks function as a tool for
the talent recognition: in highly competitive areas, it is always necessary to
affirm ones worth and to demonstrate the qualities needed to perform the
work. The group functions as a kind of mirror that reflects the skills of
GORNOSTAEVA, RIEPLE & BARNES
1490
members and only the membership is the guarantee of the reputation of
those who participate in the group (Lipovetsky, 1994; Aage and Belussi,
2008).
Legitimisation in fashion design deals not with the idea of the product
but with the product itself with demands for high quality in materials and
craftsmanship, as well as fit, durability and performance. These can become
part of the symbolic attributes of the brand or designer label but can also be
seen as utilitarian characteristics of the product. Achieving utilitarian value
in fashion design demands craftsmanship, rather than creativity, and manual
rather than intellectual work. Goods are therefore produced (often) and
reproduced (almost always) by completely different actors, which constitute
different field - the field of apparel manufacturers. Though the depth of
the cultural economy that covers the entire cultural production chain
necessary for a particular cultural output is well recognised (Jayne, 2005;
Pratt, 2005), cultural theorists seem to consider apparel manufacturing to
be inferior to, and analysed separately from, the fashion designing process.
Indeed, this is an example of institutionalised logics that arguably permeate
the whole field of cultural theory and which perpetuate some of the
institutional gaps that we describe in this paper. For example, at fashion
shows, which are important legitimating institutions in the fashion field, the
illusion of fashion as art is elevated and the effort involved in making is
obscured (Skov, 2006; Skov and Meier, 2011). However, manual work is an
intrinsic part of creation and legitimisation of fashion products. It starts from
the production of samples and limited collections of clothing, which are then
demonstrated in showrooms, at fashion weeks and trade shows. The
apparel designing process involves idea generation, experimentation with
materials, cuts and themes, testing the production through the manufacture
of samples, refinement and final decision-making (Rieple and Gander, 2009).
The production of a prototype and samples, which are the iterative
translation of an idea, sketch, or drawing into a pattern/palette, which can
demonstrate 'wearability' and quality, is a crucial aspect of fashion
designing. Significant skill is involved in this making process. The designer
has to communicate the idea to the manufacturer, but, as we demonstrate
below, the manufacturer speaks a different 'language', especially in London,
where the design emphasis tends to be on artistic quality. A complicating
factor is that power lies usually with the retailer/fashion brand and in many
cases with the manufacturer, but in very few cases with the designer.
The hybrid nature of the fashion design product suggests that there are
two fields and two domains involved in its creation - the first related to the
The Role of Networks in Fashion Designing
1491
fashion design and the second - to apparel manufacturing. The rest of the
paper concentrates on the contradictory nature of these two fields/domains
and characteristics of their interaction. Qualitative interview data is used to
illustrate this.
Findings and discussion
The fashion field in London
As has been shown above, a vast literature is devoted to the description
and analysis of the world of fashion. Concentration of fashion in major cities
- Paris, Milan, Florence, New York, London - directed this research on the
identifying the connections not only within the field but also with the wider
set of urban actors and environmental patterns.
In the midst of fashion cities, London is identified as the best place to
find raw talent in the world (Evans and Smith, 2006). Our interviewees
(Interviewee 1) confirmed this:
Paris is all about established brands and hierarchy, New York is all
about business and profit, but London is for young designers, here we
are helped and nurtured.
Much of that creativity comes from the diverse cultures and energy that
emerges from the specialist colleges and the `street culture', which is a
feature of London, and which is reflected in its distinctive designer fashion
industry (Evans and Smith, 2006; McRobbie, 1998; Malem, et al., 2009;
O'Barne, 2009). The fashion field in London has become highly
institutionalised over the years (Pratt, et al., 2012). The processes of product
creation and especially its legitimisation are strongly influenced by the
amalgam of educational, professional and public institutions and
organisations. Apart from 'traditional' fashion crowd of designers of various
ranks, multiple cultural intermediaries (fashion editors, stylists,
photographers, journalists, bloggers), models, celebrities and buyers the
fashion field in London includes fashion colleges academics and officials
from industry and public/collective organisations. The fashion field's core
actors are involved in the legitimisation processes of the selection and
promotion of fashions, they control the dissemination of fashion through
global media (Entwistle and Rocamora, 2011; Purvis, et al., 2013). The
legitimisation of collections happens at events such as fashion weeks, fairs,
and trade shows as well as celebrations of a fashion designer or maison,
GORNOSTAEVA, RIEPLE & BARNES
1492
opening of new flagship shops, film festivals, galas, which have the added
significance as social institutions for the controlling elites of global fashion
culture (Gilbert 2000; Entwistle and Rocamora 2011; Pratt, et al. 2012).
In London the fashion fields core includes Fashion Colleges (Central
Saint Martins, the Royal College of Art and the London College of Fashion),
many of which were established and gained power at the end of 1980s, and
the British Fashion Council (BFC), established in 1983. They hold strong
legitimising powers and contribute to the particularities of London's fashion
domain known internationally by its appreciation of artistic value. Though
worldwide fashion is now close to being a form of modern art, where
experimentation, multiple disciplines and the absence of aesthetic rules
dominate (Aage and Belussi, 2008; Lipovetsky, 1994), this is especially true
for the London fashion industry, which is considered to be highly innovative
and rather experimental. The fashion designer is celebrated as auteur, as an
artist. Fashion schools teach fashion starting from its creative side, pushing
students to express and experiment with their creativity as much as they can
(Pratt, et al., 2012). Fashion/Art schools impose their own disciplinary
vocabulary upon their subjects and this involves negating or dislodging the
informal cultural practices, for example those associated with the street
(McRobbie, 1998; Pratt, et al., 2012). In the London fashion field cultural
value far outweighs any immediate financial gain, although the hope for
designers entering the field is that the symbolic status they accrue will at
some point in time, translate into financial success (Aspers, 2001, 2006,
2010; Aspers and Skov, 2006; Entwistle 2002, 2009; Entwistle and Rocamora
2011).
The networked nature of fashion designers' activities is relatively well
researched (Aage & Belussi, 2008; Malem, 2008; Malem, et al., 2009;
Wenting, 2008; Wenting, Atzema et al. 2008). Entry routes into the fashion
field are characterized by whom you know. Social networks are especially
important for independent designers as they allow access to knowledge and
resources. The activities of independent designers are organised by projects
and careers are flexible, it is therefore essential to rely on a large network of
relationships to maintain continuity of work and to be able to move from
one engagement to another. Mobility of personnel also spreads information
on trends (Aage and Belussi, 2008). The agendas of the fashion domain as
cultivated by the educational institutions are reflected in the types of
networks that graduated designers establish and sustain. They maintain, for
example, strong relations with the art world. In the networks they share
with artists, designers obtain a large part of their creative inspiration (Pratt,
The Role of Networks in Fashion Designing
1493
et al., 2012). London designers happily produce work for theatres, TV shows
and commercials maintaining the overlaps between the fields of fashion
design, music and cinema.
The homophily of the fashion field partly can be explained by the origins
of many designers from middle class families, with parents being important
investors in their children's cultural, social and financial capitals through
funding their education, collections, apprenticeships, placements, labels and
boutiques. This homophily is also maintained by homogeneity of the cultural
capital reproduced by educational institutions. Getting educational
credentials from London's art-oriented fashion schools, which are highly
valued in the field, has become a strong contributor to the symbolic capital,
which young designers are eager to build. Along with justifying the artistic
ethos of their products the educational institutions and the BFC, which has
strong relations with the fashion schools, encourage young designers to
legitimise the best of their products by participating in fashion weeks, trade
shows, etc. and to be noticed by established designers and fashion houses.
The BFC, for example, organises many awards for emerging designers that
offer the chance to present their own collection at the Fashion Shows.
Therefore, the circle of cultural reproduction becomes absolute.
Students with a degree from the London fashion schools are already well
inserted into the system and have a strong social capital of particular type -
peers and teachers who often are fashion designers themselves, - on which
they draw during their career (Pratt, et al., 2012). As one of our interviewees
(Interviewee 2) described:
There are strong links between educational institutions and
independent fashion designers in London: first many students from
colleges work as apprentices in designer firms, and second, designers
often teach part-time in the colleges when the workload at the firm is
low or not existent.
Thus, both social and cultural capitals are easily maintained and
reproduced (Pratt, et al., 2012).
The organizational ecology of networks of creativity and design is
complex and conventionally conceived as bi-polar (French, et al. 2004). On
the one hand, there are large organizations, with strong designer groups,
who wield significant amounts of market power and control - the centre. On
the other hand, there are small, fledging independent designers, often
recent graduates from fashion institutions, who attempt to "go it alone"
(McRobbie 1998), and often contribute very little into the economic success
GORNOSTAEVA, RIEPLE & BARNES
1494
of the industry expressed in volumes of GDP, employment and exports - the
periphery (French, et al., 2004). Though also true for the Paris, Milan and
New York designer fields (Rantisi, 2004; Wenting and Frenken, 2011) this is
more complicated for London, which is lacking strong designer houses with
high margins (Lane and Probert, 2004), though it is possible to list Burberry,
Barbour, Paul Smith, Vivienne Westwood and Stella McCartney, among
others, as exceptions to this rule.
Many of the small scale, independent fashion designers belong to the
periphery of the fashion field with a rather precarious role in the industry.
Their world is characterised by high levels of financial insecurity, under-
insurance and a self-exploitation, as well as a need to have additional
creative and non-creative jobs to compensate for the absence of steady
income (Evans and Smith, 2006). There are a few rebellious mavericks at this
periphery, which try to ignore the 'rules of the game' (Rieple, et al., 2013).
For example, one of our interviewees (Interviewee 3) emphasised:
I abandoned my course at fashion school because I did not want to
'make products for particular niche of customers' as the tutor
required. Such restrictions did not fit my creativity, I preferred to be
free from 'the system' and do my own thing.
Other research (Rieple, ibid) reports the cases of designers trying to
ignore the opinions of their peers, or buyers when designing. Others do not
believe that fashion weeks help in the development of their carrier. Some of
our interviewees reported that winning an award was important for their
CV, however, it did improve their chances of business success (Interviewee
4). As other researchers have explained (Skov and Meier, 2011), if a designer
has a company at all, it is such a small business that it cannot handle the
steep increase in orders if they suddenly arrive as a result, for example, of
winning an award. This demonstrates a well-known phenomenon of the
delinking of contest/legitimisation and business success (Skov and Meier,
2011).
To summarise, the independent designers may serve as agents of change
in the domain of fashion, they prefer to operate in non-hierarhical
structures, they are adaptive in nature and prefer little bureaucracy
(Vandevelde and Van Dierdonck, 2003). In contrast, the field of apparel
manufacturing has a very different structure. In the next section, we
highlight some of the profound differences between the two domains.
The Role of Networks in Fashion Designing
1495
The apparel manufacturing field in London
Manufacturing is often considered to be responsible for just 'a simple
input' into the symbolic fashion product (Hauge et al., 2009). What is
emblematic is that almost no industry commentators from within the
fashion field include manufacturers in their descriptions of the fashion
industry. However, without this input, as we noted above, this product
cannot be made, legitimised and reproduced.
There were around 8,500 jobs in designer fashion manufacturing in
London (50% of total in the UK) in 2010 (DCMS 2013). In London, the
industry is dominated by many small CMT (cut, make and trim) units
embedded within ethnic economic enclaves, dominated by minority
communities in the northeast and east of London. They are associated with
the Bangladeshi, Turkish, and Greek communities of Tower Hamlets,
Newham, and Hackney, and with the Turkish and Greek Cypriot
communities of Islington and Haringey (Evans and Smith 2006) and, as we
found, with new groups of migrants from eastern Europe. Ethnic minority
owners in Britain are prominent in the industry, constituting around a third
of owners (Lane and Probert, 2004). The industry also has relied strongly on
home workers (Heyes and Gray, 2001; Warren, 2003) and is characterized by
small highly flexible and responsive production units employing poorly paid,
often immigrant labour with often low educational standards (Rath, 2002;
Ram, et al., 2004). Profit margins for CMTs are low and, thanks to off-
shoring, many firms are left with only small orders for sample runs and stock
top-ups on the basis of an ability to produce and supply relatively quickly to
high-street retailers and brands. Only for these types of production are
buyers willing to pay a `London price' (Evans and Smith, 2006). The majority
of CMTs have inadequate financial capital and managerial networks for
growth and development (Evans and Smith, 2006).
The field of apparel manufacturers therefore, includes very different
people with different value systems. This is emphasised by studies, which
describe a `low-road' model of growing informalisation in the industry in
global city locations, with firms attempting to cut costs through the
implementation of poor working conditions, home-working and
transgressing the law on minimal wages, immigration and social benefits
(Bonacich and Appelbaum, 2000; Evans and Smith, 2006; Ross, 2002; Scott,
2002). Apparel production units have typically arm-length contractual
relations with buyers among which the most important are considered to be
large supermarkets and retailers.
GORNOSTAEVA, RIEPLE & BARNES
1496
Commentators (Evans and Smith 2006; Rantisi, 2004; Scott, 2002) have
noted that the cities with high concentration of design provide
manufacturing firms with an opportunity to include creative activities in
their work portfolios such as own-design and own-brand production. This
has come about as a result of increased demand for more expensive quality
fashion items, and governmental policies that focus on promoting fashion
content and greater interaction between designers and suppliers
(Panayiotopoulos and Dreef, 2002; Crewe, 2004, 2008; Crewe and Forster,
1993; Evans and Smith, 2006). Significant research has been conducted on
the extent to which firms have been able to realise this opportunity and
upgrade their production into higher value and more creative design-
oriented activity (Bair and Gereffi, 2003; Gereffi, 1999; Evans and Smith,
2006). Commentators point out that the upgrading strategies the firms
adopt are connected to wider public policy discourses elevating the
importance of creative industries in London, whereas others believe that
they are a reaction to the power of major buyers and retailers (Evans and
Smith, 2006).
In London various industry and public institutions have been involved in
promoting and stimulating the link between designers and apparel
production units. They include: UKFT, London Chamber of Commerce, and
other specifically focused and often publicly financed organisations, some of
which disappeared over time, e.g. the London Fashion Forum, the Fashion
Capital web portal, the London Apparel Resource Centre, the Centre for
Fashion Enterprise funded through the LDA's Creative London initiative, the
Cutting Edge initiative (Evans and Smith, 2006), DISC (Designer-
Manufacturer Support Centre).
Manufacturers, we interviewed, complained about the ethos created
around the increased importance of fashion, related in their mind with
power of buyers/retailers who dictate low purchasing prices and demand
high quality and tight delivery times. Interviewees also complained about
the idea of fast fashion in general, which disrupts their operations
(Interviewee 5):
In older times people were wearing clothes longer and did not have
so many of them and this is the right attitude to clothing and its how
industry should operate.
As we suggested above the domain for apparel manufacturing is very
different from that of fashion design. It contains such hallmarks as clear
tasks, costs reduction, a focus on profit margins, volumes at the requested
The Role of Networks in Fashion Designing
1497
time, organizational recognition, and the reduction of waste and scrap
(Vandevelde and Van Dierdonck 2003). Manufacturing is usually
overwhelmed with keeping operations going and tends to sacrifice long-
term concerns to the needs of the moment (Szakonyi, 1998). Its central
point of attention is the process. Manufacturing is output-oriented, trying to
realize economies through volume and mechanistic structures (Ginn and
Rubenstein, 1986).
The interface between the two domains
The material discussed above confirms that there are significant
differences between the fields and domains of fashion design and apparel
production. Indeed, design and manufacturing run the danger of developing
separate self-contained societies (Dougherty, 1987). The design-
manufacturing interface was investigated in the limited number of studies
(but see Ettlie, 1995; Ettlie and Stoll, 1990; Hales, 1986; Lawrence and
Lorsch, 1967; Vandevelde and Van Dierdonck, 2003). The literature suggests
that the separation of designers from manufacturing is damaging for the
industry (Kincade, et al., 2007). The problems of the gaps in interaction
between fashion designers and manufacturers in London are described in
the detailed study conducted by Karra (2008). Product designs that take no
account of manufacturing constraints risk higher production costs, lower
production quality and longer times to market (Da Silveira, 2011). The
literature suggests that to overcome these difficulties designers and
manufacturers have to work closely together, preferably being physically co-
located (Swink, et al., 1996). The design knowledge of how to develop new
products technically must be cross-fertilized with manufacturing knowledge
on how to adequately produce the products (Vandevelde and Van
Dierdonck, 2003).
British apparel manufacturers have appeared not to be interested in
producing for art school trained designers: there is wariness and suspicion
on both sides. Instead, there is a preference for the production of more
functional clothing that is quite different from the ethos of fashion design.
Apparel manufacturing is a slower and more utilitarian mode (McRobbie,
1998) and that is a characteristic of the beliefs and values in the
manufacturers field. Indeed, many CMT firms reported difficulties in
working closely with fashion designers. The size of orders received is often
very small, ensuring payment can be a problem, and they are not believed
to be realistic when it comes to costs (Evans and Smith, 2006; McRobbie,
1998).
GORNOSTAEVA, RIEPLE & BARNES
1498
When these are added to potential resentment at the implied
differences in status (McDonough, 1984), it is not surprising that there is a
them vs. us attitude, helping to maintain and even increase barriers
between the fields. Manufacturers are outside the designers creative (and
commercial) networks. Designers, opinion formers, the press, stylists, PR
agents, sales agents and retailers rarely see manufacturers as partners.
Manufacturers are not in either the social or the ideological networks of the
fashion designers, retailers and intermediaries in the fashion field. Designers
generally, particularly those in micro businesses, view manufacturing
relationships as problematic and tense (Karra 2008).
British clothing manufacturing firms generally compete on price, rather
than on excellent design, and their large retail customers usually employ
their own design teams. They attach a relatively little importance to design
and little respect to the unique designing skills. One of our manufacturing
interviewees (Interviewee 6), when asked whether he intend to employ a
designer, said:
There is no need in this. If I decide to add designing services to the
activities of my CMT I can do designing myself. Over the years of
working with fashion designers I leaned from them, its not a big deal,
I can do it myself if necessary.
Additionally, independent designers are not rated well on their technical
and commercial understanding (Lane and Probert, 2004). One manufacturer
(Interviewee 7) told us that it is not right that designers spend so much
money and time on participation in fashion weeks rather than investing in
production.
Separate views and values lead to a misunderstanding of one anothers
goals, capabilities (Gupta, et al. 1985) and solutions. Different fields create
their own technical languages and systems of meaning. Another cause of
language problems is almost inherent to the evolution from idea generation
to new product in production. Communication about objects that are
intangible or non-standardized is extremely difficult. The more abstract the
information, the more difficult it is to exchange the information between
people with a different views, activities, background or interest (Vandevelde
and Van Dierdonck, 2003). Moreover, organizational structures, and
different institutions involved in the formation of different fields and
domains may strengthen cultural differences, for example, rewards that
stimulate the members of different fields to maintain their own value
The Role of Networks in Fashion Designing
1499
system, e.g. winning an award to participate in the fashion week
(Vandevelde and Van Dierdonck, 2003).
In the UK, and in London specifically, differences in ethnic culture,
education, training and background can add to the difficulties of achieving
symbiosis and understanding between different cognitive fields (Vandevelde
and Van Dierdonck, 2003). Manufacturing staff often have poor spoken
English language skills. One of our designer interviewees (Interviewee 1)
reflected:
No, I dont consider people who make cloths for me at CMT firms to
be members of my social network, they cannot become my friends.
They are usually much older, and they are mainly immigrants and
there is a language barrier in communicating.
It is difficult to overestimate the importance of finding a suitable
manufacturer for the independent designer. The production of samples and
collections for fashion weeks and trade shows are extremely important for
the legitimisation processes that the independent designers are involved in.
All our designer interviewees emphasised the importance of finding the
right manufacturer. Search usually relies on word of mouth and
recommendations from other designers or by rather haphazard trial and
error process. However, errors, when they occur can have devastating
results. One of our interviewees (Interviewee 8) described her search for a
manufacturer for her second collection:
I visited the manufacturer in person and he agreed to produce my
collection. However, when the order arrived I realised that the quality
was poor and my target price could not be achieved. In fact, few
people would even buy a product of this quality. My collection lost a
substantial amount of money. Moreover, I could not represent the
collection at the London Fashion Week that year.
This was just one of the consequences of lack of integration between the
fields and domains of fashion design and manufacturing. All of our
manufacturers and designer interviewees were critical of each other: there
is a mismatch in expectations, lack of understanding of each others
business operations, workflow, and financial restrictions (Karra, 2008).
GORNOSTAEVA, RIEPLE & BARNES
1500
Conclusions
In this paper we have described a profound gap between the fashion
design and the craftsmanship/production fields, despite policies directed to
create designer-oriented manufacturing (Malem et al. 2009). This gap can
be described as a division between art and commerce, between fashion as
'art' and fashion as 'rag trade' (McRobbie, 1998), where art and creativity
carry greater symbolic and cultural value than commerce. This gap is
emblematic of the British and London fashion industry, as it is currently
constituted. This is not helped by institutions such as fashion schools and
industry organisations, which do not emphasise the craft 'know-how' and
production aspects of the industry (Pratt et al. 2012).
At the same time, many commentators emphasise the paradox that
despite their reputation for innovativeness many of the businesses within
the London fashion system seem not able to profit from it. This makes it
hard for young designers to become successful businesses. We argue that
this is because the fashion and manufacturing industries are both trapped
by the 'cognitive distance paradox' with no straightforward answer of
whether to couple or de-couple creative and routine work (DeFillippi et al.,
2007).
There are different types of production chains and national and global
production networks in the fashion industry, typical of different countries.
These different types are embedded in powerful historical and institutional
legacies. These types are, for example: the "umbrella holding" company in
France, the "flexible embedded network" in Italy, and the "virtual
organization" in the United States (Djelic and Ainamo, 1999). Each of them
assigns a specific role for independent fashion designers and for
manufacturers in organisational structures of fashion industry (Djelic and
Ainamo, 1999). British fashion industry network is closer to the American
model than to any of European ones (Lane and Probert 2004, 2009). Only in
the Italian model designers and manufacturers exist in some symbiosis,
where craft skills coupled with short and flexible production chains
(Dunford, 2006; Pratt et al., 2012). For example, in Florence fashion
companies are composed by the creative office and the companys factory,
where designers and stylists, developers and craftsmen work together on
making of the prototypes. Once they are developed, products are made
locally by dense networks of small businesses (Pratt et al., 2012).
British policies directed on upgrading businesses to work for a high
designer end of apparel manufacturing tend to be based on this Italian
model that ignores the inherited path development of this industry in the
The Role of Networks in Fashion Designing
1501
UK. It may be useful to consider more closely the possible ways of and the
possible policies directed on integration of fields and domains in fashion
design and apparel manufacturing. Our study is an ongoing one that in the
future will examine in more depth the structure of and institutionalised gaps
between the manufacturing and design fields within the fashion industry.
From this, we hope to develop propositions on ways of dealing with the
gaps between the different fields and domains.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
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to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Design and Identity Formation in Cultural
Organisations Strategic Performance
Irini PITSAKI
*a
, Alison RIEPLE
b
and Natalie NIXON
c
a
University of Northumbria;
b
University of Westminster;
c
Philadelphia
University
In the present research, we examine design as a major contributor to the
formation of identity. We refer to two notions of identity: one within an
organisational context, and another, which exists externally among the
clients. We show that these concepts are strongly linked and constitute an
element of strategic performance. Furthermore, we suggest that in the
cultural industries, a clear and consistent corporate identity must be shared
internally between the group of employees and externally; ideally, a cultural
organisation, because of its non-profit, educational, ethical, etc. status, would
like to see its identity perfectly matched with that of its audience.
Organisational brand identity signals what the corporation is and does.
Therefore, it provides reasons to be favoured by clients and helps to build
loyalty and attachment to the company. This is a deeply selective and
interpretive process and one that plays a major role in strategy. In the
present paper, we review key texts on identity formation in relation to design
and brand strategy; we describe a case study of various museums and
galleries; and finally, we arrive at a set of conclusions about the role of design
in the articulation of a clear and distinctive identity for both cultural
corporations and individuals interested in cultural products.
Keywords: Design, Identity, Cultural Organisations, Audience
*
Corresponding author: Irini Pitsaki | e-mail: irini.pitsaki@northumbria.ac.uk
PITSAKI, RIEPLE
& NIXON
1510
Introduction
In our previous paper, The Strategic Role of Design in Cultural Products
and Services (Pitsaki & Rieple, 2011), we undertook a critical review of the
literature pertaining to the strategic use of design within the cultural
industries. Our main aim was to develop a better understanding of how
design can aid the development and implementation of strategy, and to
introduce an extensive list of generic strategic applications of design in the
cultural sectors, in an attempt to create a more systematic approach to
design in relation to strategy. There currently exists sufficient literature on
the subject. However, experts hold diverse perspectives that often obscure
and hinder rigorous developments in the field. For this reason, in our
subsequent paper, Design in Strategy: the Case of Cultural Organisations
(Pitsaki & Rieple, 2013), we took our focus on design and strategy a step
further: we suggested a distinction between design as a vehicle and set of
methods that facilitate strategic decision making AND design as an integral
part of strategy and its implementation (design FOR strategy as opposed
to design IN strategy, respectively). Furthermore, we created a core-list of
design IN strategy applications and tested this approach through a
museums case study with a strong practical focus.
During the process of our research, identity came up as an important
concept referring to two particular entities: a) the intention of a corporation
to define a number of distinctive characteristics that describe what the
organisation is, what it does and how, and finally, which communicate those
facets to its clients; and b) as something shared by a group of clients with
common values, tastes, interests, and beliefs, among other elements. The
interconnections between the two notions of identity (corporate and among
a group of individuals/consumers) are noted frequently in the literature. As
in previous cases, we hope in this paper to take an extra step, by discussing
the role of design in bridging the gap between the two notions weve
identified. In addition, we consider the strategic aspects of this role, which
leads us into a territory of strategic brand management and particularly, one
of corporate branding mirrored to match consumer behaviour and identity.
Hopefully, in the pages that follow, these interconnections will become
eminently apparent.
At this juncture, we would like to discuss some of the main concepts we
used and how we approached them. We define Strategy as a set of actions
through which an organisation develops resources and uses them to
deliver services or products in a way which its users find valuable, while
meeting the financial and other objectives and constraints imposed by key
Design and Identity Formation in Cultural Organisations Strategic Performance
1511
stakeholders (Haberberg & Rieple, 2007). We believe that successful
strategies provide an organisation with some quality that is unique, or at
least rare, and which makes consumers want to buy its goods or receive its
services (for example, those of a corporation that made the strategic
decision to invest in innovation or to develop a strong corporate brand
identity).
Furthermore, we define an organisation as a group of individuals, a
social arrangement that has a particular structure and is managed to meet
collective and personal goals. The structure of the organisation determines
performance and defines the relationships between individuals and the
tasks that they perform in order to achieve these goals. Organisations both
affect and are affected by their environment. In a commercial setting, the
internal environment of the organisation affects and is affected by the
external environment. For example, the corporate brand identity shared
among the group of employees influences and is influenced by the
perceived or shared identity between the clients.
For the purpose of the present research, we establish that a clear
corporate identity formation process works in a similar way as does that
among a social group or a group of consumers. In addition, we examine
design as a key contributor towards this process. Identity formation is one of
the most relevant aspects, frequently considered in connection with cultural
organisations and the audiences whom they target. For example, in the
fashion industry, one function of design is to facilitate the expression of an
identity around the creator (the designer) and the buying community.
Consumers need to feel that they belong to a group of like-minded
individuals, with similar aesthetic tastes; the selection of the products of a
strong brand makes explicit what they share in common. Also, one of the
benefits of attending fashion shows is the sense of witnessing a special
performance or occasion, enhanced by interactions with the 'star' and the
other spectators; design then becomes a platform for the exchange of a
meaningful experience. These and other aspects are considered in our
research, in the particular context of a cultural organisation, a museums
group. Museums and galleries form an important cultural sector and the
way identity operates therein is equivalent to its development in other
cultural sectors, such as publishing houses, galleries, art foundations,
theatres, and more. Design is not sufficiently discussed in these contexts,
and we believe this gap represents an interesting challenge and unique
opportunity to manifest the strategic value of design for such organisations.
PITSAKI, RIEPLE
& NIXON
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Methodology
Our methodology combined findings from our previous research, an
extensive literature review, and analysis of a case study on a group of UK-
based museums and galleries.
Literature review
Our literature search was as follows: in addition to books, we
systematically and purposefully searched for papers that contained specific
keywords, narrowing our search to academic papers or essays with these
explicit references. For the search, we used EBSCOs Business Source
Complete and Art Full Text databases as principal sources, supplemented by
Google Scholar. These sources include all the major business journals, as
well as the majority of contemporary design-focused journals. A small
number of other relevant journals, such as the Journal of Design Research
and Design & Culture, which do not appear in these indices, were searched
separately.
We used sequential Boolean search terms in all fields and identified a
number of relevant papers published between 1992 and 2013 (in total 182,
which we then narrowed down to 93). Our search terms took shape in
various combinations: corporate identity, brand identity, business strategy,
strategic management, competitive advantage, product design, design
management, cultural industries, museums management, and culture. In
addition to these terms, we looked for papers that contained design in
combination with the specific cultural sectors that we are interested in (e.g.
museums and art galleries). Searches like design strategy and cultural
industry or museums and competitive advantage yielded no results, and
we often had to fall back on our own knowledge of the fields to bridge these
discrete bodies of literature.
To summarise the principal finding of our literature review, we might say
that design is described as a means of communication which makes the
organisations values and strategy more visible and more easily
communicated to consumers and employees alike. Design allows for a
physical, tangible manifestation of strategy, both externally and internally.
Externally, this occurs through the creation of products that serve the
communications, advertising, or websites that put the strategy into practice,
and through the visual expression of the values of the brand. Internally, it
allows the strategy to be more easily communicated to employees through
its expression within internal communications, the use of spaces, and the
Design and Identity Formation in Cultural Organisations Strategic Performance
1513
way processes and briefs are explained (e.g. in the management of design
recourses and the brand).
There were some intersections between these two perspectives (internal
v. external) and the potential gaps between them were particularly
interesting to us. Therefore, we considered the specific literature and
discourses described below.
Corporate Identity and Design
Corporate identity is often viewed as a relational concept constructed in
the interface between strategy, organisational culture, and image (Hatch &
Schultz, 2001). In this process, managers focus their efforts on reducing the
gaps between top management vision for the company, its culture referring
to internal values, beliefs, and basic assumptions that embody the heritage
of the company and are manifest in the ways employees feel about the
company they are working for and the image as reflected in the views of its
various external stakeholders, including the consumers (Gyrd-Jones &
Rygaard Jonas, 2014). Furthermore, in the literature, we often see a
discrepancy between identity and image: while identity is described as a set
of distinctive characteristics, defined internally and projected externally, it is
still a desired projection rather than the real image perceived, accepted
and shared by individuals.
Cheng, R., Hines, T. and Grime, in their paper, Desired and perceived
identities of fashion retailers, show that although there are some
similarities, considerable gaps exist between the desired and perceived
corporate identity of organisations. The paper concludes by giving
practitioners better insight into the gap between desired and perceived
identity with a view towards improving strategic interventions (Gyrd-Jones
& Rygaard Jonas, 2014).
In this communicative process of identity projection and interpretation,
the role of design is to interpret and capture the set of unique
characteristics of the corporation, translate them into physical
manifestations of who the corporation is, and put them at the disposal of
individuals in order to express their own views on it, share it, or reject it.
Concretely, the physical manifestation of corporate identity through design
outputs involves the creation of products, retail environments, graphic
communications, digital media, imagery, and clothing, among others.
KL Keller (2003, 2013) offers a perspective of this communicative
interpretative process, expressed in a model of four simple steps for
PITSAKI, RIEPLE
& NIXON
1514
building a strong brand
55
. Each step corresponds to a fundamental question
that customers invariably ask about brands and, therefore, corporations
need to answer about themselves when they build their brands or define
their identity. These are:
1. Who are we? (brand identity)
2. What are we? (brand meaning)
3. What do customers think about us? (brand response)
4. What kind of associations and how much connection would
customers like to have with us? (brand relationship)
We consider this model to be integral to the internal and external identity
formation process, and for that reason, we have chosen to discuss it
in connection to our research. For the purpose of the present work, we were
particularly interested in considering each of the components of the model
and the role design plays therein. The following are the principal outcomes
of our reflection:
1. Who are we?
KL Keller describes brand elements as core attributes of corporate
identity. Concretely, he says that logos, slogans, names, and, generally, the
basic physical aspects of the brand are important in building Awareness,
which is defined as the ability of customers to identify the brand in diverse
circumstances. We believe that design determines these elements and,
through sensorial stimulations (visuals, sounds, touch and smells), answers
the question who are we? Moreover, this is communicated among
employees, constantly reminding them what the corporation is about, and
becomes the means for the expression of a common belief and
understanding of the brand. It is logical to consider that an identity that is
first internally shared and understood will be better expressed and
therefore, more accurately perceived by customers when projected
externally.
Gyrd-Jones & Rygaard Jonas (2014), in their paper, Where is the Brand?
Multiple Level Brand Meanings in Retail Brands, describe a case study of a
retail business that reviewed and re-established its corporate identity
internally, as well as the connections with clients and relationships resulting
55
We are aware of the work of authors, such as Gyrd-Jones & Rygaard Jonas (2014), that
distinguish between corporate identity and brand identity. However, in the context of this
research we decided to treat those as equal, because the formation of a corporate or brand
identity operates in very similar ways, and was exactly this process we were interested in.
Design and Identity Formation in Cultural Organisations Strategic Performance
1515
from the sharing this identity externally. The internal branding strategy
chosen to change behaviour had a cross-functional perspective, integrating
HR and marketing. The goal was to make work communities see their
identity as a team and their practices in at broader context, i.e. the brand
identity and market development. Visible artefacts as clothing, interior
design, assortment and written, rule-based change in work processes were
central HR tools (Gyrd-Jones & Rygaard Jonas, 2014). In this example, we
see design outputs such as uniforms (clothing), environments and furniture
(interior design), and graphic communications (written documents),
becoming key tools used by HR to drive the dissemination of this redefined
corporate identity.
2. What are we?
In Kellers four-step model, this question corresponds to brand Performance
and Imagery (the latter being the intangible aspects of the brand and how
people think about it in abstract terms). Performance denotes the design
and delivery of products that fully satisfy customers needs and wants, and
is a prerequisite for successful marketing, regardless of whether the product
is a tangible good, service or person. [...] Brand Performance relates the
extent to which the brand satisfies utilitarian, aesthetic and economic
customer needs and wants in the product or service. In other words, brand
Performance is all about the successful design of products, which depends
on the work of designers and their teams: the way they interpret the needs
and wants of the users, bring them into focus, and deliver products that
hold value for both the clients and the corporation.
3. What do customers think about us?
This is answered trough the definition of customer Judgments and Feelings.
Judgments have to do with the perceived quality, credibility, consideration
and superiority of the brand. Design contributes to most of these by
guaranteeing quality and superiority (e.g. properties of luxury). Feelings
refer to individuals emotional responses, such as fun, excitement, security,
social approval, and self-respect, among others. Once more, design can
influence peoples sensorial, aesthetic, and emotional responses, and
therefore acts as a catalyst in the process of emotional exchange between
the brand and its followers.
PITSAKI, RIEPLE
& NIXON
1516
4. What kind of associations and how much connection
would customers like to have with us?
The final step of the model focuses on the level of identification (as
associated/shared identity) that the customers have with the brand. Brand
Resonance is its main component and refers to the nature of the
relationship and the extent to which individuals feel they are in sync with
the brand. Resonance is characterised in terms of the intensity and the
depth of the psychological bond that customers maintain with brands. In the
example of a luxury brand or company like Apple, we see design serving a
primary driver of strategy based on achieving solid bonds with individuals.
Resonance is achieved via high-quality, unique, inimitable, and innovative
products, and results in customers feeling special, or privileged, when they
purchase and possess them.
To conclude, we see Kellers model as one that describes the
phenomenon of moving from internal brand identities to the collective
external customers identities. As previously mentioned, we consider this
model integral to both external and internal perspectives, which is what
makes it such a useful tool for the exploration of practice in the context of
our research. Specifically, the models four steps and the ways design relates
to them support our understanding and development of a practical view of
the identity formation process at the early stages of the research (literature
review). We used this perspective to draft our case study questionnaires and
to enhance the analysis of the interviews. Within a broader scope of
researching the reality of a museums group, based on this model, our
previous research, and the literature review, we were able to ask questions
that directly answer to the strategic importance of design.
We would now like to introduce the museums case study and offer some
insight into our interviews with professionals in the sector.
Case Study
Based on the findings of our previous research and those yielded by extant
literature at this stage, we drafted questionnaires and conducted interviews
with two senior managers, a curator, a designer/design manager, a project
manager, the Marketing & Communications Officer, and a researcher who
had been investigating the circumstances of the organisation for about two
years. They all work for a North-East English museum group (Tyne & Wear
Archives & Museums, comprising 12 venues, and attracting 1.5 million
Design and Identity Formation in Cultural Organisations Strategic Performance
1517
visitors per year). The interviews were focused on design and branding, and
on how projects were managed strategically. Questions included:
- What does design mean to you?
- How is design linked to the various strategic aspects of your work
within the organisation? (e.g. the brand concept, corporate identity
and the missions of the museum).
- How can design serve or influence the vision of the museum
(strategic direction of the groups individual venues/brands and
expression of a distinctive or common identity)?
- What are visitors expectations, and how can design be used to
meet them? (e.g. ability to manage design as a means that facilitate
a dialogue with individuals).
- How central is design to the brand identity at both the project and
corporate levels? (e.g. design used as a core element in the search
of a clearly defined identity).
- How can design serve or affect the role the museum plays in the
formation of identity of your audience? (e.g. do employees
perceive design as a vehicle for engagement with the audience and
identification with the brand?)
In answer to these and other questions, our participants shared with us the
following observations:
Marketing & Communications Officer. Design is about yielding aesthetically
pleasing, easily accessible, and useful outputs for the audience. Design
reflects the values of the brand and essentially materialises them for
specifically targeted groups. It also helps to make the offer interesting, by
encouraging people to be part of the brand, lending consistency, enhancing
brand recognition, and allowing people to develop positive associations with
it. As an example of how this affects my work, take the recent capital
development and renovation undergone by one of our museums. Initially
we built our design approach by contacting marketing research firms in
order to define who the target audience was and consult on the image we
should reflect. In the future, we would be very interested in exploring the
following aspects:
PITSAKI, RIEPLE
& NIXON
1518
Internal Design and Brands management looking at the brand system
of the group or hierarchy in order to establish brand values for the
TWAM brand and also for the 10 venue brands (9 museums/galleries
and the archives) and mapping how these might align with corporate,
venue, and stakeholder objectives. Working with our internal staff and
stakeholders to establish what the perceived corporate identities are
with a longer-term view in order to develop and communicate values
that match objectives and which will be embraced by staff.
External Design and Brands management this should involve
exploring how TWAMs audiences (public) perceive TWAMs brands and
their corresponding corporate identities particularly the venue
identities, but also the overarching TWAM brand. This would indicate
whether the audiences perception matches the internal brand values
and corporate objectives.
Establishing better coordination between internal brand expressions and
external brand image would bring tangible benefits to TWAM by helping us
align our stakeholders objectives with our own, and by allowing us to
determine whether our brands and branding systems are working
effectively. This is particularly crucial to our organisation, at a time when
public funding is severely limited, forcing TWAM to make sure it is using its
resources efficiently and effectively, in order to maximise performance and
ensure that both internal and external audiences are being served.
Having a unified approach towards design and branding systems is an
integral component of achieving a sustainable and quality museum service.
Brands that are more clearly and consistently expressed, both internally and
externally, can help us build greater confidence in our museums and
galleries. This is important for stakeholders and the public their
attachment to our brands will ensure repeat visits but also, during a time in
which museums are striving to be more commercial, this step will also help
sell the museums products and services, and ultimately, raise revenue.
Manager A: We recently went through a complete renovation of the
museum, for which we outsourced the design services to London-based
agencies. There are projects that we can only carry out working with internal
designers, because that allows for better planning of the work and more
effective exchange of ideas and expression of our identity. However,
internal designers can easily grow too accustomed to a venue, and so in
Design and Identity Formation in Cultural Organisations Strategic Performance
1519
many cases, its preferable to bring in a new, fresh approach. I believe that
designers play an important role in our processes, because they actually
execute the ideas we hope to get across, and they help us develop the
narratives we wish to tell through the exhibited collections. I like getting
designers involved from the initial concept stage. Designers can explore a
question and tell us what we might do differently. Innovation can happen
when the sky is the limit and designers can help in that by suggesting
innovative ways to access objects. Every organisation has certain pre-set
principles, but instead of telling every story an object could possibly have,
we should try to tell the story that best matches our particular
organisational principles (i.e. the principles of the corporate brand and
identity). Museums should help people to understand their place in the
world, and define their identity; design is integral to how they access and
experience the museums cultural offerings. Design also serves as a bridge
between what the curator intends to share, and how people experience it or
engage in a dialogue with it. This has become very obvious in interaction
design.
Manager B: Design adds professionalism and makes everything more
appealing. Web design has become crucial to what we do and how we
engage people. There is a shift needed in the way museums learn about
peoples interests and what museums stand for. Museum strategy is moving
towards more inclusive approaches where the public shapes (designs) the
exhibitions. Our offices role is to co-design the museums offers with the
community. Therefore, user-centred methods that are regularly applied in
design fields can help us better discover what local communities need.
Museum visitors expect to acquire knowledge and have enjoyable
experiences. Design can make these experiences more inspiring. A heavier
focus on design would mean a greater focus on experiences that are
developed more holistically.
Design Manager: Design makes our strategy visible, and therefore it is
crucial that it is managed in a consistent way across the various projects that
we take on simultaneously. Consistency also has to do with the budgets
allocated to different projects; in these times of austerity and diminishing
returns, low budgets can have a significant impact on the quality and scope
of design, often forcing designers to be ever more creative, in keeping with
the age-old axiom doing more with less. This attitude has a major impact
PITSAKI, RIEPLE
& NIXON
1520
on strategy implementation and normally results in less efficiency and
poorly communicated brand identity.
Curator. Design means many different things to me: 2D graphics, 3D
displays and products, branding and logos, the specific atmosphere you
create in a determined space, the coordination of all these and, ultimately,
the entire experience of the exhibition altogether: the meaning of what is
displayed, the messages that the visitors perceive and what they generally
derive, the quality of information and how accessible it is, the notion of
breaking cultural barriers. Design is absolutely crucial to our work as
curators; if it goes wrong, all our efforts could be wasted or completely
compromised. Meetings with designers should take place in order to
achieve good understanding. We need to engage with them closely, and
ideally, they should grasp very quickly what we are trying to achieve and
what our main idea is.
Project Manager. {...} In the context of this specific exhibition, design
underpins the entire process at all levels of the project. It is a kind of
framework that helps to define the theme and various aspects of what we
want to achieve. It also has to do with practical issues, like bringing in the
designers and giving them a brief about how the exhibition should look. In
our most recent project, designers came in towards the end of the process,
mainly due to budget limitations. Design encapsulates the creativity that
should be brought into the process early. It makes things relevant,
appealing, and fresh to the audience. It suggests something unique and
brings about a context that encourages people to get involved. Visitors
expect to get inspired and become enthusiastic about their experience. In
that sense, design should challenge, respond to, and surprise visitors,
suggesting a meaningful journey and making them want to be part of it.
The findings from our interviews added new perspectives and confirmed
several of the pre-established functions of design and its link to strategy and
identity formation. In the following section, based on the insights of the
interviewees and their contrast with prevailing views from the literature, we
offer some conclusions about design and identity formation in cultural
organisations strategic performance.
Design and Identity Formation in Cultural Organisations Strategic Performance
1521
Conclusions about strategic performance
Following up on our theoretical discussion of the role of design in the
formation of brand identity (and identity shared with
customers/consumers), we wanted to explore these aspects in practice. We
were interested in confirming whether professionals at cultural
organisations think that the expressions of brand identity should also take
place internally and whether they apply this belief in their day-to-day
performance. In addition, we wanted to understand what design means to
them and to what extent they see and use it as a key element of identity
formation (e.g. the identity of the products/projects and organisations they
work for). In light of previous experience, and also because we interviewed
employees with different specialisations (senior managers of creative
projects, curators, design and programme directors), we expected to
capture very different perspectives. In addition, we were prepared to listen
to ideas that refer to design or branding without the interviewees actually
being aware that they were talking about these; they could refer to design in
the way we define it in the design management discipline without realising
it, perhaps because they lack the necessary theoretical background or are
not familiar with design management and branding concepts and principles.
For example, in the abovementioned transcriptions, we read testimonies
about the organisational principles to be followed in any project. We
believe that these principles refer to corporate or brand identity, although
such terminology is not explicitly used by the interviewee. Furthermore, in
the cultural industries, discussing marketing and branding is often avoided;
arts professionals often consider marketing to bring about a commercial
perspective that clashes with a pure notion of art and its purpose.
Consequently, we had to read between the lines of the transcripts. In that
sense, the analysis of the interviews was challenging and involved
contrasting knowledge from various fields mainly design management,
project management, marketing, cultural management and curation with
the responses we received.
More specifically, with respect to the outcome of our research, we might
say that design in association with strategy aims to create distinctive
products, services, and experiences which deliver value. In addition, it serves
to make this value difficult to substitute or imitate. In that sense, design is a
strategic resource that can shape the offer and the organisational or product
identity. Furthermore, it provides tacit guidelines that shape employee
behaviour and ensure coherence in the organisations offer (Rieple &
Pitsaki, 2011). These strategic approaches to design apply to most sectors,
PITSAKI, RIEPLE
& NIXON
1522
and can be contrasted with applications that are likely to be central to the
cultural industries. It is relevant to note that we consider museums to be an
important category of cultural organisations and one which is highly
representative of a generalised reality in the cultural sectors. When it comes
to the active use of design as a strategic tool, museums, galleries, and art
foundations are comparable to publishing houses, music production
companies, and theatres. Among cultural organisations and in relation to
identity, we find fashion enterprises to be the one category that uses design
in a more advanced and sophisticated way. In other words, professionals in
the fashion sectors are more aware than those in other cultural sectors
about the importance of design as key element of identity formation, and
consequently, more aware of its strategic performance. Therefore,
museums remain an intriguing and interesting area to investigate.
Below follow some conclusions yielded by our research on design,
strategy, and the cultural sectors:
Design is a means of developing identity and, therefore, represents a
key strategic tool for cultural organisations. Through aesthetics, function,
communication, and the capacity to keep an offer connected to the
organisational principles or brand elements, design allows individuals to
share their values and to see their own identity reflected through the brand.
It therefore leads to stronger bonds and a steady exchange between them
and the organisations behind them (Pitsaki & Rieple, 2013). Design shapes
an organisational or product-group identity or brand so that employees and
consumers alike understand what the organisation is about (Kuksov, 2004).
In this paper, we are particularly interested in underlining the
importance of design as a contributor to strategic performance, and in
demonstrating that it cant be treated as an attribute external to the cultural
offer. Indeed, design is a core element of any kind of tangible or intangible
value delivered in the cultural sectors. It is itself a significant strategic
resource that delivers economic, symbolic, aesthetic and functional values
and that therefore should be aligned with the stakeholders main
objectives. In the cultural sectors, the search for coherent competitive
advantages becomes more and more imperative. Trying economic times and
spending cuts call for a more strategic focus on the ways in which cultural
organisations operate. Design can play an important role in this
circumstance.
Design and Identity Formation in Cultural Organisations Strategic Performance
1523
The interviewees admit that design makes the museums offer more
attractive and likable; facilitates a long-lasting relationship and dialogue
between the museum and its visitors; and enables more meaningful
interactions between the brand and its audience. Furthermore, our
interviews confirmed that design within the cultural industries is often
perceived as an element of quality and innovation. This notion was also
confirmed in the literature: Cooper & Evans (2011) show that design is a
differentiation factor and delivers value through aesthetics and innovation.
Therefore, it should be implemented as an integral part of the
organisations strategy (Pitsaki, 2013). Furthermore, as one of our
interviewees, the researcher, suggested, Design is integral to how we tell
stories and how we interpret things, and it becomes even more relevant
when we use technology, because it allows people to more directly interact
with exhibits or archives. Design is connected to the museum's essential
function, in the sense that it engenders dialogue about identity, and allows
people to reflect on and feel proud of an effective exhibition. Design shapes
the exhibition by playing a role in peoples emotions and empathetic
faculties.
In addition, design proved to be a key element of identity formation
and communication. Through their choices, people share the museums
identity and can potentially become part of it. Design is a key component to
both the processes of forming identity (e.g. the brand) and sharing it (e.g.
aesthetic value, cultural content, meaning, etc.). Therefore, it should be
managed within the context of an institutions strategic goals. Part of
TWAMs strategic plan indicates a mission to help people determine their
place in the world and define their identities. Through their cultural offer,
museums narrate true stories, educate people, and shape peoples aesthetic
tastes values. This is clearly reflected in TWAMs vision, as well as in its
strategy. Moreover, this vision should be manifested first and foremost in
the way the organisation establishes its own identity, its corporate brand
(TWAM) and its individual brands (12 venues/museums).
Furthermore, design is a significant contributor to brand consistency
and coordination. In the lifetime of a brand, constantly changing external
factors and general management decisions can jeopardise the stability of
identity and the projection of a clear image thereof. Consequently, it is
necessary to carefully manage the brand in order to achieve consistency in
all core elements and communications. Design contributes to the strategic
management of the brand by ensuring parity across different brand levels,
such as the corporation and the product levels. Furthermore, the
PITSAKI, RIEPLE
& NIXON
1524
coexistence of several brands in any cultural organisation makes their
management and alignment with strategic aims somewhat complex. For
example, in the case of TWAM, there is an institutional brand, 12 venues /
museums brands, and several exhibition brands. More specifically, moving
from top to bottom in a brand hierarchy, we find the group brand (TWAM),
the corporate brand (the Discovery museum), the product brand (the
exhibition), and the artist or exhibit brand (a specific artefact relevant
enough to constitute a focus of the museums marketing communications,
(e.g. the bulb of Joseph Swan). Therefore, every curator or project manager
should consider how the specific exhibition connects to the museums
overall brand (the Discovery) or the overarching institutional brand (TWAM),
and should carefully incorporate the elements that make the exhibition part
of a clear vision, as previously defined by the organisation. In brand
hierarchies and architecture, design acts as a visual and content connector
between these, facilitating coordination, and enhancing the fulfilment of the
strategic aims across all brands and at all identity management levels.
To conclude, we might say that design is a strategic resource for the
formation of a clear identity, and it should always be managed in a way that
reflects this strategic importance. A good model for design management is
needed in order to bring about the corresponding contribution to cultural
organisations identity and how individuals connect to it. Design is an
indispensible part of what the organisation does and stands for. Finally, the
present paper has aimed to introduce an approach that bridges the gap
between the business and cultural perspectives.
References
Cooper, R. & Evans, M. (2011). Revisiting Strategy: the role of design in
strategy. 1
st
Cambridge Academic Design Management Conference
Proceedings, Sep 7-8 2011, University of Cambridge.
Haberberg & Rieple , A. (2007). Strategic Management: Theory and
Application. Oxford, Oxford University Press.
Hatch, M.J. & Schultz, M. (2001). Are the Strategic Stars Aligned for your
Corporate Brand? Harvard Business Review, 79(2), 128-134.
Gyrd-Jones, R & Rygaard Jonas, L (2014). Where is the Brand? Multiple Level
Brand Meanings in Retail Brands, 9
th
Global Brand Conference,
Hertfordshire Business School, April 9-11 2014.
Keller, K.L. (2003). Strategic Brand Management. Building, measuring, and
Managing Brand Equity. New Jersey: Prentice Hall. (1
st
ed. 1998).
Design and Identity Formation in Cultural Organisations Strategic Performance
1525
Keller, K.L. (2013). Strategic Brand Management. Building, measuring, and
Managing Brand Equity. Global Edition. Pearson Education Limited.
Kuksov, D. (2004). Buyer Search Cost and Endogenous Product Design, in
Marketing Science 23(4), 490-499.
Pitsaki, I. (2013). Managing Design for Successful Cultural Products and
Brands. AIMAC 2013, International Conference of Arts and Cultural
Management, Bogota, June 26-29.
Pitsaki, I. & Rieple, A. (2013). Design In Strategy: the case of cultural
organisations. Cambridge Academic Design Management Conference
Proceedings, Sep 4-5, 2013.
Pitsaki, I. (2011). Strategic Brand Management Tools in Publishing. The
International Journal of Design Principles and Practices. Common Ground,
Australia Volume 7, Issue 2, pp. 85-96.
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Products. Cambridge Academic Design Management Conference
Proceedings, Sep 7-8 2011, University of Cambridge.
19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper on this conference proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Designing Organizations in the CCI
Johan KOLSTEEG
*a
and Frido SMULDERS
b
a
Utrecht University of the Arts;
b
Delft University of Technology
Drastic cuts in government budgets will force cultural organizations to
reconsider their position by initiating internal discussions on how to avert the
risk of these cuts. In order to avoid gradual withering of their proposition,
cultural organizations will increasingly search for new organizational
constellations with new business models. Converting the cultural organization
into a hybrid organization combining cultural as well as business values, is
one of the options and a major challenge. There seems to be pressure on
preserving the cultural values that belong to the artistic core.
This paper investigates the application of the IDER-model, that combines
design thinking and design related implementation theories that take the
potential conflicting value systems into account as well as a focus on the
subsequent realization of associated organizational changes. An additional
challenge is to realize the new structure in a way that it stays flexible as were
it of a prototypical nature. Based on this theoretical discussion the paper
proposes an agenda for future research to generalise our findings. The model
explicated in the paper relates to the fundamental choices underlying the
adaption to external changes through hybridization.
Keywords: Hybrid organizations; creative organizations; design thinking
*
Corresponding author: Johan Kolsteeg | e-mail: johan.kolsteeg@hku.nl
Designing Organizations in the CCI
1527
Introduction
The position of cultural institutions is currently under discussion from
various angles. From a cultural-sociological angle, they are encouraged to
actively redefine their position as bastions of imagination in an increasingly
flat, instrumentalized and neo-liberal society (Gielen, 2013). From that neo-
liberal angle, the culture-political discourse in the Netherlands pushes
subsidized cultural organizations into the direction of cultural
entrepreneurship and increase of self-generated income, i.e. ticket sales and
sponsoring, as a solution to the financial problems that follow from the
governments reduction of subsidies for arts. In these debates, the structural
elements of cultural organizations seem to remain undiscussed. Gielen
foresees institutions to pick up new and urgent culture-societal
responsibilities from within their traditional structural and regulatory
confines. Also, the culture-political discourse surrounding entrepreneurship
doesn't automatically promote a fundamental organizational discussion
(Kolsteeg, 2014).
Still, by interpreting the term entrepreneurship beyond its intended aim
of merely financializing existing operations, some, but few, organizations
move in the direction of re-evaluating their business model and developing
new public-private, hybrid organizational structures. Examples are found
concerning the combination of public libraries and commercial bookshops,
cultural foundations that start separate, for-profit ventures to realize
commercial offers for new target groups and museums mediating
commercial activities for artists, such as artistic interventions. The
underlying reason cultural organizations have difficulties in building new
business or hybrid organizations is because the value system belonging to
their cultural core diverts too much from the value system as dominant in
business. There is no experience with this type of process and there is no
institutional bedding in which such fundamental experimentation is
appreciated. A strategy of hybridization seems a promising avenue for
adaptation, considering the above mentioned discourses. However, the
literature doesnt tell how organizations could change and transform into a
hybrid organization, hence the subject of our paper. We aim to present a
potentially interesting model that could explicate and address possible
dilemmas encountered in organizational redesign and that could be of help
in making such a transition.
First we will focus on what hybrid organizations are and some of the
challenges these atypical organizations could encounter. We will discuss
hybrid organizations and possible obstacles as found in literature and
KOLSTEEG & SMULDERS
1528
elaborate on the essence of the dilemma encountered in the cultural sector.
Then we will introduce the IDER-model and finally apply this to the situation
of an imaginary organization in the cultural sector that aims to make a
transition towards becoming a hybrid organization.
Hybrid organizations
As indicated earlier the transformation of cultural organizations from an
organization with one specific goal and associated operational processes to
an organization with multiple goals and operational processes is suggested
to be one of the promising strategies to adapt to changed external
circumstances. A hybrid organization understood in this paper is an
organization that simultaneously operates in the public and the private
sectors, hence combining different activities and revenue streams, different
values and cultures and different modes of governance. (Brandsen, Karr, &
Helderman, 2009, p. 4).
There are barriers and risks to realize the hybrid organization. Among
these risks are financial risks, risks involved with combining different
organizational cultures and risk, experienced at the political level, of losing
control. Looking at hybridization of organizations (in a non-cultural context)
Brandsen et al. find however that "some of the supposed risks do not
necessarily materialise and opportunities may be salvaged (Brandsen et al.,
2009, p. 3) if proper conditions are met. These conditions pertain to
resistance to pressure at cultural level, and an institutional effort to create a
framework against which the financial performance of organizations could
be judged (ib.).
Tensions in processes of hybridization do not tend to threaten the
structural integrity or quality of the provided services, is a point made by
Karr & In 't Veld (2007, p. 200), who suggest the discussion on hybridization
should focus less on the acceptability of hybridization as such, and more on
how positive effects can best be effectuated, and how negative effects can
best be limited. Among the factors that can make a process of hybridization
into a success, Brandsen et al. found a sound professionalism that makes an
organization more resistant to the pressures of hybridization at the cultural
level and the existence of clear generic guidelines concerning the
administrative handling of diversified funding streams (id.).
Successful combination of organizational cultures, modes of governance
and underlying value systems, it seems, requires careful approach of cultural
organizational differences, realistic - not overrated - estimate of risks, clear
Designing Organizations in the CCI
1529
financial agreements and a lets do it-attitude. So for hybrid organizations
to be successful, one needs to keep a clear eye on all the differences settled
within the various parts of the hybrid.
Cultural organizations in transition
For the cultural sector we follow the definition of the hybrid organization
posited by Brandsen et al. (2009) and understand a hybrid cultural
organization as an organization that simultaneously operates in the public
and private sectors and simultaneously operates different operational
processes. An important addition to this definition is that a hybrid
organization combines, as quoted above, not only different activities and
revenue streams, but also different values and cultures and modes of
governance (Brandsen et al., 2009). Also Mommaas describes hybridization
(in this case in the context of cultural clusters) as moving beyond
conventional subsidy-based coalitions towards hybrid, public-private
models, based on a mixture of resources and management relations []
(Mommaas, 2004).
The combination in cultural organizations which is encountered more
often, that of a financial model based on diverse (i.e. institutional and
private) sources of income, does not make such an organization hybrid in
this definition. Instead, successful hybridization needs to be found on the
level of integration of cultures and values that are traditionally experienced
to be distinct: values related to the artistic core of an organization, and
values related to the process of economic transaction, embedded in a
conducive culture-political context.
Obstacles seen from a theoretical perspective
As stated above, hybridization of cultural organizations remains a rare
phenomenon, which is not surprising knowing that these organizations have
typically a limited size and a small amount of associated resources. An
analysis of strategic documents of Dutch cultural organizations shows that
they all describe pragmatic partnerships with organizations inside the
cultural sector, while cooperations with private organizations outside the
cultural sector are virtually absent (In t Veld, Gerdes & Gooskes, 2012: 29).
Cooperation is not the same as hybridization, but they both pertain to
finding a productive interaction between, or better a transcendence of the
dichotomy between artistic and economic values.
KOLSTEEG & SMULDERS
1530
The inhibition for cultural organizations to open up to a non-cultural
context is inherent to the current culture-political discourse. Based on
research done in the Netherlands by Kolsteeg (2014) we identify following
issue. The process of strategy formation in cultural organizations is
predominantly based on the values of artistic identity and network position,
which affects strategic deliberations on topics such as growth and
development. The government introduced the term entrepreneurship in the
culture-political discourse as a financial strategy that hardly addresses
values like risk-taking, creativity an artistic identity, values which are
traditionally strongly represented in cultural organizations. As cultural
organizations attempted to relate to entrepreneurship, it became a
discursive topos, removed from the cultural organizations true concern:
their artistic development.
Kolsteegs research illustrates how innovative entrepreneurial behaviour
in the cultural sector is in fact systemically inhibited. An additional element
is that the moments in which cultural practitioners are held to define their
cultural/economic position vis vis their subsidisers are relatively scarce.
This is different in the for-profit creative sector, arguably the forefront of
creative and organizational innovation. Here, the practitioner is held to
continuously explicate the creative/economic balance in the daily routine of
interacting with clients. For-profit creative firms tend to experience the
relationship with their context as enabling to tactically overcome the
dichotomy of creative and economic values. Here, we see a field where
innovation and entrepreneurship lead to, among other things, innovative
organizational constellations (network organizations, project organizations,
to name but the most obvious ones) that are recursively related to the
context in which they are embedded (Scott, 2006: 4). The institutional
context of cultural organizations contributes to the lack of entrepreneurial
and cross-over activities and furthers organizational rigor. So obstacles for
hybridization can at least be found in an equivocal culture-political discourse
which does not adequately define the relationship between cultural and
economic values and a lack of routine in cultural organizations to define
their artistic-economic identity. Hybridization, understood as a combined
public-private organizational constellation around a cultural-economic core
activity, needs to break this discourse in order to successfully combine
cultural-economic values.
Designing Organizations in the CCI
1531
Examples of hybridization in the cultural sector
Hybridization of cultural organizations is a relatively new research
subject. A preliminary conclusion from research conducted in 2010 among a
(relatively small) sample of hybrid theatres in Finland is that hybrid theatres
(here understood as private theatres with public ownership) showed that
these theatres more resembled public theatres than private ones, in that
norms and practices related to public governance, like using permanent
employers instead of temporary ones, are more easily adopted to the
theatres activities. (Ruusuvirta, 2013: 234). Mixed-owned theatres are not
independent from the public sphere nor are they fundamentally
autonomous and in control of their own affairs, making it hard to
understand what the advantage of hybridization is. Basically, the tension
between cultural and economic value systems is captured in a discursive
compromise, instead of capitalizing on strong points of the public and
private constituents, for instance the fact that private theatres tend to be
more efficient than public theatres.
In the Netherlands several examples of business diversification that
point into the direction of hybridization present themselves. A well-known
example is forming constructions that improve real estate exploitation for
example of a private museum housed in a municipal building, or museums
or theatres developing hospitality activities as a side business. Also, there
are examples of organizational ramification: subsidised cultural
organizations developing commercial (side) products, for which they set up
a new organizational entity. One step further into the direction of
hybridization is a combination of separate organizations in the same
creative field, found in the example of a municipal library that rents out
space to a bookshop.
In general, the existing examples in Holland and Finland suggest that the
cultural municipal paradigm is the most dominant one when thinking about
innovation of organizational form. They are strategies to secure the cultural
offer in a city and rescue exploitation of existing organizations, with the
cooperation of the local administration. Observed hybridizations are
restricted to the financial operational area of cultural organizations and tend
to lack a fundamental redefinition of the relationship with the context. They
dont fundamentally address issues pertaining to for instance the
organizations societal position or the essence of the cultural product they
present. They reflect the characteristics, nor do they describe a new cultural
offering in relation to societal discourses.
KOLSTEEG & SMULDERS
1532
We suggest it would make sense to frame hybridization in this discourse
and investigate whether a fundamental process of redesign and
reorientation is imaginable that allows a reassessment of the relation
between cultural and economic values in which the underlying discourse of
arts support, which at least in the Netherlands keeps artistic-creative
elements separate from political-economic ones, is problematized leading to
a perspective of artistic-economic identities. Such an angle would lead to a
designerly approach of the need for change, taking internal and contextual
circumstances as equally important drivers for change and co-evolution, to
coin Lewin and Volberda (1999). The reason to evaluate hybridization of
cultural organizations from the designerly perspective is:
The combination of public / subsidised and private / commercial
activities is positioned as a logical answer to both the culture-political
discussion on, and financial consequences of the retreat of government
support, and the societal-political pressure on the cultural sector to
establish stronger relationships with non-cultural sectors. The development
of solutions for this problem seems to involve sensitivity for underlying
discourses on the relation between culture and economy, and sensitivity for
traditional institutional roles and responsibilities. One could identify these
elements as variables in a design process. The question discussed in the
following paragraph is how the societal repositioning of cultural
organizations can be unerstood in terms of the IDER model.
Problem statement
Cultural organizations are challenged to develop new organizational
constellations that can secure the future of their artistic mission.
Hybridization is observed as a potential strategy to avert the risks faced.
CulturalLewin and Volberda (1999) organizations are however inhibited to
explore this by the dominant cultural value in strategy (Kolsteeg, 2014) and
their traditional operational routines (Ruusuvirts, 2013). The development
of organizational innovation that transcends traditional cultural/economic
routine and brings organizations from the conceptual level to realization,
poses a fundamental design challenge.
The IDER-model
The recent application of design thinking to many situations is received
very well in business because it seemed to be of help to break out of present
Designing Organizations in the CCI
1533
settings, small alleys of thinking and repetitive ways of acting. Liedtka and
Ogilvy (2010) pointed at the differences between traditional managerial
attitude and a designerly one (Figure 1).
Figure 1: Comparing business and design attitudes (source Liedtka and Ogilvy 2010).
Thinking out of the proverbial box for identifying new avenues, blue
oceans and attractive horizons brought design thinking inside the business
discourse. On the other hand this univocal use of design thinking received
some mixed feelings in the design research community, in terms of, this is
our territory, we know this best, etc. However, the design community could
also see this as an opportunity and help to explore unknown design
territories. The application of design thinking beyond its traditional field of
application could bring essential contrast that leads to additional
perspectives on the field of design research. One of such perspectives is to
describe the original organizational context of where design thinking had its
roots, namely the context of industrial product development (Smulders,
Dorst & Vermaas, 2014). In that particular context one could observe that
after design has delivered the concept for a new product a phase of product
and process engineering prepares that concept in such a way that it can be
produced, transported and sold to customers, that is, to be realized. The
engineering activities form the bridge between the concept from the D-
phase and the operational processes like purchasing, production, logistics
and sales in the R-phase. Engineering in its widest sense validate and
consolidate what ever comes out of the D-activity and this goes beyond the
product only. Also all other operational processes that need to undergo any
form of adaptation need to go through an engineering cycle. According to
these authors, the end result of the product innovation-cycle is not so much
KOLSTEEG & SMULDERS
1534
only a new product on the market, but an adapted socio-technical reality
covering all organizational processes including the adapted processes
related to the customers. This in a sequence is first Design, then Engineering
and finally Realization of what has been developed, hence DER.
Although ideas could come from anywhere, in most models of product
innovation there is also a phase preceding the actual design of the concept,
namely the front end of innovation. During the front end, often referred to
as fuzzy front end, market research, market analyses, need assessment, etc
takes place. Smulders et al. refer to this as Initiating phase and in
concordance to the literature this phase covers the work aimed at scoping
the upcoming innovation activities and typically ends with a project brief.
Seen from this perspective the full-fledged cycle that surrounds the actual
design activities reads like IDER. As one IDER-cycle already results in
organizational change (Smulders, 2006; Junginger, 2008), be it minor, then
many IDER-cycles over time may result in a totally different company. Think
of the organization of Apple thirty years ago with the Lisa and now with the
wide spread of market propositions.
For the argument developed here we need to go one level deeper into
these phases and describe these as socio-technical systems. In companies
that are to some extent healthy and profitable, a certain routine level must
have been reached in all of these phases. The application of all these
routines will result in the regular development of new products and new
business. In other words, they know what they should do to initiate, design,
engineer and realize new products. And they here stands for series of
disciplinary and specialized actors, in the fields of marketing, consumer
research, formgiving, electronics, software, mechanical, moulding,
processing, assembly, etc. For a company like e.g. Cannon-Oc, these easily
amount to 300 people that all have their own discipline related contribution
to the various IDER-phases. So 300 people that are responsible for renewal
of the product portfolio and not just have their disciplinary routines, but
also their interdisciplinary (boundary crossing) routines. The latter sets of
routines are a necessary prerequisite for interdisciplinary coordination and
synchronization (Smulders, 2006). In total, one should see the respective I,
D, E, R routines as (specialized) capabilities that in a combined matter
enable an organization to innovate and adapt to changed external
circumstances.
At least, as far as they concern the development of new business
propositions. Good to realize that each of these capabilities is much wider
than just the dominant activity. For instance, the engineering capabilities
Designing Organizations in the CCI
1535
not only cover the making of calculations, the detailing of the design but
also cover the planning of the production ramp-up in the R-phase. Even so,
the purchasing of materials, outsourcing of injection moulded parts, the
division in sub-assemblies, layout of production and assembly lines, etc. Also
the I, and D activities cover a total set of integrated capabilities that
together stand for respective initiation and design work. Finally, these
IDER-phases are not just separate steps with hard transitions that end the
former and start the next phase. To a large extent, these phases overlap and
slowly fade away as progress moves on towards final realization (Authors,
2014). The problematic element of embarking on more disruptive forms of
innovation could be found in missing capabilities and knowledge structures
to bridge between the conceptual idea and the realization (Authors, 2014),
that is, there is no engineering knowledge in its widest sense.
In the next section we will map the IDER-model over the problem as
introduced earlier in this paper.
The CCIs challenge through the lens of IDER
The first section of this paper described the problematic situation of the
cultural organizations within the Creative & Cultural Industry (CCI). It
foremost illustrated that these organizations have trouble to adapt to the
changing environment. This is not to say, that these organizations dont
adapt at all. Of course, they made many changes to buildings, the programs
they offer, the quality of the programs itself, etc. They are surely capable to
do that. In terms of the IDER-model, these adaptations are better indicated
with the lower case letters ider, illustrating that these changes are
variations within one and the same frame. These minor adaptations made it
possible for these organizations to keep fulfilling their cultural function in a
more or less stable environment. Now the world is different and in order to
survive larger adaptations are necessary. This raises the question as posed in
the introduction, do these organizations have sufficient capabilities,
meaning, do they possess the right IDER-capabilities for transforming their
organizations? It is at least questionable, whether deployment of their
present ider-capabilities will make it possible.
For CCI-organizations to deploy a sustainable hybrid organization, two
things need to be taken into account. First, there is the transformation from
non-hybrid to hybrid, and second there is the successive adaptation to again
changing external influences once it has become a hybrid organization,
meaning in parallel to making the transformation it also needs to build up
KOLSTEEG & SMULDERS
1536
sufficient innovative capacity to become sustainable. Although we limit our
focus to the first, we will apply a product innovation cycle as a carrier to
realize that transformation. The product innovation cycle as by itself helps
to change the conversations (Ford, 1999; Smulders, 2006) and by that
changes the organization to the hybrid state.
I = Initiating the hybrid organization
As said, the initiation process aims to create an understanding of the task
related to the upcoming innovation process including the possible changes
and adaptations to the present socio-technical reality. In the case of
hybridization, organizations need to make sure they do realize what the
consequence of such an innovation process could be and subsequent make
sure to structure the remainder if the IDER-cycle accordingly. Hybridization
must be understood in relation to - or as a consequence of - product
innovation. Cultural organizations have a routine in developing products
inside the traditional cultural paradigm, but need to be challenged to
develop products in a new hybrid artistic/economic framework. Initiating a
new product life cycle here refers to initiating a new product-type life cycle.
A routine needs to be developed in creating a cultural/economic proposition
including its associated processes without cannibalizing its present
processes and thus create the hybrid organization.
The constituents of the hybrid organization bring along their own
position and products additional to the present position. The new
organization needs to negotiate a position in a creative network and the
relation with the institutional context needs to be reformulated. Whether
the organizational form is designed to be permanent or temporary is not
relevant since change is the constant and not stability.
Initiating the hybridization by the identification of a potentially
interesting cultural-economic proposition is an innovation process in itself
aimed at framing the scope of the actual innovation process that is initiated.
Because of its possible disruptiveness such an I requires a large scale, open
design process which in itself perhaps contains an IDER loop, resulting in a
paradigm for the subsequent organizational innovation that will follow and a
validated direction for further development. Figure 2 aims to illustrate that
in each IDER-phase there is a dominant way of working that includes also
activities that are typical for the other three phases. Meaning, within I-phase
there is also D, E and R activities. The scope of what these activities
however, becomes increasingly smaller until the final details of socio-
technical routines are being set.
Designing Organizations in the CCI
1537
Figure 2: The nested processes of the IDER-model (based on Authors 2014)
Being an open process, the identification of the right partners by
engaging in various types of open discourses and way-finding search
processes resembles very much the fuzzy front end of product innovation.
Social activities as dialogue mapping in which the actors aim to create
coherence among the culturally divers backgrounds (Conklin 1995) might be
of help in identifying common ground. Once an interesting direction is
identified the first contours of a promising new concept might lure at the
horizon. At the same time new or changed conversations are initiated. Such
a strong feeling can be seen as the validation of the direction chosen and
points towards the readiness of the transition to the D phase in which the
concept for the future hybrid organization including the associated cultural-
economic propositions are further designed and validated.
To finalise the I-phase is to create a project team of organizational
actors, possible partners, budget and a clear assignment.
D = Designing concepts for new proposition and the hybrid
organization
The aim of the D-phase is to validate the frame that represents the
future hybrid organization including its first set of propositions. Further
piloting and collaborating with partners is of key importance. Inside this
cultural economic paradigm propositions can be (further) framed. For this,
co-creation seems to be the most logical way to go. The role of design in
cultural product development has been discussed by Pitsaki et al. (Pitsaki et
al., 2010) in relation to the multidisciplinary aspect of the cultural
experience. Taking the visitors perspective, or the visitor as the center of
Initiating
Designing
Engineering
Realising
me
KOLSTEEG & SMULDERS
1538
gravity around which all activities take place (id.) is a basic element that
influences not only the cultural good itself, but also marketing and
management. In design literature this is often referred to as user centred
design.
The concept of the proposition needs (at some point) to be accompanied
with the concept for the future hybrid organization and its processes. Not
necessarily all this need to be ready at the same time, but it needs to be
understood that such for that part of the new socio technical reality also a
concept is needed. Like during initiation, the concept also needs to have a
certain credibility or validation. Is this really what we are going to bring
towards realization? Is this what is going to help us in compensating for the
lost revenue streams from the government? Probing such hypothesis with
future partners and future customers could bring such validation. In fact
prototyping the new business with some sort of minimal viable product
(Ries) offer might provide huge learnings and insights that help to identify
possible flaws of the concept on one hand and ways to robustinize the
whole concept on the other hand. Here the actors are involved in reflective
conversations with reality and where they must maintain a double vision
(Schn, 1983: 164). An open perspective aimed at opportunities to change
the concept and an engaged perspective to increase its coherence at deeper
as well as broader levels. The stories resulting from these experiments
equally help to further strengthen the changing conversations and enriched
vocabulary as part of a new language (Lloyd, 2000). In fact, what happens
during probing and prototyping is running quickly (not dirty) through an E
and R phase to foresee what becomes important if we move full towards
engineering and realization. Finally it needs to be said that, if necessary here
a possible necessary change to the buildings of the cultural organizations
need to be initiated by involving an architect.
E = Engineering the proposition and the hybrid organization
Now the hybrid business concept and its propositions have reached the
phase in which becomes dominant a process of rational problem solving and
thus of engineering. This happens once we have a good and well supported
feeling of its potential success as well as the areas that deserve extra
attention during this phase. Here the collaboration with business partners
becomes much more intense and requires formal engagement. They might
contribute to the detailing of the business processes in such a way that
efficiency leads to profit. They know how to value customer experiences
into prices, they know how to create customer value by tweaking the
Designing Organizations in the CCI
1539
business model. Also contracts are being detailed in this phase and
structural changes to buildings are being made. The latter might of course
go through its own IDER-cycle with the involvement of an architect and
builders.
The engineering phase for the kind of business thed here covers lots of
testing and refining. Almost in such a way that the organizatison and its
propositions seamlessly transform to the realization phase.
R = Realizing the hybrid organization and its proposition
As mentioned there could be a seamless transition from the E to the R
phase. However, during all these transitions it is of prime importance to
keep on paying attention to the socio-dynamics of the people involved.
People do want to change, but dont want to be changed. So keeping an eye
on opportunities to support the actors in their change process is important.
But as we mentioned earlier, the whole process of realizing the hybrid
organization must not end up with the new organization casted in the
proverbial concrete as to remain flexible enough to adapt to new external
challenges. In fact, the realization of this first new situation must be seen as
the initiation of the next IDER-cycle. Meaning, if organizations successfully
transformed themselves into hybrid forms, then they need to be able to
innovate starting from that new hybrid organization. If not, then eventually
the cultural organization will still find its Waterloo.
Conclusions
We have suggested organizational hybridization as a possibly viable
strategic avenue for cultural organizations faced with the challenge to
redefine their societal, artistic and financial position. We have described
how the culture-political discourse poses systemic barriers for cultural
organizations to develop cooperation outside the cultural domain, let alone
fundamentally jeopardize their artistic identity. Our first conclusion is that in
order to further cooperation and hybridization, the administration needs to
allow an innovative entrepreneurial context.
Negotiating a position in a creative network and a new relation with the
administration introduces this administration as an actor in the design
process. This requires the administration to abandon the unilateral focus on
a control responsibility and investigate the possibilities of trust (and
regulatory safeguards) as a driver for the innovation of organizations, and
subsequently of the relationship between the cultural sector and its
KOLSTEEG & SMULDERS
1540
contexts. The administration could for instance be a broker for the
establishment of new product/organization combinations.
This article proposes to understand organizational hybridization as an
iterative process in which all stakeholders (local administration, audience,
the arts) share responsibility. Our conclusion is that since the IDER model
allows for sensitivity for design-phases as socio-technical constellations
connecting to existing inherited innovation routines in the organization,
hybridization understood along along this model leads to a process that
acknowledges the relationship between organizational form, cultural
product design, and clear artistic-economic positioning of the organization.
Once inside a new cultural-economic paradigm, a hybrid organization can
routinely produce and innovate cultural goods and services.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper on this conference proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Omnipresent Access: User perceptions in
new media ecosystems
Mark LEAL
*a
and Jon JELEN
b
a
Parsons The New School For Design;
b
Parsons The New School For Design
Technology has altered the world mostly in a pragmatic way - transportation
and mobility, energy generation and distribution, transformation of natural
resources into consumable products all changed human behaviors in that we
adopted and adapted in order to harness the obvious potential of such
progress in evolutionary speciation. Yet, the nature of information-centric
technologies is paradigmatic in that it alters the character of humans and
consequently the ways in which we relate to systems, experiences, objects,
and to each other. It is therefore of utmost interest to investigate to what
extent such impact occurs with the advent of yet another aspect of
information-centric technological ingenuity. The past decade under the
dominance of social media-related developments such as omnipresent access
to streaming video services has been particularly disruptive. It may indeed
have altered consumers perception of entertainment altogether. Extending
the existing framework of human-computer interaction with the novel
human-centered research approach phenomenography, an exploratory study
was conducted with 8 participants to define constructs that capture the
experience of consuming streaming video. Grounded theory-based analysis of
recorded interviews yielded five categories of variables that describe the
nuanced experiences of participants. These in turn could then be composed
not merely to conceptualize hardware and software development of
upcoming mobile technologies, but could lead to the design and development
of fundamentally different business models, digital experiences, and ecologies
of coproduction.
Keywords: Digital Culture; Phenomenography; Social Media
*
Corresponding author: Mark Leal | e-mail: lealm398@newschool.edu
Omnipresent Access: User perceptions in new media ecosystems
1543
Introduction
In October 2013, the Dell Computer company announced another tablet
computer, the XPS 15, complete with an HD+ display capable of showing
high definition programming streamed wirelessly through Wi-Fi and over
cell phone data (Whittaker, 2013). This tablet adds to the myriad of devices
on which to consume streaming video including televisions, cell phones,
video game consoles, computers, and other mobile devices. Also, Amazon
recently released "Alpha House and Betas, two originally scripted
comedies made available through the Amazon Prime Instant Video service
(Lewis, 2013). Amazons strategy to release originally scripted programming
is a response to the success of the online media company Netflix, who have
aggressively developed original content. With a data connection, these
streaming video services are made accessible through desktop and mobile
devices from anywhere and at any time. This convergence of technology and
digital content embodies the growing presence of ubiquitous computing.
Ubiquitous computing is commonly referred to as a post-desktop paradigm
for computing (Galloway, 2013). It includes any combination of networked,
mobile, embedded, location- and context-aware technologies (from GPS to
RFID to sensors and smartphones) that can support anywhere, anytime
communication (Galloway, 2013). Consumers of streaming content now
possess omnipresent access, or the ability to consume a vast and rapidly
changing library of content any time and in any place. Much research has
been conducted in the field of human-computer interaction (HCI), but what
qualitative effects does omnipresent access have on streaming video
consumers lives? How do these experiences inform the design of future
streaming experiences? The purpose of this pilot study was to explore the
human-centered experience of accessing streaming video on mobile
devices. Extending the abundant research devoted to usability and
technology focused systems, this study uses the framework of
phenomenography to understand and find meaning from experiencing
omnipresent access.
Human-Computer Interaction
Human-Computer Interaction (HCI) is a vast field of research that spans
from the 1970s until today. HCI has become an umbrella term for a number
of disciplines including theories of education, psychology, collaboration as
well as efficiency and ergonomics (Hinze-Hoare, 2007).
LEAL & JELEN
1544
Figure 1: HCI Components
Alan Dix, Janet Finlay, Gregory Abowd & Russell Beale (2004) define HCI
as the discipline that involves the design, implementation and evaluation of
interactive systems in the context of the users task and work. HCI
encompasses three components: the human, who is the user trying to
complete work using the technology; the computer, which is any technology
ranging from desktop computers to large-scale computer systems, a process
control system or an embedded system, which could include non-
computerized parts and other people; and the interactions which are any
communication between a user and computer either direct or indirect (Dix
et al, 2004, pp. 4 & 125). HCI research usually aims to create a more usable
system by creating interaction frameworks such as Normans model of
interaction (Dix et al, 2004).
Normans Model of Interaction
1. Establishing the goal
2. Forming the intention
3. Specifying the action sequence
4. Executing the action
5. Perceiving the system state
6. Interpreting the system
7. Evaluating the system state with respect to the goals and intentions
There is an abundance of HCI theories related to usability, however it has
been shown that HCI theories are not yet fully established and that the
discipline is highly fragmented, making it difficult to characterize a single
method of approach or even a set of accepted principles (Hinze-Hoare,
2007). Furthermore, HCI research that is related to usability tends to neglect
the cultural and emotional experience of the human using the technology.
Ann Galloway (2013) writes that HCI research has long brought together the
Omnipresent Access: User perceptions in new media ecosystems
1545
social and the technical, although cultural interest and methods are most
often used in the service of technological development and implementation
(pp. 53). Leading HCI researcher Alan Dix et al (2004) state, An
understanding of the capabilities and limitations of the human as
information processor can help us to design interactive systems which
support the former and compensate for the latter (pp. 55). Galloway (2013)
writes that the outcomes of HCI studies and research come down to
whether researchers privilege the technology or the people who use it (pp.
55). More HCI researchers need to conduct studies that privilege and
accommodate humans cultural and emotional interactions with technology.
Reeves & Nass (1996) argue that individuals interactions with computers,
television, and new media are fundamentally social and natural, just like
interactions in real life. Reeves & Nass (1996) continue, By understanding
the social and natural interactions with media, then there are a number of
unexpected ways to improve the design of media (pp. 8). Reeves & Nass
also point out that people are not evolved to twentieth century technology
and the explanation of how that interaction works will depend on the
psychology of the people who use them, not just the technology per se, nor
the industries that make the appliances and produce the content (pp. 12).
Phenomenography
In order to explore and interpret the cultural and emotional meaning of
experiencing technologies and platforms that deliver streaming video, we
chose to use phenomenography as a method to understand the nuances of
the lived experience. Shanna Daly, Robin Adams, & George Bodner (2012)
describe phenomenography as an interpretive, qualitative research
approach used to capture the variations that exist among differing
understandings of the same particular aspect of the world and reveals the
critical components that comprise that variation. Ference Marton (1981)
also stresses phenomenography as a tool to reveal the qualitatively different
ways of experiencing various phenomena. Marton (1986) further
strengthened his view of phenomenography stating, a careful account of
the different ways people think about phenomena may help uncover
conditions that facilitate the transition from one way of thinking to a
qualitatively better perception of reality (pp. 33). Daly et al (2012) share
this view stating that the value of using phenomenographic methods is the
ability to create a landscape view that encompasses diverse perspectives
that distinguish critical features of this landscape of awareness while
LEAL & JELEN
1546
simultaneously highlighting the relationship among these variations (pp.
193). The outcome of phenomenographic research is to create a categories
of description depicting the different ways in which a certain phenomenon
is experienced and the logical relationships between them.
Phenomenographic research has been traditionally used within the
study of learning, however it is increasingly being utilized in the professional
and business world to uncover customer insights. In a recent Harvard
Business Review article, authors Madsbjerg & Rasmussen (2014) state that
CEOs see a lack of customer insight as their biggest deficit in managing
complexity (pp. 82). Madsbjerg & Rasmussen (2014) observe that a growing
number of organizations globally have begun to apply sense-making
(phenomenography), having recognized that it can help solve some of the
toughest business problems, such as finding new growth, winning in new
markets, and capitalizing on cultural change (pp. 88).
Methodology
Procedure
Phenomenographic research requires qualitative interviews and
observations in the Grounded Theory-tradition. Grounded Theory interprets
a multitude of language and paralanguage-based subjective impressions
until it reaches saturation, i.e. the categories start emerging from the
interviews as repeating themes.
We conducted our interviews over three weeks at three sites: the Elmer
Holmes Bobst Library at New York University, the Eugene Lang College at
The New School, and the Directors Guild of America in New York City.
Participants were asked to list the devices they use to watch streaming
video and to verbally respond to the following questions: Why do you watch
programming online? How does it feel to watch on a mobile vs. a non-
mobile device? What does having access to programming on multiple
devices mean?
Finally, we asked each participant to send us a digital photograph of their
natural viewing environment, or where they typically watch streaming
video to enrich and triangulate our understanding of their verbal responses.
Criteria and Collection Procedures
We took an interpretive approach to this study, maintaining an open
framework with no specific end-point in mind. Participants responded
directly to questions, but veered off from the experience of streaming video
Omnipresent Access: User perceptions in new media ecosystems
1547
itself to more specific content that they enjoy. Phenomenography requires
openness as every response is relevant and that most participants will have
different words for similar experiences.
The methods to collect data were recorded interviews, note taking, and
photo-study. Transcribed interviews are useful to document the
participants lived experience and the recorded responses are used as a
reference to develop themes. Interviews were recorded with Smart Voice
Recorder developed by Smartmob Development, a voice application
enabled by a tablet computer. By taking notes and listing the devices they
use, more accurate reports about their viewing habits and how those habits
correspond to their chosen device could be documented. Participants were
instructed to take pictures of their natural viewing environment, which is
defined as where participants typically watched streaming video. By asking
each participant to send a photo, we hoped to gain an understanding of how
their physical environment contributes to their experience of omnipresent
access. The photo-study not only helps to further build the context of their
experience but can also illustrate their viewing habits in a more literal way.
Finally, a "Research Protocol" printout of the research questions was
used to record participant responses.
Analysis Procedure
Data were analyzed in three different ways. Participant responses were
summarized and transferred visually via mind maps. According to Hanington
& Martin (2012), mind maps can provide a means to visually represent
their unique thinking patterns in a nonlinear, visual way (p.118). In how this
is relevant to qualitative research, Hanington & Martin (2012) continue, it
allows us to summarize and test assumptions, make and break connections,
and consider alternatives while we shape the data into meaningful themes
and patterns (p.118). An example of one participants mind map is
illustrated in Figure 1.
Secondly, participants photos were analyzed against their responses to
determine if their unique experiences were manifested in the photos.
Hanington & Martin (2012) state that photo-studies Can lead to unique
discoveries about users, their behavior, and priorities (p.134). Hanington &
Martin (2012) also appreciate the exploratory nature of photo-studies
stating Patterns and themes might emerge across an inventory of several
photos from multiple participants, providing insight for design implications
(p.134). Finally, all photos were combined into a collage and analyzed in a
LEAL & JELEN
1548
photo-study to identify similarities and whether the identified themes are
manifested therein.
Figure 22: Mind Map from Interview
Results
Participants were asked to name the devices they use to watch
streaming video. Brands of the devices were not recorded, and were
bracketed out of the research. Most of the descriptions of the devices are
self-explanatory; however the notion of Streaming Box was separately
defined as a digital media device that is mainly used to stream services such
as HBO GO, Netflix, etc. A Streaming Box is usually connected to an
external computer monitor or television fitted with inputs for the device. A
distribution of devices between participants is illustrated in Figure 2:
Omnipresent Access: User perceptions in new media ecosystems
1549
Figure 2: Devices Used to Consume Streaming Video
From the eight recorded participant interviews, 43 significant statements
were chosen for coding. Each significant statement was analyzed for its
formulated meaning, and all related meanings were clustered and arranged
into 5 thematic categories.
Table 1: Categories of Description
Theme Description
Convenience of Access Always on connectivity enabled by the
internet allows anywhere/anytime access
to content libraries on mobile devices
Control and Agency Users have more control over their
schedules and can adopt market offerings
with greater ease
Social Adaption and Cultural Adoption Social viewing is being redefined in the age
of omnipresent access as users are able to
more actively participate in and easily
discuss popular culture.
Quality and Value Users feel they are receiving greater value
from always on/always connected devices
and place quality on bigger devices over
smaller ones
Addiction Users are able to consume enormous
amounts of content on a seemingly
endless supply of material
0
2
4
6
8
Device Count
LEAL & JELEN
1550
Theme 1: Convenience of Access.
All participants quickly cited convenience as a reason to watch streaming
video on multiple devices. One participant described multiple access points
as freeing because you are not tied down like with broadcast television.
One does not need to be in front of a television at a particular time to
consume what they want to consume. One participant praised the
convenience of mobile streaming services that enable long-tail access to a
wide database of choices. All participants stated that accessing a vast
library of content at your fingertips in your own home is far more
convenient than taking the time to travel to a movie theater or to a video
rental store to attain a physical copy of a show or movie. One participant
enjoyed downloading a copy of a television show to watch on the subway as
he traveled. Two participant photos illustrated convenience as one
participant would watch a show in the bedroom and physically take their
laptop with them as they went to their kitchen. The convenience of
omnipresent access frees you from delaying consumption and enables
multitasking.
Theme 2: Control and Agency.
Most participants felt empowered by the ability to choose their viewing
schedule, whereas in the past, as one participant stated, I would have to
wait for a show to start, but now I can start it whenever I want. The fact
that streaming video is something that you have to choose makes
participants feel that they were in control of what they were consuming
instead of having to wait for a scheduled show to start. Flipping channels is
a thing of the past said one participant. Traditional television and movie
theaters have strict schedules that they need to plan their life around. One
participant response noted the difference stating, Watching TV is passive
and new media is active. When asked about the meaning of having access,
one participant stated: watching a show is now personal to you I watch to
relax. Economic agency was also apparent as one participant offered,
other traditional mediums require you to pay [more] for access to what you
want, so I feel like I am getting a greater value with Netflix while another
agreed stating, Im getting more for my money. Photographs submitted by
participants illustrated control and agency by showing how participants who
mainly watched on their laptop or mobile device controlled where they
watched. A few photos showed participants away from home, scheduling
their viewing around work and school, rather than needing to be at home at
a certain time in order to watch what they want.
Omnipresent Access: User perceptions in new media ecosystems
1551
Theme 3: Social Adaptation and Cultural Adoption.
Consuming media has always been a social phenomenon, but not to the
scale as it is today. Participants described how they are adapting to new
social interactions enabled by omnipresent access. One participant stated,
Access enables interconnections and One day, you might be able to see
what people are watching in real time on social media websites, and privacy
will be very important. However, one participant is weary of such
connectivity by reporting People may see you watching in public [on a
mobile device] and ask questions [] I want to avoid that. As screens
become smaller, social viewing lessens. Mobile screens cannot
accommodate multiple viewers, and one participant noted that big screens
are unifying. Although multiple viewers may not be able to watch on a
single mobile device, others are watching on their own devices during their
own schedule. One participant felt it was her duty to catch up to everyone
else so that she could feel a part of the group. This participant also stated
that omnipresent access enables her to catch up to the current state of the
viewing culture stating: I feel left out when I have to not hear a
conversation about Breaking Bad. Participants placed high value on social
viewing with one arguing, You tend to communicate with people at the
theater non-verbally while watching, but you cannot do that with mobile
devices Id like to see a way to continue that at home. One participant
photograph illustrated how mobile devices and laptops ease the act of
sharing content with others, but it also showed that it can take greater
effort.
Theme 4: Quality and Value.
Participants stated strong opinions related to the quality of the viewing
experience on mobile devices and the perceived value that they receive by
participating in online subscription services. Screen size was a major factor
in determining their quality tolerance. Participant responses about quality
varied including, [your device] should give a show the pixels it deserves,
The bigger, the better, and Small screens on mobile devices take away
from overall experience. Participants felt that they were receiving value
from new media streaming services as one participant stated, Its an easier,
faster experience. One participant described how an online video
subscription is a great value stating, New media helps you save money by
preventing you from going to the theater. Another agreed stating, Other
traditional mediums require you to pay [more] to access what you want. All
participants had a sense that the content available online was better than
LEAL & JELEN
1552
what could be accessed by television broadcast, with one participant
arguing TV can be brainless entertainment. One interesting observation is
that although every participant owned some version of a smartphone, all
participants stated that they do not prefer to watch their favorite movie or
television program on a smaller device because it lessens their overall
viewing experience.
Theme 5: Addiction.
Some participants who reported to be avid users of streaming services
gave descriptions of video consumption that closely resembled descriptions
of addictive behavior. Binge watching was something that all participants
stated to be recently engaged in. One participant described their content
binging as Needing to get my fix and another said that having constant
access enables Instant gratification. Another participant described
constant viewing on multiple devices as having momentum. One
participant described how new media viewing mirrored her experiences at
the movie theater stating, Theres something perfect about getting
popcorn, sinking into your chair, watching 10 minutes of previews, sipping
your coke, and getting lost []. I think we still have that: we still get the
rush. But, we get it for hours at a time One participant who watches
programming at home and at work admitted she may be addicted to
streaming media, and the photograph of their desk illustrated how she
views programming at work in her cubicle.
Discussion
Human-computer interaction studies have traditionally focused on the
practical and the rational, i.e. the pragmatic aspects of usability, where
streamlining work paths and technology efficiency are the main outcome
from such research. Phenomenography can be introduced as a tool for
achieving human-centered designs in non-design contexts. This pilot study
with eight participants developed five themes that help to elucidate the
experience of possessing constant and diverse access to streaming video on
multiple devices, herein described as omnipresent access. Through
understanding the user perceptions of omnipresent access, we as designers
and design managers can direct the adoption of new technologies through a
re-design of the digital experience. Designing for the social and cultural
values of the user will inevitably inform the design of the service and/or
platform for viewing streaming video.
Omnipresent Access: User perceptions in new media ecosystems
1553
Participants feelings towards possessing omnipresent access were
overwhelmingly positive. All participants stressed the importance of choice
and that entertainment selections before the availability of streaming media
was limiting as constraints of schedule, length, and location determined the
participants capability to consume. They now have the choice to be
entertained on their schedule, however long they like, and where they
prefer. This capability suggests that participants are enjoying new agency in
their lives; discovering video becomes more of an active experience for the
user who are enabled by convenience, rather than be controlled through
scheduling or barriers to entry. Mobile devices facilitate consumption and
are capable of replacing traditional devices to watch programming. It is this
very adaptation of users to the newly created contexts and capabilities both
socially and financially, rather than the traditionally assumed adoption of
the technology and adaptation to the needs of the users that intrigues us.
The two themes that were also of particular interest to us were Social
Adaption and Cultural Adoption and Quality and Value. We believe that
these themes are not only of interest to HCI researchers but also design
managers, who have a vested interest in designing experiences that take
into consideration human insights and perceptions to increase adoption of
technologies that require constant interaction. The theme of Social Adaption
and Cultural Adoption tells us that users desire access to streaming video as
a means to connect with others through popular culture and though
personal interactions facilitated through technology. The feeling of always
being connected not just alludes to the technology, but the person
themselves. Design entrepreneurs should be aware of these insights while
developing business ecosystems that leverage value propositions that place
importance on social viewing or interactions with streaming video. User
perceptions related to Quality and Value help us to understand that as the
quality of video increases, the willingness to view such programming on a
smaller screen decreases. This theme also shows that users are conscious of
the opportunity cost of streaming video to their personal devices versus
watching programming through broadcast or at the movie theater. These
themes extend beyond traditional usability research as these insights should
inform the journey of the digital experience before the development of the
platform and usability testing.
Human-centered design approaches have been proven to bring value to
businesses by uncovering and highlighting human behavior. Understanding
how humans behave within technology ecosystems can inform the design of
a new ecosystem. Digital media companies should be aware of how
LEAL & JELEN
1554
streaming video consumers perceive their viewing experience as it affects
the users willingness to continue viewing, what they would prefer to view,
and how they choose to watch. The themes mentioned are descriptive of
the consumers tolerance to quality on a mobile device, the social
adaptations of consumers, and how a convenient viewing experience can
facilitate customer loyalty. The findings in this study also suggest that
consumer perception of traditional viewing is shifting. Omnipresent access
to content is becoming the preferred method to consume.
For Further Research
There are several opportunities for further research to be conducted
from this pilot study. Design incorporates insights from human experiences,
cultural contexts, and economic environments. This research aids in
identifying a few social, cultural, and economic attributes of the human
experience of consuming streaming video as well as their perceptions
related to financial decisions. Although these insights are not novel, we have
identified two themes that could be expanded upon through quantitative
analysis. A questionnaire could be formed related to social and cultural
experiences in new media ecosystems that could inform the design of digital
experiences. There is much room for testing these themes in larger
qualitative studies in different cultural environments. Testing related to
social viewing on mobile devices is limited and we envision a series of tests
being conducted that develop a more solid understand of how the desire for
social viewing affects the users willingness to adopt new technology. The
perception of what is a quality experience is varied among participants so
we recommend testing different designed digital environment to discover
users tolerances for screen size and picture quality and how it affects the
adoption of new technology.
Lastly, the notion of omnipresent access does not simply involve
streaming video over the internet. We briefly touched on the fact that users
perceive that their lives are drastically altered though ubiquitous computing
and we posit that this perception reaches further into their lives.
Omnipresent Access has enabled not only the rapid consumption of media,
but rapid production of ourselves into an interconnected web of
hyperactivity connected to everyone, all the time, and at any place. We
believe a study can be conducted that explores the process and perception
of an omnipresent, hyper-production of ourselves online and how that
reality affects users lives in the physical world. Those insights could serve as
Omnipresent Access: User perceptions in new media ecosystems
1555
a foundation to design transformational experiences that bridge the digital
and physical worlds.
References
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Galloway, A. (2013). Emergent Media Technologies, Speculation,
Expectation, and Human/Nonhuman Relations. Journal of Broadcasting &
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Hanington, B & Martin, B. (2012). Universal Methods of Design. Minneapolis,
MN. Rockport Publishers.
Hinze-Hoare, V. (2007). Review and Analysis of Human Computer Interaction
(HCI) Principles. Southhampton University
Lewis, H. (2013, November 11). Amazon to Make First Three Episodes of
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make-first-three-episodes-652850
Marton, F. (1981). Phenomenography-describing conceptions of the world
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Marton, F. (1986). Phenomenography: A research approach to investigating
different understandings of reality. Journal of Thought, 21, 28-49.
Madsbjerg, C. & Rasmussen, M. (2014, March). An Anthropologist Walks
Into A Bar. Harvard Business Review, 80-88
Reeves, B. & Nass, C. (1996) The Media Equation. New York, NY. Cambridge
University Press
Whittaker, Z. (2013, October 2). Dell launches new android window
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Section 3c: Social and Sustainable Design
Management
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1559
Editorial: Social and Sustainable Design
Management: A brave new era
Rita ALMENDRA and Jos VICENTE
Social and sustainable design emerged during the last century as a brave
new field, committed to answer the urgent needs of humanity. Due to its
relativity newness, there is a lack of definition about its territory, scope and
practices. This is demonstrated by the multitude of terms and expressions
used to describe almost similar methods and approaches. Some of these
relate to collaborative work with social sector organizations and others to
designer's own initiatives to help society face the most complex social,
environmental, cultural, political and economic challenges.
Social design and sustainable design are intertwined since both advocate
a change of paradigm. Human well-being is a common goal to both social
design and sustainable design. There is no sustainable design without
balancing social/individual/ cultural dimensions with economic and
environmental ones. And social design can be seen as assuming sustainable
design principles and translating them into practice with a specific focus on
social issues.
Both possess in their DNA high levels of responsible and ethical
commitment. Nevertheless there is still much to be discussed:
Are the outcomes of responsible design (either social or sustainable) still
creating more damage than good? How can we reduce that damage? Do we
have enough information to take the correct decisions? Is our focus too
narrow? Are we, designers and other stakeholders, ethically determined and
motivated? Do we manage the design process with a human-centred
approach? Do we know how to involve the communities, leading to real
partnerships processes, and not designer dictatorial ones? Are there paths
that lead to greater accountability and involvement of all stakeholders,
namely designers? Can we promote local development combining design
with other disciplines? Can we promote commercial success with
responsible design? Can we create a responsible design without a
commercial success? Do we have the best measurement tools? Or even
better, are we measuring the right things? Should we focus on qualitative
human well-being metrics? And, finally, is our design education on social
ALMENDRA & VICENTE
1560
and sustainable design and design management enabling the development
of a solid and newer praxis?
Without revealing the end, its fair to say that the discussion around
these subjects leads inevitably to the understanding that the sophisticated
complexity of this area demands high levels of empowering and knowledge
of the designers, alongside with awareness, motivation and ethical
determination of all stakeholders.
Can we manage a brave new era towards sustainability?
19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Socially Responsible Design or Bear Favours
Anders HAUG
*a
and Jacob BUSCH
b
a
University of Southern Denmark;
b
Aarhus University
Since Victor Papanek in 1991 addressed the social responsibility of (industrial)
designers, a plethora of books and papers on aspects of socially responsible
design has emerged. However, this literature is far from having solved the
environmental and social problems faced by the world today. In this vein, this
paper focuses on a major problem for many socially responsible design
initiatives, namely that, although they may be the result of the best of
intentions, many of these involve a danger of doing unintentional harm. On
this basis, the paper raises the question how to avoid that socially
responsible designs end up doing more harm than good? The question is
addressed by defining the different levels of uncertainties associated with
such projects, and by arguing for a consequentialist ethics to govern socially
responsible design in the future.
Keywords: Socially responsible design; sustainable design; design ethics,
uncertainties; design management
*
Corresponding author: Anders Haug | e-mail: adg@sam.sdu.dk
HAUG & BUSCH
1562
Introduction
Victor Papanek (1991) was one of the first to address in detail the social
responsibility of (industrial) designers. Since then a plethora of books and
papers on aspects of socially responsible design has emerged. Examples of
design philosophies with the purpose of improving the wellbeing of humans
and/or the environment include design activism, design ethics, ecological
design, environmental design, environmentally sustainable design,
environmentally conscious design, emotionally durable design, ethical
design, green design, nudging, responsible design, social design, sustainable
design, triple bottom line and welfare design. More terms that denote
socially responsible design approaches exist, and such new names may
even be invented, as we write this paper. However, it has been argued that
this literature is far from having solved the environmental and social
problems the world faces today (e.g., Stegall, 2006; Fuad-Luke, 2007).
This paper focuses on a potential problem of socially responsible design
initiatives, namely that, although they may have the best of intentions,
many of these may overlook a danger of doing unintentional harm in part
because of having too narrow a focus and because of starting from socially
responsible theories unapt for the complex environment in which design
takes place. This kind of problem is captured in the fable The Bear and the
Gardener. The fable is of eastern origin and was introduced to western
readers by La Fontaine at the end of the seventeenth century. In brief the
story describes how a solitary garden lover (gardener) encounters a lonely
bear with whom he strikes up companionship. In return for food, the bear is
given the responsibility of keeping flies off the gardener when he naps. At
some point, the bear is unable to drive off a persistent fly, which in turn
compels the bear to use a stone to crush it. However, in doing so the bear
unintentionally kills the gardener as well, as the fly came to rest upon the
gardeners head. In this paper, we argue that designers and decision makers
in their eager to solve societal problems may overlook important
consequences of their solutions and, therefore, risk to do more harm than
good in this paper referred to as bear favours. To address this issue, the
question raised by this paper is how to avoid that socially responsible
designs end up doing more harm than good?
To address the question in focus, this paper first provides a brief resume
of the history of socially responsible design. Next, the paper uses the
literature to illustrate how several socially responsible design initiatives have
failed or at least have been questioned in relation to their overall benefits.
Hereafter, the paper uses an uncertainty perspective for explaining why
Socially Responsible Design or Bear Favours
1563
well-intended designs sometimes may fail to deliver the expected effects or
have unforeseen side effects, which in some cases imply that they cause
more harm than good. Next, the paper addresses ethics in relation to
socially responsible design. Finally, in the discussion and conclusions section,
the paper places socially responsible design in an ethical framework, on
which basis the consequences are pointed out in relation to future socially
responsible design.
A brief resume of socially responsible design
The idea that design practice needs to display social responsibility goes
back a long time. For example, the English artist, writer, and textile designer
William Morris (1834-1896) together with the English Arts and Crafts
Movement championed traditional craft production as opposed to division
of labour not only because he believed that this manufacture method led
to superior quality products, but also because of the well-paid and
honourable employment that he believed craft production provided
(Gorman, 2003). In America, designers began to consider social
responsibility in the 1930s and 1940s, when, according to Whiteley (1993),
the first generation of American industrial designers (including Norman Bel
Geddes, Henry Dreyfuss, Walter Dorwin Teague and Raymond Loewy) were
trying to justify their practice in terms of contributing to a better world by
making products more efficient, easier to operate and more user-friendly.
However, some of the downsides of mass production became evident and
were criticised in the 1950s, for example, concepts like planned
obsolescence, which was addressed by Vance Packard (1957, 1960).
A radical critique of the practice of design was forwarded by Austrian-
born US-based designer Victor Papanek in 1971 in the book Design for the
Real World: Human Ecology and Social Change. This book is widely
understood as the seminal text of twentieth-century design activism
(Clarke, 2013). In this book, Papanek argued that designers do harm because
of their function in supporting over-consumption. Instead, Papanek
presented the idea that designers and other creative professionals have a
responsibility to cause real change in the world through good design, for
example by designing for people's needs rather than their wants. This
paternalistic approach requires that the designer is to decide what is
(morally) right for people. The topic of design activism has been of growing
interest for researchers throughout the past decades (e.g., Thorpe, 2008;
Faud-Luke, 2009; Julier, 2013; Markussen, 2013). Generally, design activism
HAUG & BUSCH
1564
is defined to describe the central position of design in relation to: (1)
promoting social change, (2) raising awareness about values and beliefs (for
example, in relation to sustainability), or (3) questioning the negative role
of consumerism on peoples everyday life (Markussen, 2013). However,
despite the great attention towards socially responsible design approaches,
Papaneks agenda is far from being systematically embedded in design
education and practice (Boks and Diehl, 2006; Ramirez, 2006).
It was not until the mid-1980s that environmental problems became
widely recognized by scientists and intellectuals, and social and
environmental concerns were conceptualized on a larger scale and
introduced to the public (Er and Kaya, 2008). An important event in this area
was the 1987 report Our Common Future by the Brundtland Commission
(formally known as United Nations World Commission on Environment and
Development) that positioned sustainable development as a necessity to
guide all future human endeavours (WCED, 1987). An oft-quoted definition
in the report is that sustainable development concerns the development
that meets the needs of the present without compromising the ability of
future generations to meet their own needs. Soon after, in 1989, the
United Nations Environment Program (UNEP) began the work of identifying
and implementing solutions to prevent pollution, and from the early 1990s,
industrial designers increasingly focused on cleaner production and began to
pay attention to reducing the negative impacts along the entire life cycle of
a product (Keitsch, 2012). A central element to this development was (and
is) the centrality of the so-called precautionary principle, which advises that
lack of evidence about the outcome of an action is not in itself a reason for
not taking precautionary measures. An often cited formulation of the
precautionary principle is the formulation found in the Rio Declaration on
Environment and Development (or Earth Summit Declaration) from 1992:
In order to protect the environment, the precautionary approach shall be
widely applied by states according to their capabilities. Where there are
threats of serious or irreversible damage, lack of full scientific certainty shall
not be used as a reason for postponing cost-effective measures to prevent
environmental degradation (UN, 1992). In the context of the bear and the
gardener, the precautionary principle would advice the bear that the stone
should not be dropped, on the grounds that there would be inconclusive
evidence about the effect of dropping it (assuming that the bear was acting
out of ignorance).
Since the 1980s a number of approaches that deals with environmental
and/or human problems have emerged along with the increased awareness of
Socially Responsible Design or Bear Favours
1565
environmental and humanitarian problems. A central discussion in relation to
such approaches is the role of the market when facing the challenges of
environmental and humanitarian problems. The argument of the need for
more radical approaches than those, which can be accomplished in
corporation with companies, echoes the agenda by Papanek, namely that
socially responsible designers must organise their interventions outside the
mainstream market. A counter-argument is that it is not per se impossible to
make progress inside the market mechanisms (Cole, 2012). However, it is
widely agreed that the world will continue to face environmental and
humanitarian problems, perhaps at an accelerated pace, in the 21st century
(Stern, 2006; Er and Kaya, 2008; Chapman, 2009). This message was further
emphasised on March 31, 2014, and April 13, 2014, when the
Intergovernmental Panel on Climate Change (IPCC) issued its second and third
working group reports respectively. According to these reports, CO2 emissions
have been continuously increasing, resulting in climate changes that need to
be reacted upon quickly and dramatically, if humanitarian disasters should be
avoided (IPCC, 2014, March 31; IPCC, 2014, April 13). Given the negative
development in more than two decades, during which the main focus has
been on making progress inside the market mechanisms, it appears unlikely
that such initiatives alone are enough. In worst case, they may give us the
illusion that we are actually solving the problems at hand and thereby take
away the focus from doing what is necessary.
Critiques of socially responsible designs
During the last decades, various socially responsible designs have been
implemented. Many of these, however, have had minimal effect on a global
scale, and some have even been questioned as to whether they are in fact
doing more harm than good. Table 1 shows a small selection of the
initiatives, the benefits of which have been questioned. It should be
emphasised that it is not our purpose to assess if these criticisms are
justified or not.
Table 1 Examples of possible problems of socially responsible designs
Initiative Promoted as Critique of initiative
Urban
agriculture
A means to
reduce negative
effects of food
transportation.
Allocating metropolitan land to agriculture results in
lower urban density levels, which results in longer
commutes, which is far more energy intensive than
food transportation (Glaeser, 2011, June 16).
Green roofs A particularly Rainwater runoff from green roofs transfers the
HAUG & BUSCH
1566
convenient way
of making
buildings
sustainable.
pollutants seized by urban vegetation from the
atmosphere to the surrounding environment (Speak et
al., 2014).
Electric
vehicles
A less polluting
alternative to
combustion
engine cars.
Electrical vehicles do not have a much lower global
warming potential, but exhibit the potential for
significant increases in human, water and soil toxicity
(Hawkins et al., 2013).
Biofuel A means to
reduce fossil
fuel need and
pollution.
The increase in the production of some types of biofuel
may threaten biodiversity; some types of biofuels
demand more fossil energy to produce than the fossil
energy saved by using them (Groom et al., 2008;
Pimental and Patzek, 2005).
Bio-
degradable
products
A means to
reduce
environmental
impacts of
waste.
Biodegradable products may not be more
environmentally friendly when disposed of in landfills
because of the methane gas they release when they
degrade (greenhouse effect) (Levis and Barlaz, 2011).
Vegetarian
products
A means to
promote animal
welfare and
minimize
environmental
impacts.
The switch to vegetarian products implies an
enormous need for palm oil and soya, resulting in
massive carbon dioxide emissions, placing animals on
the brink of extinction because of the need for
plantations, and involving a heavy use of pesticides
that contaminate ground soil and water (Audsley, et
al., 2009; McCutcheon, 2013).
Vegan
clothing
A means to
minimize the
need for
(polluting)
animals.
Vegan leather and faux fur creates toxic discharges
that contaminate local air, water and soil; plastic-
derived products are not fully biodegradable, leading
to waste issues (McCutcheon, 2013).
Using less
or more
natural
materials
for
packaging
A means to
become more
environmentally
friendly.
Cutting back too much on packaging or using recycled
material can result in damaged products during
shipping because of smaller durability, which implies
wasted energy and natural resources; the production
process for a paper shopping bag, as compared to a
standard plastic bag, demands more energy and water,
and it releases more greenhouse gases (Porter, 2013).
Fish
farming
A means to take
off the burden
on wild fish
stocks.
Fish farms increase the spread of diseases and
parasites in the wild ecosystems (Krkosek, 2010).
Socially Responsible Design or Bear Favours
1567
Uncertainty in socially responsible design
As shown by the examples in Table 1, it seems that sometimes socially
responsible designs fail to produce the intended effects and/or have
unforeseen negative side effects. This phenomenon may be explained by the
uncertainties related to the effects of any solution. If such uncertainties
imply that solutions are chosen, which turn out to do more harm than good,
we have what we in this paper term bear favours. In order to frame this
discussion, we shall first introduce a few definitions that will allow us to
pinpoint the ways in which bears-favours may originate and the likely
causes and conditions of origin. These definitions will also help us in our
discussion of the relevant ethical aspects pertaining to different cases.
The first definition focuses on defining the type of processes that can
produce negative effects. In this context, a distinction can be made between
impacts on humans and the natural environment, and another overall
distinction can be made between the phases in the lifecycle of a product,
building or service i.e. before use (manufacturing, transport, etc.),
during use (energy consumption, health issues, etc.), and after use
(disposal, recycling, etc.). These two distinctions produce six dimensions that
are to be considered to gain a full understanding of the effects of a design.
This is illustrated in Figure 1.
Figure 1 Dimensions of socially responsible design
The second definition concerns a distinction between focus and side
effects, and one between direct and indirect effects. Focus effects refer to
the effects that a solution aims to achieve, while side effects refer to other
positive or negative effects. Direct effects refer to the actual effects of a
solution, while indirect effects refer to the lost effects of another solution
that the chosen solution takes the attention or resources away from. Using
these two distinctions, four types of bear-favours may be defined:
HAUG & BUSCH
1568
1) Negative direct focus effects: Aiming to achieve an effect in one
area, but eventually doing more harm than good in this area. For
example, using more fossil energy to produce biofuel than the saved
fossil energy as a result of using the biofuel.
2) Negative direct side effects: Aiming to achieve an effect in one area,
but by doing so, doing harm in another area. For example, using less
packaging material to save resources, but in effect causing more
products to be damaged, and thereby wasting other types of
resources, as well as causing troubles for individuals and companies.
3) Negative indirect focus effects: Aiming to achieve an effect in one
area, but by doing so, blocking for more efficient initiatives in this
area. For example, focusing on certain types of alternative energy
sources at the expense of more efficient ones.
4) Negative indirect side effects: Aiming to achieve an effect in one
area, but by doing so, blocking for initiatives in other areas more in
need of attention. For example, every time funds are given to
sustainable initiatives addressing one area, at least in principle, it is
at the expense of using these funds on initiatives addressing other
areas, which some may consider to be more important.
These four dimensions are illustrated in Figure 2.
Figure 2 Types of negative effects of socially responsible initiatives
The third definition concerns the notion of risk, and it may help us
understand why initiatives that produce undesired effects are carried out.
According to Hansson (2004, p. 10), there is a tendency to use the concept
of risk to denote any of the following: 1) an unwanted event that may or
may not occur; 2) the cause of an unwanted event which may or may not
Socially Responsible Design or Bear Favours
1569
occur; 3) the probability of an unwanted event which may or may not occur;
4) the statistical expectation value of unwanted events that may or may not
occur; and 5) the fact that a decision is made under conditions of unknown
probabilities. It is not our goal to decide between each of these suggested
usages that Hansson found in the literature, but it should be highlighted that
risk, as it pertains to actions and their impact, can originate both in cases
where the probabilities of different outcomes are known and in cases where
they are not. Furthermore, for any action that is carried out, there is always
a chance that outcomes different from those expected might occur. Some of
the causes for this will be within our range of knowledge (safe range of
prediction) and/or control, but some will not be. Because of the probability
that can be assigned to each of these outcomes, there is a risk connected
with the action, namely the risk of an outcome that was not intended by
choosing that action. In worse cases, we may have a grasp of the possible
outcomes of an action, but have no idea about the probabilities of the
outcomes. In fact, there may be even worse scenarios, namely those where
we do not have a full grasp of the possible outcomes of an action that we
take. In those cases we do not know whether we have taken every possible
harmful outcome into consideration (Sahlin and Persson, 1994). Although it
may seem that such actions would be few and far between, it takes little
imagination to recognize that in fact many if not all of our actions have
uncertain outcomes. The causal chain initiated by any action stretches out in
time, i.e. into the future where we (sometimes) have absolutely no clue
what the long-term effects of any action might be.
In summary, there is a distinction between decisions (to act) under risk,
i.e. those situations in which the probabilities of different outcomes are
known in advance, and decisions (to act) under uncertainty, i.e. those
situations in which the probabilities of different outcomes are unknown.
According to Altham (1984), the ethics of risk cover both. In the context of
socially responsible design, five types of uncertainties may be derived, as
illustrated in Figure 3.
The first uncertainty refers to the decision as to which problems are
most relevant to solve. Recognising that we have only limited resources, or
that we are willing to invest only a certain amount of resources, a
prioritization needs to be made. This kind of prioritization is obviously
extremely debatable and raises issues such as how to prioritize short-term
versus long-term effects and which people deserve attention the most. The
risk of this uncertainty is that it may result in decisions that address certain
areas at the expense of others, which we may later discover to be in more
HAUG & BUSCH
1570
need of attention. It may also result in favouring present or nearby present
(in time) people over future people (Parfit, 1984). The second uncertainty
refers to the knowledge as to what are the different means for addressing a
problem. The risk of not knowing the full set of possible solution types is
that less efficient means may be chosen at the expense of more efficient
ones because the decision makers were not aware of their existence and
therefore did not investigate. The third uncertainty refers to the direct
effect of particular solutions. The risk of this uncertainty is that inefficient
solutions may be chosen at the expense of more efficient ones. The fourth
uncertainty refers to the total effect of particular solutions. The risk of this
uncertainty is choosing solutions with negative side effects in the form of
new problems on a similar scale as those they solve. The fifth uncertainty
refers to the problem of comparing the total effects of different solutions.
The problem of this uncertainty is that it involves a prioritization as to which
positive effects are most desirable and which negative side effects are most
tolerable i.e. there may not be a general consensus about this issue,
which can make it difficult to implement such initiatives. Thus, such
uncertainties may imply be that solutions needed are not implemented in
order to avoid what some perceive as being unacceptable negative effects.
However, given that the problems probably cannot be solved without
anybody having to pay a price, the emerging question is how we can make
such decisions? This is to a large extent an ethical issue, which the
subsequent section starts to address.
Figure 3 Uncertainties in socially responsible design
Socially Responsible Design or Bear Favours
1571
The ethical aspect of socially responsible design
According to dAnjou (2010), ethics in the design disciplines has
essentially been articulated around notions that from an overall perspective
correspond to Kantian (deontological ethics) and Aristotelian (virtue ethics)
perspectives, where the Kantian perspective is the most common in relation
to professional codes of ethics and practice. DAnjou, in turn, argues that
Sartres view of ethics has to be seized as a possible foundation for design
ethics. Although we sympathise with dAnjou that it is unlikely that the
solution of the deepest moral dilemmas may be forthcoming, we do believe
that there is more to say, and that granted a more consequentialist oriented
perspective, we can also make headway towards making better-founded
moral choices in design. Broadly speaking, consequentialist ethics is based
on the assumption that the morally right choice is the choice with the best
outcome. This stands opposed to an Aristotelian view according to which a
morally good choice is made when it is a product of good moral character,
and opposed to a Kantian perspective according to which a morally good
choice is a choice that is made out of regard for the moral law (based on
his idea of the categorical imperative). Which moral theory is chosen as the
starting point is crucially important to define how we understand ethical
responsibility in a design context.
The examples in Table 1 make vivid that in many cases the attempt to
obtain outcome goal with ethical consequences of one kind has
ramifications for an ethically important goal of a different kind. That we do
have coexisting and sometimes conflicting ethical aims is not new, but it is
not immediately transparent in neither an Aristotelian, nor a Kantian or a
Sartrean view of ethics. On the other hand, a consequentialist ethics neatly
captures our predicament as moral agents with multiple moral
responsibilities and goals. Consequentialism is the ethical theory that tells
you that the moral goodness of an action is a function of the consequences
of that action. Consequently, the morally best action is the action with the
best outcome. However, this generalised formulation does not define the
scope of relevant outcomes and what constitutes a best outcome, i.e.
what the moral measure should be. In the variety of consequentialist theory
being discussed, we find different candidates in the history of philosophy,
for example Mills utilitarian theory, which advise us to maximise utility,
implying that the goodness of an act becomes relative to its effect on the
total happiness: actions are right in proportion as they tend to promote
happiness; wrong as they tend to produce the reverse of happiness (Mill,
1861/1979, p. 7), with happiness roughly defined as pleasure and absence of
HAUG & BUSCH
1572
pain. A related but more recent concept is that of wellbeing, sometimes
understood in terms of quality of life. From modern positive psychology we
find the vocabulary of preference satisfaction, or simply satisfaction,
measured on a scale from e.g., 1 10. In economics, outcomes are weighed
against one another in terms of monetary value. Indeed, one of the major
obstacles for modern economics is setting values for such diverse outcomes
as environmental catastrophes, species extinctions, the pollution of a lake,
and quality human life years.
It is apparent that there are significant challenges inherent to the view in
terms of selecting a common measure for ranking outcomes against one
another. On the other hand, the view both has the welcome consequence
that it allows for ethical thinking in economic planning, but it also allows us
to navigate ethically, when it comes to evaluating the moral goodness of
certain design strategies over others, although those strategies have
potentially multifarious outcomes with impacts on different aspects of
human life and the environment (see, for example, Broomes (2012)
discussion of discount rates in relation to environmental problems).
Discussion and conclusions
Acknowledging that when we decide on which actions to carry out, there
is a probability that the outcome of our actions is different from what we
expected, which raises immediate questions about what the threshold of
probability should be for deciding whether to carry out an action or not. This
issue pertains to the level of evidence that is relevant to what the
consequences of choosing a particular action are. Furthermore, depending
on the badness of the possible outcomes of an action, it also raises the
ethical question of what the threshold should be on the probability of a very
bad outcome, in order for us to abstain from carrying out an action. The
situation of course becomes worse, if it is admitted that for many, if not for
all, of our actions there is a level of radical uncertainty, which means that we
are never in a position to know if there is a possibility of a very bad outcome
for all of our actions and if that is case, what is the rational response?
When a design is aimed at achieving a particular good, or a good of a
particular kind, the idea, generally speaking, is that by implementing one
type or novel kind of design over another, we are likely to achieve a better
outcome with regards to this perceived good than we would be by
implementing the other kind. The goodness of a design, so to speak, in this
picture is a matter of the good consequences that it brings about. As
Socially Responsible Design or Bear Favours
1573
highlighted above, the ethical theory that mirrors these assumptions is
consequentialism. According to consequentialism, whether a particular
design strategy or design is the morally right one, is determined by the
actual outcome of that strategy. But, as we have been considering so far,
any outcome is governed by some degree of risk be it either in cases
where probabilities of outcomes are known in advance or in cases of
uncertainty. Thus, the right design strategy to initiate at any given point in
time must be decided upon by the expected outcomes of implementation.
This expected outcome is a function of the probabilities of possible
outcomes. In cases where we can carry out a calculation of this kind (where
the estimated probabilities are known), we can weigh the expected risk of a
design against the expected benefits, granted that we have a way of
quantifying outcomes, i.e. in measures of utility, wellbeing, money, etc. In
traditional economic fashion we may conduct a cost benefit analysis of the
situation.
First and foremost, the consequentialist approach requires calculations
of good versus bad outcomes, together with a fairly fine-grained ranking of
possible outcomes. These kinds of calculations require much information
a pressing issue is therefore the extent to which information of the required
kind is available? Lack of information is one way to interpret the story about
the bear and the gardener i.e. the bears actions being a result of the bear
being epistemically limited or incompetent but not necessarily ethically
incompetent. The bear, in many ways like us, has limited information as to
the state of the world and as to which actions, brought about at any given
time, have which effects. That fact that we are epistemically imperfect
means that we have to rely on educated guesses and that we have got to
take precaution when the situation calls for it. In the case of the bear, it
might be that the bear had simply no experience with rocks and soft
creatures (indeed with rocks and the effects of bashing them against
surfaces at all), and thus had no clue of the impact that it brought about.
When we are interested in socially responsible design, we are interested in
designs that are precautionary in nature and which we consider likely to
decrease the probability of (or to stop) developments towards certain
undesirable outcomes or in other ways to contribute to an individual or a
common good. In situations like these, we are (ideally) working with a well-
defined value set one that supports the ethical dimension of our design.
Furthermore, we are working on the assumption that we are adequately
informed about the causal mechanisms that underlie the processes that we
HAUG & BUSCH
1574
wish to manipulate, so as to make likely the wanted outcomes on the basis
of the suggested manipulations.
However, if we keep the distinction pertaining to our epistemic situation
separate from the normative requirements that pertain to realizing certain
outcomes, we do not get the full picture. One thing is the norms that direct
us towards realizing certain attractive goals, another thing is the norm that
requires us to gather evidence of the, at the point of decision-making,
unforeseen consequences of doing so. The adverse effects that any project
aimed at a positive outcome may bring about, may, on the whole, make the
very project one that we should abstain from engaging in. Also, cases with
the absence of significant evidence, but with a possibility of a very negative
outcome, are ones that we perhaps should not engage in, as advocated by
for example the precautionary principle. However, when using the
precautionary principle to minimize the probability of a harmful event,
precautions should never be excessive. If so, there is a danger that the
response to a perceived and plausible threat might be simply to ignore it. Of
course this would not constitute an ethical action. In other words, not being
willing to make sacrifices is not a valid excuse for not solving the enormous
environmental and humanitarian problems we face. Finally, in cases where
we have spent time to uncover the potential risks of a project, we are able
to weigh risks and benefits against one another in ways that are, everything
else being equal, more responsible. The key point here is evidence gathering
and weighing in relation to the potential gravity of positive and negative
outcomes that projects may have.
Socially responsible design is premised on the assumption that the
values, which we have identified and seek to promote, are in fact the right
ones to promote. But, of course, it is a rare occurrence that the benefits of a
design can be harvested without any negative costs and not all values can
be put on the same scale, for example, the value of living a stress-free life,
enjoying the benefits of beautiful surroundings, and the freedom to practice
ones religion of choice or the religious value assigned to a plot of land.
Furthermore, since the decisions carried out often have consequences way
beyond those relating to the decision makers themselves, there are a
number of moral questions that immediately present themselves in this
connection. If a cost benefit analysis is carried out, and the benefits of a
design is considered to outweigh the possible costs (i.e. the risk of harm),
there may still be a problem if the harm befall a number of people who are
not involved in the decision to implement the design in question implying
that we are putting people in possible harms without their consent. If
Socially Responsible Design or Bear Favours
1575
people, who are not decision makers, are potentially negatively affected by
a design, they only carry the risk of the project without any expected benefit
from it, which can pose a moral wrong (Altham, 1984). This is an issue that
should be considered especially in situations in which potential bear
favours take on the form of indirect consequences, as this type of
consequence is the one that we are most likely not to take into
consideration.
When we isolate one aim, as the one to promote, or isolate a possible
outcome as the most important to avoid, we are in serious risk of aiming
blindly. However, often when we are interested in enhancing the good for
that population overall, this at the same time decreases the goodness for
particular individuals of that population, which again raises the issue as to
how this should feature in a consequentialist ethics for socially responsible
design? Such solutions include making the harmed persons interests count
relatively much, compensating the harmed persons in other ways, or
choosing solutions implying that the ones with the highest living standards
make the greatest sacrifices. If, on the other hand, we do not allow the
goodness of the population to happen at the expense of someone inside or
outside of that population, we can ask ourselves if it is possible at all to solve
the problems at hand.
In summary, the discussion may be reduced to three overall arguments:
1) understanding the defined five types of uncertainties in socially
responsible design is crucial for being able to chose the right solutions and
avoid choosing wrong ones; 2) a significant explanation for the lack of
results of socially responsible initiatives in recent decades is that we seek
solutions with minimal negative harm to anyone (often economic or lifestyle
related), and in this way we end up with solutions that are incapable of
solving the environmental and humanitarian problems we face; and 3) a
consequentialist ethics may help us to implement solutions that are
undesirable to some people, but necessary for solving our environmental
and humanitarian problems. Failing to recognise these messages may in
effect imply that in our quest to make the world a better place we
eventually end up doing more harm than good either by unintentionally
doing harm because of failing to deal with uncertainty issues, or by not
doing what is needed in a long-term global perspective because of
protecting certain interests or having a short-term perspective. In either
case, although there are good intentions behind such actions, the results are
bear favours.
HAUG & BUSCH
1576
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of the
author(s). Permission is granted to reproduce copies of these works for purposes relevant to the
above conference, provided that the author(s), source and copyright notice are included on each
copy. For other uses, including extended quotation, please contact the author(s).
Achieving Responsible Design Within the
Commercial Remit
Norman STEVENSON
*a
, Vicky LOFTHOUSE
a
, Debra LILLEY
a
and Alistair
CHEYNE
b
a
Loughborough Design School, Loughborough University;
b
School of Business and
Economics, Loughborough University
Drawing on findings from research conducted in the UK and Ireland, this paper
discusses what is required for responsible design goals; such as sustainable
design, inclusive design and socially responsible design; to be addressed more
widely within industrial design consulting. It posits that achieving an impact
ultimately centres on commercial success, and to effect a positive change on
societys greater needs, therefore, design consultants must create persuasive
and appealing solutions which meet the demands of the commercial context,
and which fall within the expectations of the client and market. The paper
explores the individual designers motivation and sense of responsibility to
address societys needs; along with the set of challenges facing the
management and pursuit of design practice towards those goals. From this, a
series of areas with potential to improve the spread of responsible design are
highlighted; including: empowering designers to argue cases more effectively;
increasing the design consultants sense of responsibility and intention to act;
and improving the demand, recognition, and value these goals receive. The
paper concludes that the success of commercial responsible design requires
more sophisticated understanding, metrics and examples, which have greater
relevance to business goals and the full set of participant parties.
Keywords: Responsible design; industrial design; design consultants;
sustainable design, inclusive design; socially responsible design; social and
sustainable design management
*
Corresponding author: Norman Stevenson | e-mail: N.Stevenson@lboro.ac.uk
STEVENSON, LOFTHOUSE, LILLEY & CHEYNE
1580
Introduction
Since its origins, industrial design has been dependent on industry for its
raison d'tre (Heskett, 1980; Sparke, 1983; Meikle, 2001); however, since the
mid-twentieth century, concern for the designers role and tensions between
serving commercialism or society have been evident, not least of all from
designers themselves (Sparke, 1987; Whiteley, 1993). Authors such as
Papanek (1971), Whiteley (1993) and Pirkl (1994) advocated industrial
designs potential to have greater impact on larger societal issues; such as
environmental concerns, ageing, disability, social inequalities, poverty, and
diminishing quality of life. Recent growth in the awareness and exploration of
these topics has reinforced the call for designers to exercise a positive
influence beyond commercial goals. Ageing populations and the increasing
number of older users are demanding that designers incorporate inclusivity
and the needs of a wider population in their work. Similarly, the increasing
importance assigned to social and environmental welfare, suggests that future
designers will in part be required to refocus design more towards quality of
life, sustainable systems and socialisation (Cooper et al., 2009; Lasky, 2013).
However, while consultancies such as IDEO, Frog and Fuse Project have taken
up the challenges to various extents, research has shown that for the most
part larger societal issues are still extraneous to the daily activities of most
industrial designers (Dong & Clarkson, 2007; Andrews & Robbins, 2010;
Stevenson, 2013). This dulled response, and the misalignment between
expectations and action, begs for further understanding as to:
why more responsible design activities are not occurring;
and what is required to bring about wider uptake.
This paper aims to address these queries with regard to industrial design
consultants by presenting a discussion of the influences and challenges
composing their circumstances.
Research Background and Methodology:
The discussion presented in this paper is based on the findings from an
EPSRC (Engineering and Physical Sciences Research Council) funded doctoral
research project which investigated what affects industrial design consultants
addressing more responsible design goals within their commercial remits. The
research was undertaken in the UK and Ireland and consisted of two main
studies. The first was an explorative workshop which ran as part of a national
seminar organised by the Sustainable Design Network. 19 participants from
academia and design practice were involved; including 3 leading authors in
Designing For or Designing With?
1581
the research field. Activities were primarily based around group discussion
and were supported by a set of tools, including prompt cards and personas,
developed from an extensive literature review. The second, and primary
research study, consisted of a series of semi-structured in-depth interviews
involving a total of 31 participants comprised of:
22 industrial design consultants; of which, 18 were managing
directors, directors or sector managers; and 4 were senior or lower-
tier designers
4 leading academics in the research area
and 5 design-related strategic consultants.
The activities from both studies were recorded and transcribed in
preparation for analysis in NVivo software. The data analysis process involved
four stages: a line by line initial coding of the data in place; course coding into
provisional groupings; fine coding using descriptive and thematic coding; and
clustering to form constructs and themes (Boyatzis, 1998; Ezzy, 2002; Saldaa,
2009). The findings provided a thorough representation of the circumstances
surrounding designers undertaking responsible design, and were formatted as
in-depth portrayals of: the product creation context; the system of
determining factors; and the antecedents to an individuals responsible design
behaviour (Stevenson, 2013). This paper draws on the research outcomes to
discuss the prospect of industrial design consultants undertaking responsible
design more widely. It explores the realities of commercial product design and
the challenges they raise, with the aim of informing efforts towards
responsible design action and its management.
Responsible Design
This discussion centres on the notion of responsible design, which is used
to signify design that aims to incorporate broader societal issues; such as our
ageing population, environmental crisis, diminishing quality of life and social
inequalities. The term encompasses the key design movements directed
towards those topics; including sustainable design, inclusive design and design
for social responsibility, and is intended as an umbrella term for succinctness.
It was also adopted to avoid the separation of the different goals; as there is
no reason, for example, why sustainable design would not also aim to be
inclusive. Responsible design is used in this paper as a single descriptor to
represent the potential for design to have a greater impact across the goals,
and is intended to represent: design which effects a positive change on the
greater needs of society.
STEVENSON, LOFTHOUSE, LILLEY & CHEYNE
1582
Figure 1 Explanation of responsible design
The Demands of Commercial Product Design
Through the course of the research project, it was evident that a design
consultants potential to effect positive change centres on the products they
design. Although designers can inspire or educate with the concepts or
processes they generate, a positive impact ultimately rests on them
contributing to more responsible products and services being produced,
bought, and used; and as such, their efforts and success are firstly subject to
the demands of commercial product development. The following section
examines this to set the scene for the discussion that follows, and also to
outline the key requirements that responsible design will need to overcome if
it is to have effect.
Design Selection
The basic and foremost requirement is for the consultants (responsible)
design to be selected by the client. It was obvious from the research that to
achieve this, a proposal must appeal to the client, and their ideas of what is
appropriate for the market. It must also be manufacturable and saleable
within suitable costings; and moreover, it needs to be the best option in
contention according to the priorities of the project. Such priorities include
numerous factors as diverse as whether the product is on brand, to whether it
has a sufficiently strong feature set in comparison to competitor products.
However, the research participants explained that these details are not always
apparent upfront, and that in many cases clients only find the means to
communicate their preferences once they have something to react to. On the
Designing For or Designing With?
1583
other hand, participants also described how some clients will know exactly
what they want, but in so doing are unresponsive to alternatives.
Ultimately, design selection comes from the client side, and as such, their
interests and objectives constitute the crux of the process. Each aspect of a
design proposal will need to appeal to the selectors and be recognisable to
them as something of value, if it is to be chosen. The success of responsible
design, therefore, is primarily dependent on gaining the clients approval, and
will require design consultants to present persuasive proposals that are not
only within the expectations of the brief, but which are competitive with
other directions. It was also evident from the research, however, that at the
core of consultants actions is their wish to satisfy clients in order to maintain
and grow their own business, and the work they present is unlikely to put that
objective at too great a risk. In cases where the client has not assigned explicit
priority to responsible design goals, therefore, consultants may not wish to
push for it.
Production
Following its selection, a (responsible) design proposal needs to then
survive through development with its intention intact. The research revealed
that this is no mean feat given the array of potential influencers along the
way; many of whom often have greater impact than the design consultant.
Respondents stressed how procurement teams, for example, whose decisions
are often dominated by cost concerns, can have a significant impact on the
final version of the product produced. Similarly, manufacturers, or sales teams
along with the background histories of previous projects, can have dramatic
influence on a proposals development. One design director explained:
You talk about sustainability; materials from polymer to metal are
getting changed We could do a lovely eco indicator and just tell
them where to spend their time on materials, we could do all these -;
but the Chinese manufacturer will go 'well, I've got this grade material'
or 'I'll just use this reground material over here' It's still wild west-
like in these areas, however hard you try.
Ultimately, the (responsible design) proposal needs to reach production if
it is to have impact, and this is dependent on company decision-makers and
financiers approving the investment required for tooling and manufacturing.
Research participants emphasised that this can be substantially larger than
the design and development budget, particularly where third party
STEVENSON, LOFTHOUSE, LILLEY & CHEYNE
1584
manufacturers are involved. As such, the decision to go to production is a key
go-gate in the process, typically driven by evaluations of costs, market
opportunities, viability and risk; with the main assessment tending to rely on
quantifiable measures. In simple terms, the (responsible) product will need to
be recognised as sufficiently beneficial to business goals and potential
profitability if it is to be taken forward. Both direct and indirect benefits are
relevant, and in this regard, CSR (corporate social responsibility), brand image
and customer opinion may gain importance for supporting responsible design
proposals. However, these are relatively minor enablers. If deeper responsible
design impacts are to be achieved, larger changes to product offers will need
to gain approval, which will demand ample backing to gratify business
evaluations.
Availability to the Market
A further basic requirement is for the (responsible) design to actually
reach the market. Where a client company is reliant on third party retailers
and distributors, those parties will have to consider the product something
they can sell and gain profit from if it is to be held in stock and gain shelf
space. The respondents explained that this depends on the product offer and
price mark-up, but more significantly, on the retailers perception of their
customers requirements and whether they feel the product will appeal to
them. Participants stressed that it is not unheard of for retailers to have direct
involvement in the design process, and they may even be the decider in
whether a product is actually produced. One design director explained:
so the retailer might say sorry we're not going to accept your design,
you may well think it's wonderful, but I don't think it'll sell. ... so you've
not succeeded in designing a [successful] product if a retailer isn't
accepting it ... they've a lot of power.
This serves to emphasise that achieving more widespread responsible
design hinges on collective action and on an alignment of several perceptions
from parties across the process; including customers, users, retailers,
manufacturers, consultants, design firms, and the various members of the
client company. Without a shared interest and willingness to embrace
responsible design goals across all these groups, attempts towards it are
unlikely to progress.
Designing For or Designing With?
1585
Purchase, Use and Engagement
Finally, once a (responsible) design reaches the market, it should to be
acquired and used, if it is to have effect. Although markets can be influenced;
and possibly lead to some degree; each sale rests on a purchasing decision
from a customer. This decision can incorporate aspects such as price,
performance, features, ease of use, semantics and aesthetics; as well as the
influence of trends, advertising, competitor products, and the psychology of
the individual. Participants stressed that while designers can play a significant
part in the lure of a product, many of the elements affecting purchase
decisions can lie outside their influence (particularly if they have only a partial
involvement in the products development).
For a product to have any real impact on responsible design goals it should
ideally be used for an ongoing period. Reasons for owning products, however,
have multiple facets; including personal rewards; outward expressions; or
even notions of identity (Barthes, 1972; Whiteley, 1993; Molotch, 2003;
Sudjic, 2009). Moreover, many of these drives and desires are susceptible to
regular change; not least of all due to the shifting influences generated by
commercial industry. Business prospects often depend on this turnover of
products, and clients typically commission consultants for the very purpose of
helping to generate alternative options and new desires. If peoples
satisfaction persisted, or was based on sufficiency, and if products could last,
and industry could blossom regardless; expectations of ongoing product
engagement could be directed more towards the designer; but unfortunately,
this is not the situation. Instead, responsible design will have to find a way to
fit within the commercial context, and to satisfy the requirements it poses.
Figure 2 summarises graphically the requirements to achieve responsible
design commercially, as discussed above.
STEVENSON, LOFTHOUSE, LILLEY & CHEYNE
1586
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Designing For or Designing With?
1587
Achieving Responsible Design Commercially
The product development milestones described above outline the vital
steps for a product to gain success, and they indicate what is required if
consultants are to have effect, regardless of whether the goal is responsible
design, sustainability, or promoting a preferred styling direction, for example.
The distinct difference, however, is that certain goals; such as those related to
aesthetics or usability; often align more easily with business objectives and
commercial success. Those goals relate well to attracting the purchaser; they
have a perceived value more readily recognised by the various parties
involved; and they are also more central to why design consultants are
typically commissioned. For responsible design goals to be regarded in a
similar manner, products would have to be considered attractive and
commercially viable because they are responsible. The research indicated this
is not the case, and that it would require significant change in the mind-set
and perceptions of not just consumers, but of each of the parties involved in
the products creation (clients, manufacturers, retailers and designers).
Participants stressed that given the motives currently driving product
production and purchase, this is likely to be a slow change, and it is
improbable that responsible design will become a dominant driver. Instead, it
was clearly apparent that if responsible design is to achieve greater success
(within a profit-oriented system) it will need to do so in addition to being
commercially attractive and meeting the milestones above. As such, achieving
the goals should be at little or no additional overall penalty, and preferably
with added benefits for the clients business. Extra time or cost incurred
would need to be justified by demonstrating the opportunity for return, and
the overall design proposal will need to be sufficiently appealing from a
business perspective.
Another point raised in the findings is that if responsible design is to occur,
it either requires clients to accept it; or alternatively, for the designer to
operate stealthily and possibly circumnavigate any need for persuasion. The
latter approach, however, seems limited in its reach and unsuitable to longer-
term action as greater impact on societys needs requires more weighty
changes in products, which is unlikely to be achieved unbeknown to the client.
Any significant movement towards more widespread responsible design,
therefore, will require clients to share in responsible design concerns; or at
least be receptive and then persuaded of their importance. The consultants
interviewed explained that all too often, however, a clients approach to
product creation is heavily dominated by comparison with competitors, or
considerations of cost, price and features. As such, justification for responsible
STEVENSON, LOFTHOUSE, LILLEY & CHEYNE
1588
design approaches will also need to overcome existing mind-sets, and the
resistances to change and risk which the respondents stressed occur. Central
to this persuasiveness is the need for sufficient back-up, but participant
consultants expressed that there is a lack of supporting evidence or suitable
metrics to help underpin proposals and to help them persuade clients. One
director provided the following explanation which summarises well the overall
difficulties:
there are probably far too many designers who just don't get it at all,
in terms of their responsibility for the downstream impact of their
actions. But for those of us who do get the responsibility there is a
duty there to push and nudge and try and get better behaviours. But
there's a very crystal clear line which is that when we've tried pushing -
it can be as simple as trying to not paint phones - we'll just hit a brick
wall because the knowledge about the impact is too fuzzy; you're not
quite sure what the recovery value chain looks like and so you're asking
your client to potentially compromise the immediate saleability of their
product in order to take a very long, odd, uncertain bet that somebody
in the future might actually benefit from that. Now that kind of choice
will never be won. That's just a dumb choice.
It is clear from this that if responsible design is to progress in the
commercial sector it needs to relate to the workings and objectives of that
sphere. It is understandable, therefore, that there is often a focus in the
literature on the commercial benefits afforded by the different approaches;
such as how inclusive design broadens available markets, or ecodesign
provides cost benefits (Tischner & Charter, 2001; Dong et al., 2004; Bhamra &
Lofthouse, 2007). However, it was apparent from the research findings that
more appropriate and reliable information is still required in order to support
any significant change.
Motivation to Undertake Responsible Design
The individual designers interests and motivations constitute the main
determinant in whether they will pursue responsible design goals as part of
their design activities. Ultimately, if responsible design is to be enacted to a
greater extent, it needs to be an intrinsic part of designers thinking and
intuition, as well as their methods for understanding problems, posing
solutions, and making judgements and evaluations. It was evident from the
research participants, however, that they hold clearly different views on what
Designing For or Designing With?
1589
constitutes a contribution to societys needs. Some appeared to only regard
the segment of society they themselves belong to; while for others, reducing
annoyances, or adding beauty and convenience to peoples lives was felt
sufficient. Some, however, saw their role simply as serving their clients
needs: I see my job as helping my clients achieve what their objectives are -
trying to do it in the best way from a design point of view.
Such outlooks may be due to how challenging it is to pursue responsible
design goals; but they also suggest a possible shortfall of awareness,
knowledge, interest or connection to the topics. It was clear from the research
that overall design consultants act predominately in response to the
requirements of their clients and those of the design firm they work for.
Despite their drive to push boundaries, a consultants outlook is affected
significantly by what they are led to prioritise, and what is expected of them in
their role. One designer explained:
As a working consultant, I am ultimately reliant on the philosophy of
the company; the design consultancy, that I work for. [As a
consultant] your ambitions are always mitigated by your
responsibilities to the client's perspective.
The research demonstrated that responsible design goals typically occupy
a low priority in the commercial setting (if at all), and it was apparent this has
a large influence on designers motivations to undertake them. Even when
consultants are willing to challenge briefs or question assumptions, they still
tend to do so for the good of the product and ultimately, for the good of the
client. But responsible design hinges on other interests, additional to those of
the client, also being represented.
Levitt and Dubner (2005) highlight that humans respond to incentives, and
it is pertinent to ask why design consultants would take on responsible design,
or what their incentives are for addressing it? Where clients make requests
for it, there is an easy response; however, the research indicated that this is
rare, and it is curious why designers would try to take it on in those other
cases, particularly where it is not at all valued by the client. Moreover, there
are ample avenues facilitating consultants to turn a blind eye or abdicate
responsibility; such as role morality, or the immunity afforded them by acting
as a consultant (Gibson, 2003; Owens, 2006; Stevenson, 2013). The research
findings indicate that most uptake of responsible design (outside of legislative
requirements) seems predominately driven by designers wishing to gratify
their own personal values and altruistic or prosocial tendencies. They pursue
it because they have sufficiently strong feelings that it is the right thing to do.
STEVENSON, LOFTHOUSE, LILLEY & CHEYNE
1590
In their theories on altruistic behaviour, Schwartz (1977) and Geller (1995)
propose that prosocial actions originate from an individual actively caring; and
that they are driven by awareness of the consequences of their actions, and
their ascription of personal responsibility for those consequences. The
research findings demonstrated that this motivation varies greatly with each
designer. It was also apparent that their motivations to enact responsible
design are not only dependent on character, background and experience, but
also the social norms and interactions that inform their ideas and values
(Stevenson, 2013). These external influences are relevant both because
designers function as part of a larger product creation system; and also
because they plug into the social context and zeitgeist to inform their
designing.
A central part of this is the value and priority responsible design goals
receive in comparison to the other aspects of product design; such as
aesthetics, novelty, innovation or use of technology. This also relates to what
is considered good design, and links to the various evaluators of design; from
awards, to advertisements, to the media; each of which contribute to
informing designers (and the other parties involved). Unsurprisingly most
people; especially designers; are seduced by the more desirable aspects of
design, such as aesthetics or new technologies, and accordingly these attract
more attention and appreciation. Furthermore, in many sectors; for example
consumer electronics; those more desirable facets tend to be the primary
reason for a product existing at all. Either way, it is unlikely that responsible
design will trump aesthetics, brand or technology in what people favour. Its
success, therefore, relies on designers being sufficiently motivated, not only
to overcome restrictions and challenges, but also to overcome their attraction
to the other more desirable facets of design enough to incorporate it as an
additional objective.
The key issue is the balancing or resolve of the multiple requirements of
each project, and to what extent the needs of a broader society are included.
How responsible design goals are incorporated into the designers thought
process is central. For example, if the goals are at a foundational level in how
the designer approaches a design task, there is the potential for a more
fundamental impact than if they are an ancillary consideration later in the
process. This highlights the importance of nurturing responsible thinking as
early as possible in an individuals development (even before they are
directed towards design).
Reflecting on the research, however, it was discernible that there is a
shortfall of external influences effectively promoting responsible design in the
Designing For or Designing With?
1591
commercial setting. Many of the mechanisms that do exist; such as conferences
and publications; rely on voluntary uptake (requiring a pre-existing interest or
concern) or tend to occur more in the academic sphere, which is typically apart
from professional practice. In the documentary film Objectified (Hustwit,
2009); Valerie Casey, while discussing the formation of The Designers Accord,
relates an anecdote of discovering a toothbrush they had designed washed up
on a holiday beach in Fiji. Without comparable moments of realisation and
cause to redress, it is questionable whether many designers will contemplate or
revise their standpoint, particularly because they do not often have the time or
capacity to monitor and review their own broader situation. This is worsened by
the fact that the majority of drivers in their daily working lives direct them
towards business targets, and there is little to direct them towards prosocial
concerns.
One possible disruption is the waves of younger designers graduating from
design courses with an increasing regard for the topics. Educators have a
crucial influence in the early stages of a designers development; however,
their impact can dwindle as a career progresses and as the designers views
alter with the complexities of the commercial world. While it is fair to assume
that the growing attention responsible design topics receive in education will
aid progress, it is also important to identify that without ongoing
reinforcement, those ideals may not survive in a commercial setting which
responds differently than the university institution. The research identified
that where a personal interest does exist, it is important to sustain it.
Motivated designers will need to gain a level of belief that progress is
possible, or that the goals are achievable in some measure. One consultant
designer commented: I want to make sure Im toiling away in an area thats
going to make a difference. This relies on the availability and communication
of evidence which demonstrates progress and positive outcomes. Moreover,
the topics need to sustain their importance. There were warning signs in the
research that if designers perceive responsible design goals as transient
topics, they will be cynical or slow to give them real consideration.
On the other hand, the topics have only been identified relatively recently,
and it was also apparent from the findings that a greater understanding and
knowledge needs to be established if responsible design goals are to receive
consultants further attention and application. Participants were quick to
highlight the need for clear, consistent, and useful guidance which is
appropriate to how they work; and more importantly, which they can have
confidence in. Professional, or regulatory bodies are one potential anecdote.
Were they in force, they could provide guidance and precedents for what is
STEVENSON, LOFTHOUSE, LILLEY & CHEYNE
1592
expected from designers while also offering a conduit for imparting the
required knowledge and information, once it is generated. In the UK,
however; despite recent progress in the growth of BIDA; there is as yet no
significant influence from this direction. As such, the main onus remains on
the individual designer and their personal drive or altruistic motivations.
Potential Leverage Points
Reflecting on the outcomes of the research, it is possible to identify a set of
opportunities or leverage points to potentially improve the uptake of
responsible design. Many of these require further investigation to be effective,
and as such, they also represent potential areas for future research.
A first consideration would be to look at increasing designers motivation
and intention to address larger societal issues. Improving their awareness of
the topics is an obvious point of departure; however it is widely accepted that
an increase in knowledge alone does not directly lead to pro-social behaviour
(Grob, 1995; Kollmuss & Agyeman, 2002; DEFRA, 2008). Instead, it is the
designers overall sense of responsibility which is crucial. Behavioural theories
advise this will depend on personality factors and an individuals altruistic
tendencies (Schwartz, 1977; Hines et al., 1987; Geller, 1995), and further
exploration would be beneficial to understand how these may be influenced.
The designers motivation to act is also affected by their sense of enablement;
their past experiences; and the social norms and incentives that inform them
(Triandis, 1976; Bagozzi & Warshaw, 1990; Jackson, 2005). One key
opportunity therefore, is the general recognition the goals receive, and more
importantly the value assigned to them in comparison to other design
objectives. In addition, stronger demonstration of success through case
studies, clearer knowledge and suitable metrics would also support a greater
sense of being able to have effect; while also aiding designers to recognise
when opportunities do exist. Disseminating this understanding to practicing
designers in a mode appropriate to their needs is also a challenge requiring
more attention.
Another main avenue of approach is to help increase the demand for
responsible design, both from the consumer, and the client. This begins with
identifying and marking existing interest or support more clearly. It would also
include finding better ways to communicate in business terms what is to be
gained from responsible design. Success in this area likely relies on providing
suitable metrics or measures to demonstrate effects. More importantly,
responsible design could be better enabled by encouraging designers not just to
Designing For or Designing With?
1593
enact what is required of them by their clients, but to assert greater leadership,
particularly towards societal issues. The topic of role assertion is a complex
area, which has had little exploration in relation to this subject. At a basic level,
however, improving the designers potential to influence their clients would
again benefit from broader availability of case studies and other forms of
evidence to back-up arguments. Progress towards industrial designs
professional status would also improve the designers credibility, and by
extension their possibility to have greater influence.
Conclusions
Achieving responsible design impact ultimately centres on product
outcomes, and to effect a positive change on societys greater needs, design
consultants must create persuasive and appealing solutions which fall within
the expectations of the client and market, and which meet the demands of the
commercial context. The success of commercial responsible design relies on
more sophisticated understanding, metrics and examples, which have greater
relevance to business goals, and the key participant parties. If it is to gain
broader uptake, designers require consistent knowledge and guidance, which is
appropriate, and which they can have confidence in. In addition, responsible
designs success is critically dependent on designers awareness and motivation
to take on the topics; particularly their assertion of responsibility towards the
larger consequences of their design work; along with their willingness to
recognise and avail of the opportunities that do exist.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of the
author(s). Permission is granted to reproduce copies of these works for purposes relevant to the
above conference, provided that the author(s), source and copyright notice are included on each
copy. For other uses, including extended quotation, please contact the author(s).
Designing For or Designing With?
Helena KRAFF
*
and Eva Maria JERNSAND
A major challenge for social design is related to roles, and the relationship
between designers and those that a design proposal is intended for. Human-
centred design processes are supposed to start with the people we are designing
for. However, by using the phrase designing for instead of designing with, it is
implied that something will be delivered, rather than created in collaboration.
Similarly local stakeholder ownership is often highlighted as important. Yet, the
underlying framework is most often set by a design team: it is they who set the
topic, own the tools, and therefore have control and power over the process. It
needs to be recognized that by doing so, alternative views might be pushed back,
and we might not notice what topics are left out or who is being excluded. The
purpose of this paper is to contribute to a more nuanced discussion of social
design by problematizing the concepts of local stakeholder ownership, roles and
power. This is done through a critical reflection of the authors own active
involvement in a social design project in Kisumu, Kenya.
Keywords: Social design, participation, roles, process ownership, critical
reflection
*
Corresponding author: Helena Kraff | e-mail: helena.kraff@hdk.gu.se
Designing For or Designing With?
1597
Introduction
For about one and a half year we worked with a social design project in
Dunga beach, Kisumu, Kenya. In the process local organisations and
residents participated in the development of ecotourism concepts,
products and services. When reporting the project we have highlighted
the positive aspects of working in a participatory manner, and how this
allowed for a democratic and transparent process, however after a while
this rather optimistic focus started to feel uneasy. We wondered if we
werent merely justifying already pre-set assumptions, and at the same
time suppressing the complexities and challenges that we knew were
there. Further the aim of the process in Dunga had been to reach local
stakeholder ownership, but since the underlying framework was set by us
as researchers, and since it was we that owned the tools, did that not
mean that we had been working against this goal?
In the same way as in the reflection above, other scholars have
acknowledged challenges related to social design, for example that the ideas
behind it are rarely discussed critically (Steen, 2013, p. 16), and that even
though user involvement is seen as crucial, it is treated as unproblematic
(Bdker, 2006). Also, since projects often involve underprivileged communities
(Lasky, 2013) that might not have appropriate social safety nets, there is a need
to move away from traditional consultancy models (Botero & Saad-Suulonen,
2013, p. 9). If the results of projects are to alter living situations, questions need
to be posed in regards to how the population in question will be affected. Will
they win or perhaps even lose out (Hamdi, 2009)?
The purpose of this paper is to contribute to a more nuanced discussion on
social design, by problematizing the concepts of local stakeholder ownership,
roles and power and at the same time being aware that we will only be able to
discuss a fraction of the complexities that these concepts entail. First we
present an overview of the current discourse on social design, with an emphasis
on challenges and tensions, as acknowledged by scholars in and outside the
field. This is followed by a description of the empirical case, which is then used
to critically reflect on our own involvement in the process. Finally, we conclude
by discussing areas for further exploration.
In order to critically reflect on the empirical case, the methodology used is a
problematization approach (Alvesson & Sandberg, 2013). The aim is to question
and see beyond the dominant and already established, to challenge our
theoretical position (Alvesson & Skldberg, 2000, p. 246), as well as to reflect
KRAFF & JERNSAND
1598
through alternative and opposing theories. By turning our gaze to the
researchers person, the research community as well as to society as a whole,
the empirical material is reflected upon on multiple levels (Alvesson &
Skldberg, 2008).
Theoretical framework
Social design projects, where local stakeholders are involved in the process,
have their roots in participatory design practices. In 1971 the first major
conference on participatory design was held in Manchester, where for example
Nigel Cross (1972, p. 6) expressed an urgent need of methods for citizen
participation in design and for architecture and planning, as a way to eliminate
many potential problems at their source. At about the same time
participatory design emerged in Scandinavia, where industrial workers were
involved in the development of their workplace (Ehn, 1993; Bjrgvinsson, Ehn &
Hillgren, 2012). Participatory design was then founded on two principles: The
first dealt with democracy and the notion that the actors influenced by a design
should have a say and be involved in the process (Bjrgvinsson, Ehn & Hillgren,
2012). The second was that the industrial workers professional skills were seen
as an important contribution for successful design solutions (Ehn, 1993). As Ehn
(1993) points out, it was not only the workers that were seen as participants
but also the designers, in a process entailing common efforts and mutual
learning. The breakthrough of participatory design was connected to the
introduction of a design-by-doing approach, where prototypes, mock-ups,
and scenarios were used (Ibid, p. 58) that enabled workers to express in
action what might not be possible to state merely with words (Ibid, p. 67).
Since then participatory design practices have evolved and moved from
focusing mainly on workplaces towards being increasingly engaged in public
spheres (Hillgren, 2013, p. 76), through projects all over the world (Bason,
2013). This includes projects within for example, health care, education, crime
prevention, and community development. Focus has also moved from being
mainly set on products, toward a focus on designing for peoples needs or
societal needs (Sanders & Stappers, 2008, p. 10). As a result of this
development there has been a growing interest in design for social good...
(Bason, 2013, p. ix) with conferences, doctoral courses, exhibitions, and
academic as well as non-academic publications discussing the topic. This has
also led to the emergence of an abundance of terms, such as interaction design,
service design, transformation design, design for social innovation, socially
responsible design, human centred design (HCD), empathic design, public
Designing For or Designing With?
1599
interest design and social impact design. Common to all of these terms is the
participation of concerned stakeholders, although they differ in their
approaches. Sanders (2006, p. 5) see a division between a user-centred and a
participatory approach. The former is characterised by an expert mind-set,
where the involved stakeholders are seen as subjects, informers or users, and
where the designer designs for people. The latter is a participatory approach
where participants are seen as co-creators throughout the process and where
focus is on designing with people.
In this paper social design is used as an umbrella term for all of the above-
mentioned types of participatory design practices. The following section gives
an overview of challenges acknowledged by scholars within the field of design,
as well as challenges acknowledged by Nabeel Hamdi, from the neighbouring
field of participatory architecture and planning. Further the criticism raised by
scholars from social geography, social anthropology and political science in
regards to participatory development is highly relevant to social design, which is
why this is also brought into the discussion.
Tensions and challenges - as seen from the field of design and
neighbouring fields
Scholars and practitioners within the field of design have pointed out
challenges related to the complex nature of social design projects. Bdker
(2006, p. 5) mentions a lack of reflection or reflexivity on behalf of
designers. At the Social Impact Design Summit in New York in 2012, a main
goal was to explore challenges and issues in the field. In the resulting White
paper, it was proposed that designers need to tread sensitively in order not to
provide communities with ineffective or inappropriate efforts, or even creating
real harm (Lasky, 2013, pp. 22-23). At the same time it was acknowledged that
there is a lack of standards and ethical guidelines (Ibid, 2013, p. 6). Further,
Otto von Busch (2013) pinpoints some crucial challenges in regards to
participation, which are interesting to explore further: Who is included and who
might be excluded? Who benefits? Does everybody want to participate? And
for whose interest are we as designers working for?
A major challenge that has been on the agenda for a long time is the notion
of roles and the relationship between designers and those that the result of a
project is intended for. In the 1970s it was argued that we need to blur the
current distinctions between designer and user (Cross 1972, p. 6), or even
reverse the roles (Roy, 1972) since participation in any radical sense is about
giving all the people access to the tools, resources and power which have been
the jealously guarded prerogatives of the professionals (Cross, 1972, p. 11).
KRAFF & JERNSAND
1600
Banham (1972, p. 18) mentioned that when people can invent their own rules
of the game, then I think design participation is getting somewhere. This can
be seen as an early attempt to allow process ownership to be with the users,
however we could question how much has really happened since then. For
example in 2011, Steen (2011, p. 55) mentioned that it is easy for designers to
interpret projects narrowly, stay within their own comfort zones and privilege
their own ideas and experiences, over users ideas and experiences. In 2013 it
was argued by Staszowski and Winter (2013) that we need move away from the
user-centred approach where users are seen as subjects. Further a common
goal with participation that involves local communities is to aim for local
ownership however, Jgou Deltraz, Massoni, Roussat, and Coiri (2013, p. 141)
point out that even though users might be highly involved, it is mainly the
designers that interpret and transform the results/.../into ideas and vision.
This indicates that if we are to move away from a user-centred approach we
need to adapt our mind-set and see the potentials of a dynamic exchange of
knowledge, (Amatullo, M. in Lasky, 2013, p. 22) where the process is seen as a
two-way street, where we learn from each other (Amadei, B. in Ibid, 2013, p.
22).
If we look to the neighbouring fields of participatory architecture and
planning, Nabeel Hamdi has highlighted challenges similar to the ones discussed
by design scholars. Hamdi (2010, pp. 85-86) sees a need to reflect more
thoroughly on some practical theories that underpinned it all to get up to date
with some of the latest thinking on the strengths and pitfalls of participation,
before moving on. He also mentions how colleagues sometimes feel uneasy
about their presence in a community. They wonder what roles they are actually
playing, when to intervene and when not to, and if intervening can become
interfering (Ibid, 2010, p. 85). Hamdi raises the issue of roles by not calling
himself an architect or planner, but a development practitioner, a title that
includes everybody: people, inhabitants and communities. Likewise, he quotes
Rose Mulokoane of the South African Federation of the Urban Poor (FEDUP),
saying: Dont call us beneficiaries. Dont call us end-users. We want to be your
partners (Ibid, 2010, p. 92). Further, referring to John Gaventa, Hamdi (2010,
pp. 85-86) sees the need to view participation not as an invitation but as a
human right, by [e]xtending the concept of participation to one of
citizenship (see Gaventa, 2004, p. 29).
So far we have discussed challenges as seen from within the field of design
and from the neighbouring fields of architecture and planning. If we broaden
our view and look beyond these fields we find harsh criticism that challenges
the whole concept of participation.
Designing For or Designing With?
1601
Tensions and challenges as seen by scholars in other fields
Outside the field of design, scholars in for example social geography, social
anthropology and political science have raised criticism towards participatory
practices and participatory discourses generally and to planning and
development projects that deal with social and economic marginalized groups
in particular (Cooke & Kothari, 2001). The critique is often targeted at
Participatory Rural Appraisal (PRA), which has many similarities with social
design, for example in regards to the methods and tools used to reach
participation.
It is argued that participation has become an act of faith in development,
something we believe in and rarely question (Cleaver, 2001, p. 36), and that
project workers are naive about the complexities of power and power
relations (Cooke and Kothari, 2001, p. 14). It is not enough to merely analyse
project activities, rather focus needs to be put on power dynamics, on patterns
of inclusion and exclusion (Cleaver, 2001, p. 54), and participation needs to be
linked to bigger issues such as democracy and anti-imperialism (Mohan, 2001).
Cooke and Kothari (2001, p. 15) see a lack of rigorous and critical self-reflection,
but at the same time argue that authentic reflexivity requires a level of open-
mindedness that accepts that participatory development may be inevitably
tyrannical, and a preparedness to abandon it if this is the case.
It is mentioned that project facilitators from the outside shape the direction
of processes, since it is they who own the research tools, choose the topics,
record the information, and abstract and summarise according to project
criteria of relevance (Mosse, 2001, p. 19). The risk with this is that the local
communities that are involved might shape the way they construct their
needs in order to be able to take part (Mosse, 2001, p. 20). Also the nature of
participatory projects enable project leaders to step back and act merely as
facilitators, which means that the responsibility of the results are moved from
the development agency to the people that participate (Henkel & Roderick,
2001).
Further, it is argued that the notion of empowerment is treated as
unproblematic, that it is often unclear exactly who is to be empowered, if it
is the whole community, individual persons or certain marginalised groups
(Cleaver, 2001, pp. 37-38). Community empowerment might not actually mean
that everybody is empowered since some individuals or groups have the skill
or authority to present personal interests in more generally valid terms, other
do not (Mosse, 2001, p. 21). Instead, according to Kothari (2001), participation
can lead to that already strong groups gain even more control. It is even
questioned if participation really leads to empowerment at all, since even
KRAFF & JERNSAND
1602
though participants draw their own maps during a workshop, the underlying
framework where it is decided that a map is suitable for depicting local needs,
has been decided by outsiders (Henkel & Roderick, 2001, p. 182). It is also
mentioned that participatory projects often carry symptoms of ethnocentricity,
with a language including terms such as community and local people, that stem
from a colonial anthropology, where distinctions are made between them
and us (Cooke, 2001, p. 105).
The above discussion highlights participation as highly problematic. Mohan
(2001, p. 167) however, do mention an exception to this negativity, a Village Aid
(VA) programme that went beyond participation since it was the local
community that set the framework whilst the outside agencies took on a
responsive role (Village Aid, 1996, p. 8, see also Mohan, 2001, p. 167).
Description of the empirical case
The empirical case addressed here has been funded by Mistra Urban Futures
(MUF), an international centre working with sustainable urban development.
MUF has a Local Interaction Platform in Kisumu (KLIP), where researchers and
PhD students from Jaramogi Oginga Odinga University of Science and
Technology, Maseno University and the University of Gothenburg work in a
transdisciplinary manner with the aim to produce knowledge and practical
results through cooperation between academia and society. The overall theme
of sustainable urban development has been narrowed down to two focus areas,
of which one is ecotourism.
Kisumu is Kenyas third largest city, and face challenges such poverty, poor
waste management, and an underdeveloped infrastructure. Researchers within
KLIP have identified ecotourism as a possibility to enhance environmental
conservation, promote preservation of cultural heritage as well as to provide an
alternative source of sustainable livelihood (Hayombe, Agong, Nystrm,
Mossberg, Malbert, & Odede, 2012, p. 158). Through KLIP, connections
between researchers and the county government have been initiated, and
research is seen as an important influence on policy.
Researchers at KLIP have identified potential areas for ecotourism
development, one of which is Dunga Beach, situated about six kilometres from
Kisumu city. In Dunga the majority of the inhabitants belong to the Luo
community, and the languages spoken are mainly Dholuo and English. Due to its
closeness to Lake Victoria, 80% of the community relies on the lake for their
income, working as fishermen, fishmongers, boat builders, and related jobs.
However, the state of the lake is a cause for concern due to the decrease in fish
Designing For or Designing With?
1603
stock caused by overfishing, pollution and the infestation of the water hyacinth.
This makes it crucial to find alternatives for livelihoods, and ecotourism is seen
as an opportunity to do so.
In the early 21st century two community members from Dunga found an
interest in ecotourism after attending a workshop organised by the Ecotourism
Society of Kenya. They saw an opportunity for Dunga to develop and decided to
start a local tour guide organisation, a group that has now grown to include 16
members from the community. In Dunga there is a community-elected Beach
Management Unit (BMU) in charge of land allocation, which works to improve
the general situation of the community. There is also the non-governmental
organisation (NGO) Ecofinder Kenya that focuses on education and
conservation regarding the lake, its adjacent wetlands, and the village.
The fieldwork was carried out over a period of one and a half years, with
twelve weeks spent in Kisumu spread over four occasions. Our key contact and
closest collaboration partner was the tour guide organisation. Residents from
the community participated in three workshops in the initial stages of the
process, which focused on mapping of stakeholders, the identity/identities of
Dunga and hopes and fears of ecotourism development. These were combined
with an available project space at a central location in Dunga, including a
project wall and a suggestion box. Four public presentations were also held, and
three reports have summarised what was going on in the process. The reports
included issues and ideas that had been generated through the participatory
workshops, our interpretation of the place, as well as theories and inspirational
examples on tourism development. Further, in order to develop some of the
ideas, four workshops were held with the tour guide organisation (one of them
conducted over a period of three days). In most of these workshops, two or
three community members attended as well as local craftsmen or craftswomen.
The workshops resulted in for example, a signage system, a recycling point and
a test of two full day tours, one with national tourists and one with
international. The tours included fishing, cooking local dishes, stories of the
local culture and making craft products of water hyacinths. In addition to the
tour guides, local restaurants, craftsmen and women and members of the
community took part. For example, a community elder participated as a
storyteller.
The research material also included meetings, observations, questionnaires
and informal talks in Dunga. Also comparative studies, and interviews with local
and regional tourism officials were conducted. At the end of the process, we
interviewed the local organisations and members of the community to inquire
how they had perceived the process and the activities in it.
KRAFF & JERNSAND
1604
Figure 1 Sign and recycling point under construction
Figure 2 Craft activity during test of full day tour
Designing For or Designing With?
1605
A critical reflection of the empirical case
Working with a pre-set framework
One of the reasons for working with Dunga was that they had a local
tourism business in place, where the tour guide organisation worked actively
with ecotourism development. This meant that ecotourism was not a concept
that was introduced by us as researchers. However we failed to problematize
our definition of the concept, taking for granted that our interpretation of it and
that of the tour guide organisation coincided. Apart from our view on
ecotourism we also brought in the concept of participation, and our pre-set
assumptions that participation is inherently good, suitable for any context, and
any purpose, in this case to develop ecotourism in Dunga. Referring to Cleaver
(2001) it was something that we believed in so strongly, that it did not even
occur to us to question it.
In initial meetings and a workshop with our key contacts in Dunga, issues
such as appropriate ways to involve residents, if it was okay to take photos in
the village and how these photos would be used were discussed. However,
these issues could be seen as minor, whereas the overall framework of
participatory ecotourism development had already been set by us as
researchers, and was not discussed.
Further, we failed to consider if the concept of ecotourism was accepted by
the whole community, and we did not take the time to explore what they felt,
thought or knew about the concept. Instead, the topic in one of the first
participatory workshops where residents participated was identity, which was
considered a basis for ecotourism development, and since this choice derived
from our already pre-set framework, we could argue that this topic was
imposed on the participants. In other words, we the researchers, as Mosse
(2001, p. 14) mentions, intentionally shape[d] the direction of the process.
Thus what could very well have happened was that the people of Dunga felt the
need to construct their needs (Ibid, 2001, p. 20) in order to be able to
participate in the project.
Here we can question what would have happened if we had started without
our set agenda of ecotourism and participation. What if the process had been
held open initially, so that the residents and local organisations could have
shaped the project according to their needs and desires? What would have
happened if we had been there to support residents and local organisations in
charge of their own process, right from the start? Or what if we had not been
there at all? Would other actors then have taken over, developing the site with
KRAFF & JERNSAND
1606
their own goals in mind? Did we create harm through our efforts, a possibility
suggested in Lasky (2013), or did we prevent harm?
Local process ownership?
By working in a participatory manner, we hoped that the process would
strengthen the community and local organisations, thus enabling them to feel
that they had ownership of the process. Nevertheless, even though it was what
came forth during workshops that established the content and direction for
coming activities, and even though the set-up of the workshops was changed
after discussions with the tour guide group, these changes were negligible, such
as number of participants, venue and schedule for the workshops. It was we
researchers that chose the main topics, elaborated upon, and designed the
workshops, which all went in accordance with the project frame (Mosse, 2001).
Taking a critical stance here, we could say that even though the workshops and
activities were participative, the framework of the workshops was not (Henkel
& Roderick, 2001).
The ideas that were taken forward were those that had come up in
workshops, informal discussions and interviews with the local organisations and
residents, however, the information gathered from all these activities was
filtered through us as researchers (Mosse, 2001). When we presented the ideas
in for example a public presentation in Dunga or in the written reports there
were certainly aspects and ideas that did not make it in there. Some views that
were presented and documented stemmed from our own assumptions on how
things should be, without having discussed our interpretations with the other
people involved.
The process was somewhat taken over by the local organizations, which
took initiatives to take several ideas to implementation such as for example a
cultural event and an improvement of the entrance to the beach. However,
because of our established framework, and the fact that we owned the tools
and designed the activities, local ownership was not established from the start,
which led to an unequal distribution of roles.
The above discussion is connected to the issue on how much time local
stakeholders are able to put in to the process. The tour guide group did not
have the means to engage in the process to the same extent as us, for example
they sometimes (most understandably) had to leave a workshop to cater to
tourists. Since us as researchers got paid for the time in the project whereas the
members of the tour guide group did not, we were the ones that could spend
time analysing and interpreting the material.
Designing For or Designing With?
1607
Power relations and empowerment
Cooke and Kotharis (2001) opinion that project workers coming from
outside are naive about complexities of power is also relevant to discuss here.
Our main choice of partner, the tour guide organisation, was well established in
the community and had a strong position. Yet, looking back, it was easy for us
as outsiders to work with an already established group that was engaged in a
notion that matched our pre-set framework. But, what about other groups,
such as fishmongers, boat builders, women, poor or socially excluded? What
would have happened had we chosen one or several of them as one of our
principle partners? Who is to be empowered, as Cleaver (2001) probes? Some
groups, according to Mosse (2001, p. 21), use their skills and authorities for
their own interests, while others do not, and who are we to judge? It is safe to
say that issues of power were not integrated enough in the process in Dunga.
As outsiders we did not have sufficient insight to the power relations in the
village, nor did we have the theoretical knowledge, we were in regard to this
issue mere generalists.
Another power relation is the ethnocentrism that comes with projects
where people from western countries work in developing countries, and where
distinctions between them and us are easily made (Cooke, 2001, p. 105).
There are situations where we need to tread sensitively (Lasky, 2013, p. 22) in
order not to perpetuate or exacerbate ethnocentrism. An example is the use of
terms, such as local people which according to Cooke (2001) stems from
colonial anthropology, or attempts to impose our own customs and practices on
other people. The example above on written reports and public presentations in
Dunga is such a case where there is a risk that we as outsiders use our own
understanding and culture to interpret the material produced in workshops and
discussions.
Concluding discussion
A major challenge in social design is related to roles, local stakeholder
ownership and power. These issues have been on the agenda since the 1970s,
when it was stated that we should not separate the roles of designers and
users, and that people should have access to tools, resources and power (Cross,
1972). However, these issues are still with us. It seems as though we are stuck
in a way of working, where the acknowledged needs of moving away from user
centred approaches and consultancy models (Botero & Saad-Suulonen, 2013, p.
KRAFF & JERNSAND
1608
9), toward processes of dynamic knowledge exchanges (Amatullo, M. in Lasky,
2013, p. 22), are and will be unobtainable if we continue to approach social
design research the way we do today.
We must engage in a critical discussion on social design to a greater extent,
open up and discuss when and why we feel uneasy about our roles when
engaging with communities, and doing so through the lens of the harsh critique
towards participation. This was the aim of the empirical reflection, which shows
that even though our goal was to reach local process ownership, the
distribution of roles was not equal. It was mainly we, the researchers that
steered and owned the process. This can be seen to be due to two main
reasons; the processes started with a pre-set framework set by us as outsiders,
and it was us that owned the tools and filtered the information. However, this
merely acknowledges the critique towards participation and in order to move
forward the discussion needs to broaden further.
Firstly, to attain real partnership we must go beyond participation as
suggested by Mohan (2001, p. 167) and move away from the concepts of
participation and social design. Participation can be seen to imply that people
participate in something set up by someone else, and social design has the
connotations that we are doing something for a social good, where we are
there to help them, rather than creating in collaboration. This means that these
concepts hinder us from ever seeing beyond the roles of user and designer,
which in turn will also hinder local process ownership.
Secondly, there is a need for fundamental changes in the way projects are
organized between stakeholders. Frameworks are today often set before local
communities are involved due to time limits, efficiency aspects and pre-set
conditions from organizers and funders. However, this does not cater for a
sustainable continuation if the ownership then lies on those who initiated the
cooperation. Support structures that allow for collaborative ways of setting up
frameworks are needed so that partnerships are reached from the start, and
where there is an equal distribution of management. All stakeholders involved
need to be given the means to participate on equal terms, both in regards to
how much time can be devoted, and how and when to share knowledge. For
the case in Dunga the setting up of the project should have been open for the
community to shape as they thought was appropriate, in collaboration with us,
instead of us acting as project leaders. Further, since large parts of the
framework were set up beforehand, and we were engaged in action research, it
caused a sense of urgency to reach practical results quickly. Under such
conditions, there is a risk that complex ethical issues will not be given the
attention it deserves. Support structures are therefore needed to enable active
Designing For or Designing With?
1609
and continuous work with democracy, anti-imperialism (Mohan, 2001), power
dynamics, and patterns of inclusion and exclusion (Cleaver, 2001).
Lastly, due to the complexity that participatory projects entail, we should
seek knowledge from and engage with scholars and practitioners from other
fields, who have expertise in areas where we can ever only be generalists. It
requires us to associate with people that are critical toward participation, in a
discussion where we continuously view our core concepts critically, always
being open to, if, when and how participation could be tyrannical.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of the
author(s). Permission is granted to reproduce copies of these works for purposes relevant to the
above conference, provided that the author(s), source and copyright notice are included on each
copy. For other uses, including extended quotation, please contact the author(s).
Design Approaches to Creating Social Metrics
Rebecca LINDSAY
*
University of Dundee
SME's and societies face complex problems to maintain and sustain economic
and societal growth within the current economic environment. Resilience,
innovation, sustainability and diversification are capabilities required by
emerging and established businesses to nurture growth and productivity (Scottish
Enterprise Rural Group, 2008; Thackara, 2005). Within the process of evolving
and honing these capabilities, lies a business opportunity to engage a deeper
level of understanding and appreciation of values intrinsic to both community
and business beyond Gross Domestic Product (GDP). The prospect of design
contributing towards the development of new approaches for value identification
in order to support the development of social cohesion as a model, leading to
community prosperity and economic growth (Stiglitz, 2009), is now a realistic and
compelling one. Although initial attempts have sought to address such complex
endeavours, these have failed to articulate a generic set of criteria that span both
the societal and financial aspects; they tend to fall to either side of the divide.
By bringing together reports and literature from a wide platform inclusive of
Oxfam and Carnegie, HPI, NEF, GNH, and incorporating the strategic use of
design into workshop developments, the paper discusses research in progress
that 'identifies and presents values and philosophies that lie beyond GDP'.
Keywords: Communities; Shared Values; Business; Prosperity
*
Corresponding author: Rebecca Lindsay | e-mail: r.p.lindsay@dundee.ac.uk
Design Approaches to Creating Social Metrics
1613
Introduction
This paper considers how design can contribute towards the development of
new approaches for value identification, through newly co-designed indices
encompassing value, growth and prosperity.
Using this approach greater insights can be brought to the debate around
sustaining and supporting prosperity and growth to occur for both businesses
and communities. This paper focuses on Scottish rural SME's and communities.
The Scottish economy is largely supported by its SME sector (small to
medium enterprises) composed of business and companies with 0-250
employees (The Scottish Government, 2013. European Commission, 2012).
Scotland has some 343,105 SME's operating within the private sector providing
employment for 1.1 million individuals across the nation, (one fifth of the
populous) (The Scottish Government, 2013). However, although providing
consistent and valuable input, the SME sector is an undervalued and often
hidden asset within the Scottish Economy (The Scottish Government, 2012;
OECD, 2013; Ester & Phipps, 2013).
SME's exist within communities which are inherently complex to navigate,
i.e. they have underlying wicked problems (homelessness, hunger, poverty,
crime, unemployment, isolation) which compound and complicate strategies for
development and sustainability. As a result they face a complex set of factors in
maintaining and sustaining economical and societal growth within the current
financial environment. There are many barriers in development, including
financial pressures, legal complexities, resource capabilities and resource
availability (OECD, 2013). Furthermore, the components and capacities
available and required to address the needs and issues in each location are not
necessarily replicated across different rural communities.
Recent years have seen values become more integral to decision and policy
making structures and are now being approached by a plethora of experts and
researchers from a wide and varied field base. The past 7 years have seen a
flood of information and data surrounding new and innovative approaches
towards considering values beyond GDP. At a global level a categorical shift has
occurred towards generating a fuller appreciation and understanding of more
than what the financial actions of a nation can provide.
1. GDP: A Different Measure of Value - Economic
It is clear that measuring GDP is very effective as a narrow measure of the
financial environments occurring both locally and globally, however this alone
cannot provide insight into how we generate more cohesive and thorough
responses towards assessing prosperity and wellbeing. We can already see
REBECCA LINDSAY
1614
business promoting and extending their values, and there is a unique and fresh
opportunity to interlink business growth with creating positive societal impact.
This situation offers opportunities to consider the weaknesses and strengths of
GDP, and how development of comprehensive, socially aware indices, methods
and metrics might compliment and support a more holistic perspective of
prosperity.
Designed by Simon Kuznets during the 1930's, GDP offers companies,
nations and governments opportunity to assess and compare growth, failure
and stagnation. As a uniform metric it provides an appreciation of both internal
and local financial situations and supports globalised comparisons (Kuznets,
1934). GDP is a quantitive method for statistical analysis of finance but it does
not have qualitative capabilities. For instance it does not take into account
societal aspects of life such as voluntary work, quality of life experienced or the
quality of goods being exported and created. Nor does it consider the impact
and ramifications of wars and disasters beyond the repercussions which effect
finance, (events such as these cause an un-natural influx in levels of GDP)
(Picketty in Clark & Domokos, 2014; Picketty in Moore, 2014).
GDP has been continually scrutinised since its inception accruing a position
of value and meaning that is outwith its original domain. Globally it receives
consistent criticism regarding its inability to effectively represent the societal
realities experienced (Danson and Trebeck 2011; Gauntlett, 2011; Fitoussi et al,
2009; Schmuecker and Wallace, 2012). It has accrued value and meaning that
far outreaches its original task.
It is not only politicians, governments and academics that are aware of the
importance of values. Big businesses and multi-nationals which are purely
profit driven are recognising that the adoption of certain values 'humanises
business' and can create positive financial and societal results. As opposed to
the 'Price War' and undercutting environment that was previously present, the
past few years, these giants of commerce have migrated towards patterns more
of societal benefit to ensure market longevity, for example, Sainsburys 'Living
Well for Less Campaign endeavours to engage with its customer base through
appreciating their values and needs. By becoming more socially aware,
environmentally friendly and sustainable along with engaging in activities
supportive of educational programmes, culture, sport and the eradication of
inequality, these institutions are engaging with society at newer and deeper
levels.
Design Approaches to Creating Social Metrics
1615
2. Beyond Economic Measures: Happiness and other Studies
Since the creation of GDP, calls have been made for further consideration to
be given towards alternative measures to reflect the multi-faceted aspects of
societal wellbeing. Simon Kuznets, GDP's inventor, gave cautionary warning to
the American Cabinet in 1934 emphasising that national welfare could not be
inferred through assessing and measuring national income alone.
Robert Kennedy, 1960 and more recently Joseph Stiglitz (2009) supported
this perspective, considering the implications of GDP to be lacking and
inappropriate for assessing the prosperity and wellbeing of humanity.
Gross domestic product (GDP) is the most widely used measure of
economic activity. There are international standards for its calculation,
and much thought has gone into its statistical and conceptual bases. But
GDP mainly measures market production, though it has often been
treated as if it were a measure of economic well-being. Conflating the
two can lead to misleading indications about how well-off people are and
entail the wrong policy decisions (Stiglitz, 2009).
The concept of assessing happiness to provide alternative insights towards
societal wellbeing has been underway for over the past 40 years. The term
'Gross National Happiness was coined in Bhutan in 1972 by the Fourth King
Jigme Singye Wangchuck. This term supports the legal code of 1729 which
states that: "if the government cannot create happiness for its people, there is
no purpose for the government to exist."
Subsequently, The Centre for Bhutan studies worked towards the
development of an indice capable of acknowledging contributory factors of
Happiness into policy making structure. This culminated in the creation of the
first Gross National Happiness Survey initially undertaken in 2010. Bhutan are
not isolated in their endeavours to develop complementary and alternative
methods to assess wellbeing and prosperity beyond GDP. Prior to 2003, studies
and indices which gave consideration to this and similar factors were generated
globally at a slow but consistent rate. Since 2006 at least 1 new indice, metric or
institution has emerged yearly to provide insights into mechanisms appropriate
for determining and understanding wellbeing and prosperity. Figure 1 shows a
table overview of the developments which have occurred in this field over the
past 33 years.
REBECCA LINDSAY
1616
Year Activity
1980 World Database of Happiness
1981 The World Values Survey
1984 The Centre for Sustainable Economies
1986 The New Economics Forum
1989 The Centre for Sustainable Community Development
1990 HDI - Human Development Index
1995 The Genuine Progress Indicator
1998 World Database of Happiness Website
1999 GNH - Bhutan - 1st Survey
2003 The Global Footprint Network
2006 The Social Impact Forum
2007 Oxfam Humankind Index launched
Global Peace Index - IEP
Legatum Prosperity Index
2008 Gross National Happiness Report
2009 The Institute for New Economic Thinking
The Institute for Economics and Peace
2011 Better Life Index - OECD
First World Happiness Day
2012 Sustainable Development Solutions Network
Social Progress Imperative
2013 Social Progress Index
World Happiness Report (SDSN)
Figure 1. Societal Engagement with Alternative Assessments.
Each of these institutes, reports and metrics are part of a progressive global
endeavour moving towards comprehension of the needs, wants, drives and
sustainability of modern society. Collectively, this information provides a richer
view of societal needs, identifying areas where concerted effort for change is
required.
These endeavours support an inclusive and holistic overview of a wide range
of societal aspects. They attempt to consider appropriate responses in order to
combat global 'Wicked Problems'. These works support and facilitate a greater
understanding and appreciation of unseen and unheard needs and wants of
people, aiming to assist in the creation of a prosperous economic structure
beneficial for both community and business development.
Design Approaches to Creating Social Metrics
1617
These activities allow for important key factors such as those that contribute
towards the ability to live well, to be taken into consideration and understood
by potential external and internal factors of influence, such as local council
constabularies and larger governmental bodies. Rather than reliance on GDP as
the key and sole indicative measure of progression within societal structure,
these indices take a more holistic approach enabling foresight when
determining potential effects of new policy shifts. It can be argued they
consider unseen values and drivers which support community development and
long-term sustainability.
3. Design Approaches to Wicked Problems
Communities across the globe have evolved into heterogeneous systems,
which are also home to a plethora of social, environmental and economic
instabilities and inequalities. Often referred to as 'Wicked Problems' (Rittel &
Webber, 1973), these issues are structurally un-definable, containing multiple
co-related factors. A scaffolding of interlinked, yet individual problems of equal
complexity supports them. Attempts to define and understand issues within
these areas often bring further revelations pertaining to complex underlying
problems that require attention.
These wicked problems have challenged and destabilised the environment
of trust previously experienced across the public towards businesses and
governments (Porter & Kramer, 2011; Fox, 2013). If this effect is to be reversed
there are necessary actions to be taken towards strengthening and building
relationships. One such action includes implementing an eco-system supportive
of shared values. Through nurturing a deeper understanding of the value
systems that both drive and constrain business and community structures,
arrives the potential to develop and establish approaches for creating
necessary, supportive and assistive mechanisms.
4. Understanding Value(s)
'Value (s)' is an ambiguous term with multiple inferences and meanings. The
OED provides definitions inclusive of our capability to appreciate varying life
factors in relation to their impact and effect upon our wellbeing.
To elaborate, the opinion of this paper is the following:
Value(s) are :
Intrinsic to life giving context and support to our actions and reactions.
REBECCA LINDSAY
1618
Grant meaning and guidance across situations we face, in rationalising
our actions and decisions, or providing grounding and scope to re-
evaluate
Negotiable and considerate towards accomplishable compromise
Influence behaviours, attitudes and response mechanisms
Form the ideals from which we shape our lives.
Values are built and refined through time and experience, influenced by
multiple factors and in return effecting multiple factors (Schwartz, 2005;
Schwartz, 2009). Some are shared throughout communities and cultures, whilst
others are individually determined from our own perspectives (Schwartz, 2009).
Emotively descriptive, they can be determined and vocalised both through
singular terms, and structured statements. They enable us to position ourselves
and actions across a wide variety of events, situations and day - to - day life.
Within the context of business structures, values play a similar role, guiding
and defining standards for forming approaches and plans. They are the
principles that sustain and give foundation to strategies for present and future
action. Collective values such as those found across communities provide an
umbrella perspective of social structure, goals and ideals. Schwartz describes
them as "Universal Organisation of Human Motivations" (Schwartz, 2009).
Appreciating values has provided insight towards both individual, and collective
actions and responses providing insight around facets of evolution within
societal construct (Schwartz, 2009).
5. The Applicability of Co-Design in Business
Businesses can contribute to both economic and societal growth through
shared values, creating positive social impact in local areas thus allowing new
opportunities to arise (Porter & Kramer, 2011). The strategic implementation of
design methods provide opportunity to instigate these steps, supporting the
generation of co-developed, self-sustainable support mechanisms for future
resilience and prosperity.
Design interventions can enhance the experiences and potential outputs
created through collaboration between businesses and communities through
knowledge exchange (Follett & Marra, 2012). Societal problems are context
related to their communities and local environments. The most constructive
approach towards tackling these issues is to directly engage with the people
who live there (Day & Parnell, 2003). Community members are privy to
knowledge that can offer invaluable insight towards potential resolutions (Arias
et al, 2000).
Design Approaches to Creating Social Metrics
1619
The long term benefits of utilising design to construct new and innovative
processes to address these complexities allows consideration and positive
action to be driven around issues of economic and social contention; the
promotion of business generation, societal security and long term recovery. It
is perceived that without embracing a new approach towards these aspects of
society, the world economic structure will not achieve a full or lasting recovery.
Through developing a deepened understanding and appreciation of the
multi-faceted value structures which are inherent to community and business
eco-systems; businesses and companies can pro-actively involve themselves in
not only regenerating the larger economic structure, but create a stabilisation
within local economies. If businesses can engage mindfully and integrate
themselves into their supporting local eco-system, there is the potential for
profitability to occur both socially and financially.
Design approaches are being implemented globally to instigate and support
business growth, societal improvement and social innovation (Thackara, 2005)
creating environments of shared values across community and business eco-
systems. We now see systematic shifts from traditional and conventional
business practices towards newer models that incorporate more socially
responsive ideals, beneficial for both company growth and societal benefit.
The revolution which occurred across Design as a practice has allowed it to
develop from purely production line output to a 360 degree encapsulation of
process, which when implemented correctly enhances the potential for success
with endeavours. Furthermore, design has emerged as "a key tool for analysing,
evaluating and visioning future company developments for change" (Follett &
Marra, 2012).
Over recent years the field of design has seen an upsurge in the utilisation of
participatory and co-design methods. It is no longer sufficient to accept a brief
and produce an output without first engaging and interacting with stakeholders
to determine their needs and wants. The public are impacted both positively
and negatively by ongoing developments, design methods offer the capabilities
of garnishing deeper understanding, engagement, co-operation and support
when implementing change.
6. Design Thinking
Co-Design is an approach applied by designers which encourages and
supports the development and delivery of resolutions through engagement
with the stakeholders involved.
It is a mechanism which supports the creation of shared understanding and
shared languages to occur around proposed service/project/area's. The
REBECCA LINDSAY
1620
concept is pinned by a belief in generating successful outcomes through direct
user involvement. Through engagement with 'users' designers are enabled to
support them throughout the design process from the 'fuzzy front end' towards
a clear outcome which they themselves have had an active and key role in
generating. It supports users to design their effective, desired outcomes driven
by their needs and wants, with the designer taking a more supportive,
facilitative role. It is a Human-centred process which places ownership of
process and output into the hands of the stakeholders.
Engaging members of communities with models that support active
participation, allows exploration surrounding pre-conceived assumptions and
unknown areas. Members of communities are host to 'unconscious knowledge
pools' (Day and Parnell, 2003); they have an awareness of the day-to-day facets
that create challenges within the social, economic and environmental layers of
their societies (Day and Parnell, 2003). The complexity and variability of social
problems are too great for any one individual to tackle independently, but
through utilising resources, knowledge, skills and experiences, a richer
perspective situations can be obtained.
7. Envisioning Value(s)
To determine the complexities of community and business relationships is a
long standing need. The revolution of design from product to experience focus,
supports and enhances the value and impact of Knowledge Exchange and re-
focuses attention into the stakeholder pool. Design has emerged as a leader
within the fields of Social Impact, supporting its workers in development of
processes considerate and responsive to the needs and wants of stakeholders.
If it were to integrate the responsibilities of values into the process, it may
enable a stronger and more responsible attitude towards engagement and
positive impact to occur. The past years have seen rise to transitions within
westernised societies, the tipping points of engagement, understanding and
empathy have been glimpsed. Design approaches are leading the interactions
possible and supporting potential avenues of success.
To explore and evolve methods for value extraction a workshop was developed
to consider effective methods for Value Identification from a design-led
perspective. The intended benefit for participants at this initial stage of exploration
was to develop an understanding of their practice or research network and then
determine a wider context of the potential value(s) their work may have.
The 8 hour workshop was undertaken with 15 Master of Design for Services
students. It aimed to support investigation and development of methods and
tools to identify values and drivers. The Workshop was broken into 6 stages,
Design Approaches to Creating Social Metrics
1621
rotating between group and individual activities. As shown in Figure 2, the
stages of the workshop were as follows;
Stage Type of
Work
Purpose Core
1
Paired Exploration of the benefits of 'Boundary
Objects' (Griesemer, J & Star, S. 1989)
discerning individual values
Active
Listening
1.5 Group Generating an overview of the 'collective
whole'
Clustering and
Conversing
2 Individual Creating an overview of the stakeholders
involved/influential and linked to work.
Working through a primary, secondary and
tertiary system of impact.
Reflect &
Disseminate
2.5 Group Sharing and considering stakeholders from a
collective perspective
Discussion
3 Individual Considering the drivers and values of the
stakeholders who may be involved.
Reflect &
Disseminate
3.5 Group Sharing and considering stakeholders values
and drivers from a collective perspective.
Discussion
4 Individual Synergy Alignment. Identifying areas where
individual values may co-exist with
stakeholders, and areas where conflicted
values structures might occur.
Reflective
practice to
enable
identification
of potential
actions.
Stage
4.5
Group Considering the wider group perspectives,
determining areas of strength and weakness
within a project and discussion around
positive actions to make.
Discussion &
Mapping
Stage
5
Group Ideation surrounding positive impact
assessment and measure. Lasting legacy.
Ideation,
Future
Casting,
brainstorming,
Mapping,
Timelines
Stage
6
Group The integration of terminology and language
used to initiate generation of a collective
manifesto
Discussion.
Shared
Perspectives.
Group
formation.
Figure 2. Workshop Development
REBECCA LINDSAY
1622
When considering values beyond financial output, it was important that the
process embraced the occurrence of both reflective thinking and knowledge
exchange.
Early findings provide a start point for guiding development and
dissemination for potential avenues of exploration within community and
business structures. The workshop revealed that effective methods for
identifying values were predominantly collaborative activities as opposed to
individual. The methods which promoted discussion and questioning supported
and enhanced individual exploration and self-reflection.
Each stage focused development and exploration around varying types and
perspectives of values.
Stage 1 which was an active listening, object based conversation activity
generated findings (Figure 3) of individual value(s) being situated around the
following areas:
Learning Connections Creating Drivers Emotion
Guidance
Support
Challenges
Skills
Development
Life Experience
Reflection
Practice
Stories
Culture
People
Balance
Beliefs
Hobbies
Family
Friendship
Memory
New
Environments
Experiences
The Past
Bravery
Courage
Connection
Thoughtfulness
Openness
Need
Love
Time
Tradition
Curiosity
Figure 3. Individual Value Exploration
Through a multi-layered mapping activity Stages 2 through to 4 explored
the values and drivers of stakeholders and designers from both individual and
group perspectives. Primary findings showed similarity between both parties,
(Designers and Stakeholders) (Figure 4.) This is to be revisited a further 3 times
over a 9 week period to determine and assess where assumptions were both
correct and misplaced.
Design Approaches to Creating Social Metrics
1623
Drivers of Stakeholders Designers
Mutual Inquiry
Idea Exchange
Participatory Engagement
Opportunity
Creating something meaningful
Love
New ways of Working
Increased Equality
Learning
Collaboration/ Networking
Replicable Model Generation
Self Promotion and Growth
Satisfaction
Trust Development
Similar Values and Directions
Knowledge Exchange/ Sharing
Evidencing and Sharing Stories
Best Practice
Money/ Promotion/ Power/
Security
Experience
Sustainability
Alleviate workload
Reciprocated give and take in relationships.
Generating positive change in self and others.
Building Empathy
Supporting Communication.
Hearing Voices
Employment
Curiosity
Desire to create change
Willingness to help
Travel
Opportunities.
Future Collaborations
Network Generation
Kindness
Being able to help
Impacting the Workforce
Making a difference for people
Improving Engagement.
Improved quality of service
Changing Interactions
Generating awareness of issues
Figure 4. Identifying Drivers and Values of Stakeholders and Designers
Stages 5, was a group activity focused upon future outcomes and measures
of success. The students developed short presentations documenting their
current perspectives of what might create a successful outcome. These will also
be developed in future workshops over a 9 week period. There was however
discernible benefits gained through group discussion around successful
outcomes and lines of action to take forward.
The final aspect of the day, (Stage 6) culminated in the generation of a
collective manifesto considered emotional terminology that the group had
verbalised throughout the discussion phases (Figure 5.)
These were:
Emotion Based Activators
Thoughtful. Kindness. Inquisitive Knowledge. Experience. Sharing.
REBECCA LINDSAY
1624
Shared Values. Realisation
Unique. Inspiring. Equality.
Positive Effect
Skill building. Opportunity. Impact
Conversations. Networks/ Connections
Self development. Recognition
Inspiration
Table 5. Emotional Terminology and Drivers
8. Conclusion
A prosperous financial situation does not guarantee wellbeing or happiness
of individuals or communities. The complexities of life are subjective to the
opinion and perspective of those involved, encompassing both physical and
psychological aspects to provide a more three dimensional outlook. Finances
constitute a complimentary factor within the overall picture, and the numbers
are require to be seen in perspective and viewed in balance with the
experienced quality of life of citizens.
The task of understanding and defining values into comprehensible and
comparable indices brings with it complexities. Values are determined by both
physiological and psychological factors that are responsive to and effected by
life situations and perspectives. Like any design opportunity, this task requires
both macro and micro exploration to identify methods which can provide
quantifiable measures of assessment sympathetic and responsive to the
communities involved.
To enable the generation of a matrix to support a synergistic response to
occur, promoting and enabling the development of a human-centred focus;
primary actions require to address effective dissemination and consideration of
current methods of value assessment from a diverse range of fields inclusive of
societal endeavours, social science studies, anthropological endeavours and
design thinking approaches. There is considerable opportunity to expand,
enhance and develop our appreciation of the concept of value(s) from
understanding how, why and where they develop; what impact they carry
across into daily lives and behaviours; causes and ramifications of fluctuations
in the collective perspective; their formation and development and resulting
influential control.
This ongoing research aims through a design thinking, co-design approach to
continue to discern processes and methods for uncovering the needs and
values of businesses and their communities as they develop and evolve within
the current economic and political climate.
Acknowledgements: The author would like to thank supervisors
Mel Woods and Jennifer Ballie and workshop participants and
Design Approaches to Creating Social Metrics
1625
staff from the Master of Design for Services. This work is
supported by AHRC Design in Action. Ref: SC015096
(www.designinaction.com)
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Moving Beyond the Consultancy Model:
Strengthening Design Approaches for Public
Good
Sarah DRUMMOND
*a
and Trevor LAKEY
b
a
We are Snook Ltd;
b
NHS Greater Glasgow and Clyde
This paper considers both the positive and negative implications of this
business model from the perspective of both the public sector client and a
design agency while proposing new forms of partnership models for design to
be used as a catalyst for the development of new products and services that
may arise from a co-creative process. We consider the need for new forms of
partnerships and processes to evolve between commissioned design agencies
and statutory public bodies that allow the space for design driven innovation
to flourish, and explore what skill sets are needed to maximise the impact of
partnerships working. This paper is a collaborative piece between the public
body client and appointed design team centered around the appointment to
work on a six month mental health project. The project utilised service design
methodologies to co-design future services that young people would like to
see in the Greater Glasgow area. In the conclusion, proposals are made for
new models specifically derived from the experiences of the six month
commissioned project and a criteria of conditions for the commissioning of
design teams from experience of both embedding design inside organisations
and commissioning design teams from the perspective of a statutory public
authority. Our core intention is to inform the reader and develop debate and
insight around the management of design within the public sector, crucially,
from both the client and design agency perspective.
Keywords: design, health, mental, management, procurement, Scotland,
service, interaction, system
*
Corresponding author: Sarah Drummond | e-mail: sarah@wearesnook.com
Moving Beyond the Consultancy Model
1629
The Consultancy Model
In recent years there has been a development of high profile
organisations within both the public and private sector embedding design
within their organisations . However, design is still largely commissioned
under the consultancy model.
Typically in todays procurement landscape, although there are shifts
taking place, procurement calls are largely focused on the delivery of pre-
articulated outputs from a public body or local authority institution. This
often means calls are weighted on cost and the process to tender can often
leave design teams without a full understanding of what is required for a
successful outcome.
In many circumstances within procurement, relationship building can
take place before a call to tender and this process can be seen as a formality
with a consultancy, however, the personnel who will be closely involved in
the project, in many cases, are not able to make the final procurement
decision or have an in-depth input to the design-brief set for public tender
processes.
There remains today, despite calls for more open forms of procurement
and support of SMEs (Nesta, 2007), a large focus on the solution in
procurement. This often takes the form of design briefs asking for service or
product developments in the form of new apps or websites to counter
modern developments and not considering the full series of service needs
from users and providers throughout the whole system.
Particularly in the case of digital development for service re-design,
there is more focus needed towards developing platform standards, data
streamlining and business processes developed to continue to implement a
service proposition over time than a quick fix solution.
We are now seeing the design brief evolve (Hands & Murphy, 2012) to
allow for more open, participatory forms of design. However even this
progression to commissioned problem identification and articulation is often
considered as research. Further development is still required to consider
how to procure expert skills from the private sector to drive forward work
streams post commissioned work.
The consultancy model, considered as an outside approach usually
takes the form of a design consultancy delivering solutions and insight to
public sector bodies commissioned by public tender. In many circumstances
DRUMMOND & LAKEY
1630
this brings obvious benefits including kudos, specialist expertise, i.e.
technical knowledge and a fresh perspective.
However, this approach is not without barriers for both the commissioner
and public authority and the design consultancy. The core issue is in moving
from insight and proposed design solutions into working prototypes and
usable products. This brings frustration not only for the design team, but also
the client who has commissioned the original work and cannot create the
budget or remit for the work to be continued by the team who has developed
the knowledge from the initial research (see Figure 1).
Figure 1: Project 99 (2014), Double Diamond process in relation to procurement
Commissioning Design
There is growing interest within the public sector in adopting design
approaches to service change
(Mulgin, 2013), driven by the need to address
complex societal challenges within the constraints of highly pressured public
finances. Well-recognised drivers such as an ageing population and the
growing burden of chronic diseases mean that methodologies that yield
deeper insights into the experiences of service users, help shift inefficient
Moving Beyond the Consultancy Model
1631
practices, redesign key service elements and capitalise on new opportunities
have a vital role to play. A number of key aspects of public policy discourse
have in recent years also added to the impetus for a more people-focused
approach to public service delivery, including in Scotland the Christie
Commission (Scottish Government, 2011) and NESTAs People Powered
Health Programme.
However, adoption of such techniques is still relatively novel and there
are significant hurdles to overcome in seeing their effective utilisation in the
public sector. The most powerful of these is that they represent a positive
challenge to traditional power balances that have governed the delivery of
public sector services for some considerable time, by placing the experience
of service users at the heart of redesigns and innovations. At its best,
service design gives voice to protagonists whose experiences may have been
fairly marginal to-date. Linked to this is a set of expectations built up
around commissioning processes that tend towards setting out in advance
what the deliverables will be, and specifying this with some precision in the
contract specification. With the level of public scrutiny that all public sector
spending attracts, being prepared to go with the flow of open-ended
processes, and being primed to respond to potentially significant critiques of
current practices takes a degree of confidence and courage. Theres a
chicken-and-egg dimension in addition, in that an in-depth understanding of
the strengths and limitations of service design approaches is only likely to be
generated by hands-on involvement. As Mulgan (2013) notes:
few signs of public services building up the capacities needed to be
good commissioners of design.
The commissioned Mental Health Project
An emerging understanding of commissioning Service Design can be
seen in Project 99
(2013), focused on exploring internet based approaches
to support youth mental health in the Greater Glasgow area. The project
undertook a co-productive approach to research and develop future
strategies, products and services focusing on young people, social media
and how this impacts on their mental health and well-being. This was
undertaken by a prominent design agency, leading youth charity, foremost
mental health charity and the client, a statutory public body.
The public statutory body and its local partners were looking to establish
a time-limited development project to explore the potential of the internet,
social media and mobile technologies to promote better mental health and
DRUMMOND & LAKEY
1632
wellbeing for young people. A commissioned partner or consortium of
partners was sought to collaborate with GGCNHS and its local partner
agencies in developing a collaborative programme with local young people,
aged between 15-21. A focus was put on participatory methods with young
people, with an intention to co-produce a number of multimedia resources
and guides to the internet and mental wellbeing. The project was aimed to
guide longer term developments in the youth mental health sphere in the
wider health board area.
The origins of this work span several years, and grew out of two linked
processes. The first of these was a formal Health Board led policy
development process, drawing in multi-agency partners, that created an
overall strategic framework for addressing the preventative and early
intervention aspects of child and youth mental health. One particular
priority to emerge from this process was the need to expand the range of
communication and dialogue approaches being utilised. The second strand
was a more informal exploration, conducted via the professional networking
activities of a small number of colleagues - often using social media channels
- to discover and connect with an international body of innovative practice
in mental health fields. This latter activity provided sufficient evidence of
digital innovation in the health sphere to build a case developed to attract
Health Board investment in a programme of exploration.
The commissioning method adopted was the traditional model of
competitive tender, in line with the Boards Standing Financial Instructions
(SFIs), which are designed to ensure compliance with relevant national and
European procurement legislation. The Health Boards Procurement Team
played a crucial role in this stage and remained an active partner throughout
the tender, selection and award stages.
Several aspects of the contract specification, however, lent themselves
to a more collaborative approach from the outset; a co-production approach
with young people was an integral element of the specification, as was a
requirement to draw on the resources and expertise of a network of local
partners. These were brought together in the form of a project steering
group, including colleagues from health, local authorities and the voluntary
sector.
Drawing in the knowledge and connections of this network of local
partners was a crucial element of the approach - for example being
instrumental in identifying within a relatively short timescale a shortlist of
potential youth agencies, then continuing to support young peoples
Moving Beyond the Consultancy Model
1633
participation, for example via the network of youth workers already in place
in the participating youth projects and initiatives.
Above all, upon award of contract to the successful three-agency
consortium, significant early work was put in to build up relationships
among the commissioners, contract holders and the multi-agency steering
group partners, in the testing of expectations and assumptions and to
establish ground rules and share insights. Some key elements of the
eventual suite of final outputs were shaped collaboratively through this kind
of dialogue, such as the concept and overall outline of the digital assets
map (Project 99, 2013)
The project process and outcomes
Across 2013 the consortium worked with youth agencies across Glasgow
undertaking a series of co-design workshops with young people, providing
them with bespoke design tools that allowed them to visualise and put
forward a range of ideas on how to improve mental health services.
As a dual process, the interaction with these groups of young people was
analysed for insights on the various types of support needed and the
preferred format for communication and form of services.
In order to gain a deeper understanding of young peoples needs, one-
to-one interviews were undertaken where their journey was mapped
through a variety of health and youth services they had interacted with in
order to understand points in their lives where more support was needed
and in what format.
In addition to field work, desk research was undertaken to build a service
map of existing resources and platforms (both specifically designed to
support mental health and existing digital tools) which were later aligned to
a service map. The objective of this service map was to support health
professionals and relevant stakeholders working in the mental health sphere
on how to use these tools in the support young peoples mental well-being.
In addition to this qualitative work, a survey of young peoples social
media habits was produced collating over 600 responses and the results
later analysed to understand how young people were accessing the internet,
(how, when and what for) to inform design solutions.
The process was a blend of researching existing needs and then
presenting these needs back to young people in a safely designed space to
develop early stage ideas and directions for improving the Health Board and
DRUMMOND & LAKEY
1634
wider stakeholders ability to support young peoples mental health both
inside and outside of the health care system.
Through this open innovation process, the groups of young people were
always given the freedom to develop elements of the project as they
wished. This resulted in a non-commissioned piece which became part of
the wider report. This took the form of a self-developed manifesto for
mental health by young people, which the design team developed into a
series of visuals for final presentation back to the health board.
From the tender process, outputs also included the development of a
youth guide to mental health and well-being. This took the form of an
animated GIF youth guide which included animations of advice regarding to
stay mentally well and recommendations by young people on what to avoid
online.
The final report contained all of the above and an overview of wider
insights gained during this research and development project, outlining
potential opportunities for future exploration.
The final outputs (report, service map, wider research) (see figure 2)
were presented back by the commissioner, appointed consortium, the
design team and the group of young people.
Figure 2: Project 99 (2014), Executive Summary: Overview of outputs
These outputs and presentation have been re-presented at various
mental health conferences in Scotland and released online. It is important
to make a distinction between outputs and outcomes at this stage. The
wider outcomes included transferral of knowledge and engagement of the
young people, giving the groups the opportunity to have a voice. Often the
Moving Beyond the Consultancy Model
1635
commissioning process focuses on outputs with these as tangible
deliverables. In this process, outcomes are left to the side and are an
affordance of the core delivery of outputs.
The report and supporting work highlighted the importance to recognise
the need for the health sector to build both new and adopt existing digital
platforms to work with young people in managing their mental well-being at
all stages of their journey.
The outputs from this project are both hard and soft. Solid service
proposals are contained within the report but the issue remains that to
reach this stage to develop ideas a series of concurrent workstreams require
development to make this a reality.
These include social media and data governance developed to allow for
the solutions to exist, an education in the possibility of internet-based tools
for the wider health sector and a change in mindset that digital and
internet-based tools can be used positively to support young people.
Beyond Project 99
A consideration for highly innovative programmes such as Project 99 is
that in order to achieve impact and forward momentum, it is necessary to
undertake significant internal development work within the commissioning
organisation, as there are often major barriers to overcome. These can be a
combination of technical, cultural, financial and political. Even if such
negotiations are fruitful, they can typically be very human resource
intensive, time consuming and requiring of compromise. It may also be
necessary to conduct negotiations with a range of additional key partners -
increasingly important given the drive towards further integration of public
services, such as with health and social care (see Figure 3).
The time taken on internal processes, and the necessary semi-visible
nature of much of this effort, can in turn place strains on the positive
dynamic with external service designers, participating service users and
wider stakeholders. In the case of Project 99, the focus on digital
communication technology, and particularly social media presents particular
challenges, given the need for the NHS to work through issues such as
information governance, data security, patient confidentiality, staff conduct
and management of organisational reputation issues. The concept of co-
designing health services directly with young people is also a far from
commonplace practice, despite many years of policy imperatives focused on
patient involvement.
DRUMMOND & LAKEY
1636
Figure 3: Project 99 (2014), Internal development and challenges commissioner
perspective
What greatly assists in working all these issues through, and in preparing
and securing resources for follow-on stages of development is the ability to
connect with like-minded colleagues in other public sector agencies, to be
able to share experiences and resources, and to be able to illustrate the
potential benefits that can accrue from adopting a service design ethos. Also
crucial, but very challenging, is the need to maintain a dynamic link with
representatives of service users and involved communities throughout any
negotiation of next steps and mainstreaming. The challenge comes
particularly from a potential disparity of expectations around the pace of
change, and from lack of investment in the practical requirements of such
on-going involvement.
Moving Beyond the Consultancy Model
1637
Finally, the ability to explore and select from a wider palette of options
in terms of investment and commissioning arrangements needs to be taken
on board, if the maximum benefit of service design is to be harnessed for
the benefit of more effective public services. Initiatives such as the Scottish
Governments support for use of Public Social Partnerships is one example
among many that needs to be given more widespread consideration.
(Scottish Government, 2011)
New Models of procurement and partnership in
design
A design team should be involved at the earliest stage of
commissioned work with internal teams using design tools to help
explore and shape the requirement prior to any procurement being
established. This avoids the risk of getting the right answer to the
wrong problem. (Policy Connect, 2013)
This project highlights the benefits of an open research approach which
allowed for the use of co-creation tools to steer the direction of the
outcomes and open up wider work streams that may need taken forward in
alignment to produce outcomes that were not recognised at the
commissioning process.
In order to commission projects of this type that adopt an open
innovation approach, we need to extend the knowledge of open innovation
approaches within the public sector and set up the proper conditions for
both internal and external understanding of potential outcomes.
There are several models we outline that we do not intend to be taken
as isolated solutions but should be recognised, if adopted, as
complementary to one another.
Social labs bring together a diverse group of stakeholders, not to
create yet more five-year plans, but to develop a portfolio of
prototype solutions, test those solutions in the real world, use the
data to further refine them, and test them again. Their orientation is
systemicthey are designed to go beyond dealing with symptoms
and parts to get at the root cause of why things are not working.
(Hassan, 2014)
DRUMMOND & LAKEY
1638
There has been an increase and general recognition of Social Labs that
utilise elements of design (co-design, visualisation, prototyping methods)
and social science, and the collaboration of stakeholders to explore
solutions to problems facing society.
We believe an embedded form of social labs could begin to extend the
understanding and create the framework for open investigation into
procuring scaled solutions and multiple work streams that align to tackle
systemic issues.
It could be said that embedding design tools and capacity into an
organisation could support the development of smart procurement that
allows open investigation of a subject domain and guides articulation of
procurement documentation. As NPRU
(Nesta, 2007) points out, this could
combine early supplier involvement with outcome-based specifications
allowing suppliers to learn more about the underlying problems that
procurement is attempting to address.
Following on from this a wider recognition and development of policy
around Innovation Partnerships
(Taylorwessing, 2014) could be adopted.
This would allow the commissioning authority and supplier to work closely
together to develop iterative work plans, with the authority purchasing the
results or entering into a formal partnership with the organisation to
develop proposed projects post investigation period.
Design focusing beyond solutionism and towards
platforms for co-production
A fundamental shift in the way needs are met and services are delivered
requires a fundamental realignment of the relationship between the
community and the services they use. Co-production and co-design
approaches can play an important part in this shift of approach, but to
succeed, significant attention must be focused on the practicalities of
enabling community participation. Public services and their partners,
including service design agencies, need to actively work to address
perceptions, capacities, potential barriers and above all to invest in the time
and energy required to make community participation a serious part of the
mainstream effort.
For example, as the recent Royal Society of Edinburgh investigation of
digital inclusion in Scotland
(Royal Society of Edinburgh, 2014) revealed,
there are still many people in Scotland - and elsewhere in the UK - who are
not digitally connected. Almost one in five Scots live in postcode areas
Moving Beyond the Consultancy Model
1639
where most of their neighbours are unlikely to be online. As this report, and
allied work shows, digital exclusion is not simply about lack of access to
connection or equipment, it is as much about skills, confidence, cultural
norms and whether one perceives a net benefit to the effort of getting
online.
In the instance of the project we discussed, recommendations
highlighted a need to develop co-production based platforms and forums for
continuing knowledge between commissioner, design team and service
user. The design team recommended that the Service Map be turned into a
live site for knowledge curation and a series of recommendations on where
and how internet based tools are being used to support young people by the
whole community. In addition, an ongoing networking and content building
role for the site on and offline was specified. This form of output considers
not only service users but a multitude of needs for the health sector that
may have not been articulated in the original tender specification.
Supporting communities through practical initiatives that build skills and
confidence is therefore crucial, as is designing engagement processes that
are responsive to the needs of respective communities, such as addressing
potential financial or childcare barriers to participation, and avoiding off-
putting jargon. Above all the biggest shift is attitudinal, from commissioners
and service providers - moving decisively away from viewing communities
only as passive consumers and instead seeing them as bringing a huge
wealth of experience, aspiration and ideas that can drive change.
Blend a range of skills and approaches
Good designers recognise that their skills only become useful when
combined with other complementary skills. (Mulgin, 2013)
Extension of knowledge and understanding by designers and
commissioners is needed through education and case studies to highlight
new forms of design processes from service design and open innovation to
work with authorities to consider the complexity of building new services
and products. This a movement from focusing on the solution to the
development of knowledge across an innovation process. In addition to this,
larger consortiums of both internal and external expertise are required to
complement knowledge of past research and existing infrastructure. The
building of multi-disciplinary teams is needed to develop work streams and
solutions that can be continuously developed over time and fit within the
DRUMMOND & LAKEY
1640
existing system infrastructure and recognising where there may be need for
training or capacity building.
Conclusion
While there is a growing body of work using co-production principles
across many facets of the public sector, this still represents a small
proportion of the overall effort of service commissioning and development
activity. Moving from innovative case studies through to creating a more
mainstreamed approach will take considerable effort. However, there are
positive initiatives underway to boost this approach, such as the Scottish Co-
production Practitioners Network, and the wider UK network.
A successful design-client relationship works when other systemic issues
are identified as part of a larger work package and are carried through in
procurement. Therefore, we recommend that statutory authorities invest
further in the development of co-production based commissioning and work
closely with service users, communities and design teams in the initial stages
to specify clearly the desired outcomes from a commissioned piece of
work.
A strong focus on outcomes can set the compass points to a clear
destination for a project, while allowing the client, service users and design
teams to adopt an iterative and exploratory approach to determining how
they reach the desired destination. Use of such an open and creative
procurement process, also allows the design team and service user to
develop their own maps and guides, producing the type of outputs they feel
best articulate the most important focal points of the project. This avoids
the constraints of pre-determined route maps.
To set the framework for such an approach, a preliminary investment,
recognising the benefits of design-led approach to innovation, should fund a
foundational procurement exercise which allows identification and co-
production of this set of outcomes. This may also identify the need for the
procurement of a wider range of work packages that not only explore how
the desired outcomes might be achieved, but then provide the funding for
communities to be engaged in co-producing the services developed,
ensuring momentum is maintained post project and that knowledge is
embedded in the system.
This is no easy task and further research is needed into what practices
and systems might embed the design approach and maximise the benefits
of the social lab. However, this paper highlights the need for commissioners
Moving Beyond the Consultancy Model
1641
to think beyond setting specifications for the procurement of narrowly
defined and specified work packages and projects, with prescriptive
emphasis on output over outcome. A wider perspective allows consideration
of the range of supporting workstreams and future developments required
within the organisation, to embed project learnings and the transferral of
knowledge. It is our hope that this open approach to producing design
briefs, with service users and designers involved earlier in the
commissioning process, will help the procurement and tender process to
evolve, increasingly leading to a systems-led model with a focus on the best
outcomes for communities and service providers.
The project discussed in this paper might be considered a breaching
experiment (Sniggle, 2014) in that it has tested the ground for the
development of these theories in practice. The value of the approach and
the potential impact, both in terms of outputs and outcomes, has been
recognised at a senior level in the client organisation who are now
considering the development of new workstreams to take the project to the
next level.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Where the Social and Sustainable is the
Territory
Liam FENNESSY, Soumitri VARADARAJAN
*
and Judith GLOVER
RMIT University
The contributions that industrial designers can make in achieving greater
degrees of sustainability in the sectors that design serves are sizable.
However the greening of product manufacturing has been largely transferred
away from the remit of design and into technical and managerial areas
within the manufacturing construct. This paper reflects on a decade of
privileging the social and sustainable as core to the professional and
pedagogic construction of industrial design in an undergraduate degree
program in Australia, and the two decades of theory for sustainability in
design that has informed it. The paper charts the modes and intensities of
theory in this domain and describes the issues of design for sustainability as a
technical, managerial or moral discourse for design within undergraduate
industrial design education. In discussing the transitions of theory in design
for sustainability the paper points the way toward new forms of social
and sustainable design management and leadership as a possible future
trajectory for industrial designers that look to direct their work towards
environmental and social concerns.
Keywords: Industrial Design, Design for Sustainability, Product-service System
Design, Social Design
*
Corresponding author: Soumitri Varadarajan | e-mail: soumitri.varadarajan@rmit.edu.au
FENNESSY, GLOVER
& VARADARAJAN
1644
Introduction: The Social and the Sustainable in
Industrial Design
For the past two decades sustainability has sat as a core negotiation in
the professional and pedagogic construction of industrial design in the
undergraduate degree program that the authors locate their work. As
notions of sustainability have matured inside design discourse opportunities
have emerged and been played with to test the efficacy of meanings of
design that privilege the social and the sustainable. This exploration of how
industrial design deals with issues of environment constitutes a really fertile
space for the navigation of complex systems and implications that presents
industrial design education with a useful set of models for managing the
structuring and conduct of design activity. Sustainability in this context is
treated as an agenda for intervention in entrenched social and technical
practices through design. Industrial design is treated in a similarly open way,
in that we define it as a socially engaged and negotiated creative practice of
campaigning for dematerialization, envisioning plausible futures and the
proposition of self-sustaining social entrepreneurship ventures. This work
draws on theory from the sustainability domain, but applies it in perhaps
less direct ways than the theories themselves suggest. This is not some
misapplication of theory, but rather a re-figuring of ideas to fit the particular
circumstances of a disciplinary context that is in reality quite different from
what the discourse from sustainability and design management present.
Increasingly the role of the designer in the sustainability domain in the
context of design education is less about materiality and the manufacturing
aspects of a product, and more about the social life of products within in
complex systems of products, technologies and users. Established technical
methods such as life cycle assessment while informing the ways in which
designers do what they do have migrated from the remit of the designer to
become quasi-managerial discourses in their own right undertaken by
expert service providers that work alongside or after the procurement of
design development processes. Other methods such as eco-design strategies
and life cycle thinking are readily absorbed as methods for design and
provide useful ways in which the uncertainty that designing can produce can
be mediated.
The transitions of sustainability methods and discourses inside industrial
design education discussed in this paper have produced a diversity of
approaches that can be drawn on for particular kinds of design investigation.
Projects undertaken by the authors over the past decade span technical
product design, sustainable interaction design, social design inside the
Where the Social and the Sustainable is the Territory
1645
community sector, social innovation and service design, envisioning and
product-service systems design. Out of this the potential of new forms of
design management and leadership are becoming visible in the career
trajectories of graduates as they position themselves as particular types of
advocates and activists within design, business, research and educational
communities.
Like in many education disciplines Industrial Design in Australia carries
with it the shadow of old meanings of practice that are successively layered
with the inclusion of new concerns, but rarely discarding the old modes.
Developed initially through the global British Schools of Design movement in
the last decades of the 19
th
century, Australian industrial design (or
industrial arts) was remade and remade again in response to the
reformation of European and North American design industries in the post
war periods in through adopting elements of the curriculums of the Bauhaus
and HfG Ulm Schools (or their North American interpretations). Central to
the development of the profession was an accepting of the role of industrial
design as a professionalised means of activating consumption, without being
seen to champion it an a gratuitous manner. Seen as a key mechanism for
economic resilience in the mid 20
th
century this notion of the role and
meaning of design set in motion an educational response inciting continual
material consumption and thus building manufacturing capacity and
qualities of material appreciation in a consuming public through formal
design capability. This discourse is still very much alive but actively
problematized through the inclusion of sustainability in the formal
education of industrial designers.
Undertaken as a process of collectively reflecting on the various tensions
and transitions of meanings in the practice of sustainability inside industrial
design education this paper attempts to position pro-sustainability
strategies used in design as discourses that sit within an enlarged discourse
of design management. It does this by returning to the theory that we have
used inside our teaching and to figure it against the contextual
particularities of industrial design in Australia. What emerges through this
reflection is an account of how design in the university context uses the
systematic nature of sustainability theory in a robust but overtly moral way,
not to produce professional designers that are necessarily able to directly
apply these theories inside a manufacturing concern or consulting practice,
but rather as a significant component of their moral, civic and importantly
managerial development through design.
FENNESSY, GLOVER
& VARADARAJAN
1646
Contemporary Sustainability Theory
With the emergence of the need for industrial design to properly attend
to the environmental and social implications of its capacity to proliferate
material things the discourse of sustainability has largely been about
reducing environmental impacts of manufacturing and consumption
patterns. Generated from, and located within, the research interests of
academics in design and affiliated disciplines, this pressure to confront the
un-sustainability of normal design practice has manifested in a series of
iterations of design for sustainability that have significantly influenced the
nature of the work of the authors and the professional preparation of their
students.
Concepts, methods and tools for Sustainable Design developed from
early eco-design or eco-efficiency approaches of the mid to late 1990s.
Initially referred to as Design for Environment (DFE) or cleaner production
(Lewis, Gertsakis, Grant, Morelli, & Sweatman, 2001) these approaches
evolved to include discourses from manufacturing engineering and
management, social science and public policy. The early work done in the
late 1990s into eco-redesign and eco-efficiency (Lewis, Gertsakis, Grant,
Morelli, & Sweatman, 2001; Roy, 2000; Ryan & Fleming, 2004) was extended
by emerging discourse from Product Service System (PSS) approaches in the
early 2000s (Roy, 2000; Mont, 2002; Ryan & Fleming, 2004), and more
recently to considering aspects of behaviour change (McLaren, 2008). With
the emergence of each approach a new body of theory and method
leveraged and complimented the previous.
This changing of concepts and methods reflects the recognition by
designers and researchers of the increasingly complex nature of dealing with
the environmental implications of designing, and highlighted the transition
from design offering creative and propositional processes to deal with
environmental challenges to design strategies becoming managerial toolkits
aimed at limiting the potential environmental risks of otherwise nave
design decision making. As such, initial strategies focusing on individual
product elements expanded to total-product, industrial and business
systems (PSS and triple bottom-line approaches).
Through this work designers and theorists alike have come to
understand sustainability as a series of interactions in complex and
contextually contingent systems of the social, the environmental, the
economic and the political. This has ultimately led to the combination of
technical, managerial and social science discourses with design processes
Where the Social and the Sustainable is the Territory
1647
and the development of behaviour change models all of which locate the
sustainability agenda as a particular form of design process management.
Early approaches in the Design for Environment (DFE) domain tended to
focus on issues pertaining to an individual product where an analysis of
impacts could be determined and improved through various strategies such
as reducing impacts of production and use, toxicity, energy efficiency and
waste streams (Lewis, Gertsakis, Grant, Morelli, & Sweatman, 2001; Roy,
2000; Ryan, 2004). Life cycle analysis (LCA) became a way of objectively
quantifying and bench marking a products performance across its life-cycle
and has since evolved to be a technical service in its own right and a set of
tools that are commonly deployed inside design process from problem
identification methods to tools inside design software. This contributed to
developing the need for designers to consider their decisions across all life-
cycle stages of a product under design rather than a traditional focus on the
manufacturing and use phases up to warranty (Lewis et al, 2001). In the
early 2000s Design for Sustainability (DFS) gained momentum building on
the numerous DFE strategies and eco-design tools (Pardo, Brissaud,
Mathieux & Zwolinski, 2011). DFS expanded the scope of engagement in
sustainability via the approach of People, Planet, Profit that mirrored the
triple bottom line approaches used in the business and sustainable
development fields. The triple bottom line structure and systems focus of
DFS assisted in moving away from strict product-orientated DFE approaches
to incorporate understandings of stakeholders and business development
(UNEP, 2009).
Design as a strategy for dematerialisation emerged soon after with the
prospect, the beginnings of legislation for, and the voluntary
implementation of Product Stewardship and Closed-loop systems that
promoted or enforced take-back schemes and extended producer
responsibilities. Making companies responsible for resources consumed and
wasted across the whole of product life-cycle (Mont, 2002; Ryan & Fleming,
2004; Frankl, 2005; McLaren, 2008; Lewis, 2005; Toffel, 2002) Product
Service Systems (PSS) flagged the proposition for design that material and
energy flows could be de-coupled from economic growth, and in doing so
elevated the managerial discourse of sustainability from being concerned
with robust and accountable processes to being strategic and holistic in
intent. PSS approaches advanced the investigation of products and systems
thinking by exploring how efficiencies can be achieved (and innovation
introduced) by looking at the potential for the products function to be
delivered through service schemes or leasing options rather than through
FENNESSY, GLOVER
& VARADARAJAN
1648
traditional product-user-ownership (Manzini and Vezzoli, 2002) (Mont and
Tukker, 2006) (Morelli, 2006) (Roy, 2000) (Vasanthaa, Roya, Lelahb and
Brissaud, 2011). Tukker and Tischner (2006) describe PSS outcomes as a mix
of tangible products and intangible services designed and combined so that
they jointly are capable of fulfilling final customer needs (p. 1552).
Models for PSS became a mixture of product design and development
processes, environmental or sustainable design strategies and tools, systems
and service design thinking. Vasanthaa, Roya, Lelahb and Brissaud (2011) in
a review of PSS models and methodologies identify three common themes
namely the development of innovative business models, the integration
of products and services into a unique offerings and extending services to
increase the value realisation of products. These observations show that PSS
design should focus on integrating business models, products and services
together throughout the lifecycle stages, creating innovative value addition
for the system (p. 639-640). PSS offered a way for companies in developed
nations to innovate through product/ service mixes as well as develop more
efficient solutions that helped companies compete with the lower labour
costs of developing nations manufacturing. These models sat well in places
like Australia that saw a shift from manufacturing as the backbone of their
economies to becoming Service economies.
In the last decade a new set of theories and methods have added to Eco-
efficiency and Systems thinking approaches by looking at the role of people
and their behaviours and beliefs. Loosely known as Behaviour Change,
Moloney, Horne and Fien (2010) give a comprehensive summary of the
methods and concepts relating to the field, which derives its epistemology
from areas such as the Social Sciences, Design, Business and Marketing
(Barr, Gilg and Shaw, 2011), (Peattie and Crane, 2005) (Peattie and Peattie,
2009). Conceptual and methodological approaches within this field can be
divided into two key approaches each with an emphasis on either the micro
or macro sociological. The micro-sociological concerns an individuals
motivations, beliefs and behaviours that influence or shape what goes on
inside a persons mind, such as awareness, knowledge, values, attitudes,
behaviour, rational thought processes, emotional states and entrenched
habits. These vary between individuals and within an individual as a function
of life stage and context. (Moloney, Horne and Fien, 2010, p. 7615) The
macro-sociological, has an emphasis on how External variables are located
in the physical, social and discursive environments in which a person lives.
(Moloney, Horne and Fien, 2010, p. 7615).
Where the Social and the Sustainable is the Territory
1649
The macro-sociological focuses less on individual responsibility and more
on the way an individual is a socially constructed being affected by external
forces and systems. Behaviour change approaches inside design are not
benign or merely analytical activities that look to understand the particular
phenomena of a change in ways that a socio-technical practice is
undertaken. They are approached instead a means of finding the right levers
to pull to induce a strategically defined change. Often these levers come in
the form of a purpose-designed product, service or process but the intent is
to manage across a population of consumers or users the transition of one
form of practice to a potentially less environmentally impactful one.
The focus on environmental strategies for limiting the potential negative
impacts of design decisions has over the past two decades has produced a
raft of tools and methods for designers and for those that procure design
services in product development and manufacture. Early on Ryan & Fleming
(2004) published The Six Strategic Principals of the New Eco-Innovation
Paradigm and summarise the totality of research and practice into various
sustainable design thinking up to then. Their principals comprised of
Valuing prevention, Preserving and restoring natural capital, Life-cycle
thinking (closing system cycles), Increasing eco-efficiency by factor x,
Decarbonising and dematerialising the economy and Focusing on design of
products and product-service (p. 30). While continually changing, the types
of Sustainable Design tools available for designers are largely DFE oriented
and tend to focus on eco-efficiency, analysis and problem identification.
What is important to the authors is the widening of DFE and Sustainable
Design strategies to account for business and stakeholder needs and
influences in the decision making process. Mont and Tukker (2006)
describes this as
the need to link hard and soft issues such as technology and
sociology, products and services, and to view existing environmental
problems from a systemic perspective the development of
multidisciplinary approaches that require inputs from a broad range
of disciplines, such as economics, management, environmental
studies, sociology, psychology, product design and engineering. (p.
1451)
The trans-disciplinary nature of the expanding field of design in the
sustainability domain is reflected in the structure of the Life-cycle
management (LCM) frameworks that have emerged recently to deal with
the increased complexity of attending to sustainability in business practices.
FENNESSY, GLOVER
& VARADARAJAN
1650
In strategically managing a companys shift towards a holistic model of
Sustainable business and production, LCM describes a whole of business
approach categorised into three main areas: Organisational Aspects that
include environmental strategies, decision making and capacity
development process and the structure and responsibilities of the
organisation; Internal LCM Projects involve product design and
development, business operations, supply chain and environmental
management systems, and End-of-life management; and, Environmental
Profile which is made up of various forms of communication including
environmental product declarations, standards, sector level requirements,
Environmental reports, life cycle studies, Stakeholder relations and
communication strategies to build networks for change (McLaren, 2008). As
explained by McLaren (2008) LCM is
.the systematic application of life cycle thinking in business practice
with the aim of providing more sustainable goods and services. It
involves the development and implementation of a product-oriented
management system; this seeks to improve the sustainability of an
organisations product portfolio(s) across the entire life cycle and
value chain. (p.1)
In many ways LCM frameworks mirror the approaches used by the
authors in their teaching and describes a general trend in Sustainability
strategies that require a multi or trans-disciplinary approach and an
understanding of social and behavioural systems that sit behind the
technical systems of a product. A three pronged approach of Eco-efficiency,
Systems Thinking and Behaviour Change or Management constitute a
multi-strategy approach to design-led projects in the sustainability field and
allows for a capture of variations between types of problems, categories for
consideration and strategies that might be deployed as a way of mapping a
problem, designing a solution and managing its implementation and effect.
Sustainability in the workplace
RMIT University, and particularly the work of the Centre for Design has
been a significant location for eco-design discourse in Australia for the best
part of 20 years. Under the leadership of Chris Ryan in the latter half of the
1990s the Centre saw itself as a catalyst(s) for change, a way of shifting the
terrain of competition for new product development(Ryan, 2003, 10-12).
The Centre pushed the idea of Eco-Redesign through a widely distributed
video, courses and training programs and presented eco-redesign as a
Where the Social and the Sustainable is the Territory
1651
definite process that designers could undertake in redesigning products to
make them more environmentally efficient. This push linked universities and
design consulting firms with product manufactures to do some exemplar
projects in the areas of household appliance design and early product
distribution and recycling station product service system design. With
hindsight we see that while the Eco-Redesign movement with Government
funding was being developed as a future way of design practice Australias
manufacturing base was at the same time shrinking both in total scale and in
diversity. The decline in the local manufacturing sector gathered significant
pace over the past decade as companies off-shored their manufacture in
response to a stepped reduction in import tariffs and the development
regional trade agreements. As opportunities to practice eco-redesign in local
mass-manufacturing contexts were diminishing design began to privilege a
discourse of making one-off artifacts or using design for new product
development (NPD) rather than redesign. As a result Eco-Redesign strategies
were used less directly than initially devised and often as an ideological or
intellectual aspect in the conceptual stages of design.
The Australian situation is itself perhaps unique in that design has had to
wear three hats in the sustainability agenda: the eco-design or DFE hat for
theorising and seeking to optimise design processes inside a product
manufacturing construct that was premised on a scale of mass supply; the
designer-maker hat that limited volumes of production and controlled all
aspects of manufacture, and thus by-passed the need for managing run
away environmental impacts by limiting supply ; and, the design innovation
hat that worked in a way that either did not use or did not have precedents
from which define appropriate courses of action. Perhaps because of this
shift in the nature of industrial designs engagement away from a practice of
re-design to one of design and innovation evidence of the stickiness of eco-
design or sustainability as explicit in the curriculums of design schools was
fairly limited in the early years of the millennium (Ramirez, 2006). In the
years since sustainability as a central discourse is perhaps more evenly
spread across Australian industrial design education providers than it is was
and broader notions of sustainability are now common in the professional
work of design graduates.
Industrial design has long positioned itself as a profession that would
react to design briefs set by a client. This approach to the ways designers
worked created quite sensibly a format by which engagement with
sustainability would be an activity of redesign or incremental improvement
thus setting the framework for methodological conduct for sustainability
FENNESSY, GLOVER
& VARADARAJAN
1652
approaches. Two critical things happened that limited the impact of design
for sustainability in this vein that from inside design are quite clear but
perhaps opaque from the outside. The first is that industrial designers that
engaged closely with manufacturing realised that affiliated fields, such as
engineering and environmental management, had taken up the challenge
and put in place systems that solved many of the eco-efficiency problems
that had previously made manufacturing wasteful.
The second was that these systems for greening the making of goods
were rapidly transferred through various supply chain compliance
requirements to the very performance of the goods made. When
engineering adapted methodologies of manufacturing practice, such as Total
Quality Management (TQM) and value engineering, to include issues of
pollution and other waste streams new specializations of engineering that
could incrementally transform product manufacturing towards more
environmentally appropriate practices were created. That big industry
would not be needing designers to work on the eco-redesign of their
products was largely ignored by its devotees both inside and outside of
industrial design - a pattern of being repeatedly rendered irrelevant that
plays out frequently as other technical and managerial professions adopt
and adapt design concerns formed through designs ability to link the social,
technical and contextual in order to tackle problems and to propose
alternatives.
For instance in Japan eco-design became a subject within mechanical
engineering quite early on and big industry began to build eco-redesign as a
key component of best practices. In France and other European countries
legislative reform produced a new form of compliance that required all
involved in the product design, manufacture and procurement process to
develop new systems for management.
The emergence of ISO 14000 and Total Quality Management (TQM)
effectively removed the imperative for industrial design to carry the burden
of decisions as advocated in the DFE and DFS discourses of the last decades
of the 20
th
century and marks a significant departure of eco-design
discourses as having centrality in industrial design curriculums. While
marking a loss of potential agency in the determining the net implications of
things designed this migration from a set of design strategies to a fully
fledged system of checks and balances inside the mass manufacturing
construct opens new opportunities for design in the sustainability domain.
This we see in the growth of a considerable environmental business and
public sector in Australia. However, with green jobs being identified as
Where the Social and the Sustainable is the Territory
1653
one of the most significant growth areas in the transition from a high to
low(er) carbon economy, very few of the design jobs with this growing field
of work really require designers to use the eco-design tools and methods
that they might have acquired through sustainable design theory or practice
while at university. Typically these jobs sit inside the services sector and
offer auditing and technical expertise that get utilised alongside or after the
engagement of design.
Critical to these shifts in the meanings of sustainability in design has
been the disjuncture between the discourse for (and from) design and the
actual boundaries of responsibility for environmental decisions inside the
professional domain of design for manufacture. Two decades of
systematising design processes for greater eco-efficiency has shifted many
of the hard and analytic negotiations that designers and other specialists
initially tasked themselves with to other professionals in the engineering
and logistics domains of product manufacture. Similarly much of the theory
and theorising in the design for sustainability space have been undertaken
from disciplinary positions outside of design social science, business,
engineering and environmental management. While design inside the
university context has readily accepted and actively developed these ideas
into their ways of thinking and teaching design it ought not be assumed that
such an adoption necessarily presupposes an intention for application
outside of an educational context. Systematic approaches to sustainability
inside the teaching of creative practice - be they commercial, clinical or
technical in their focus - provide on one side a means by which design
decisions can be subjected to various methods of validation and
management, and on the other an ideological dimension that can be used to
carry forward design in innovative and contextually sensitive ways.
The sustainability imperative inside industrial design has thus split
producing two distinct orientations; sustainability as an ideological or moral
discourse encountered through design and sustainability as a managerial
discourse for design. Inside industrial design education the latter is not
possible without the former: the former feeds students into the latter. It is
in this former, the moral territory, that the notion of the social and
sustainable is worked on by students and teachers keen on inhabiting the
space of design activism. By its very nature this produces a kind of design
engagement that looks at sustainability as a community engaged activity.
Researchers within university contexts find a ready ecology of enthusiasm
and energy for particular service design and social innovation projects that
have an activism flavour. While it is easy to recruits students into
FENNESSY, GLOVER
& VARADARAJAN
1654
sustainability from an ideological and moral standpoint, those who enter in
this way may develop a position that is in opposition to big business and
that finds difficulty with industrial designs underlying consumptive agenda.
University communities with a sustainability bent thus present students
with two pathway choices; one leading towards advocacy and another
towards realizing sustainability through technological innovation. This latter
pathway contains within it notions of product management and stewardship
within the framework of an engagement with the notion of best practice in
business. This pathway potentially leads out of design, and the other leads
forward into an integrated practice of sustainability and design. As a
consequence the existence of a robust Industrial Design practice within the
corporate ecosystem of sustainability in Australia remains unclear. The
capability development for sustainability within design however continues
on.
Conclusion
Once a fairly isolated concern sustainability as a central intellectual
pursuit inside industrial design is evidenced in a rise in publications about
sustainable behaviour change from a design perspective and the ideological
orientations of students that seek to develop careers in industrial design and
its variants. Although often not explicitly defined as such sustainability
discourses inside industrial design education and practice are by their very
nature discourses of design management. The ability to sustain, or more
precisely the ability to reduce the probability of un-sustainability if
positioned as a method of management for design provides powerful ways
of structuring and planning an approach to design and opens out and leaves
space for a diversity of meanings to be made through practice inside the
design-sustainability negotiation. The two decades of development of
systematic approaches for design to be less un-sustainable than it might
otherwise be have however produced a dilemma for proponents of
sustainability in ways similar to the dilemma that design management
negotiates: that designers and design discourse frequently shift the
boundaries of practice to reflect the meanings of design that both derived
from actual practice and that are desired from future practice. The problem
thus confronted by the university academic compelled to prepare
professional designers with sustainability capacity is the divergent nature of
a knowledge ecosystem and the disjuncture between the theoretical and its
application inside design practice.
Where the Social and the Sustainable is the Territory
1655
The application of theory from eco-design, LCM and more recently
behaviour change has found its way into design education and design
research practice within the universities. While this work is often
significantly focussed upon technical innovation the ability to function
within and amplify the domain of sustainability within what we refer to as
the management discourse of design is slowly gathering momentum. Design
for Sustainability sits alongside User Centered Design as foundational design
methods subjects inside the RMIT undergraduate industrial design program.
Students undertake design theory and methods courses in sustainable
service design, consumption studies, social design and design activism, and
are presented options to undertake sustainability and social innovation
focused design studio courses. Studios see students and staff frequently
engaged in collaborative projects with research groups such as the Victorian
Eco-Innovation Laboratory and the Centre for Design, and international
sustainability networks such as LeNS and DESIS as well as local service and
product making firms that see a sustainability agenda as core to their
business operations and development.
In the final honours year of the program about a quarter of all students
undertake year-long design research projects that deal explicitly with
environmental and social innovation concerns. The prospect of industrial
design being able to break into the other side of sustainable management
inside the services sector has been extended through the development of a
new double degree program with Sustainable Systems Engineering. In a
similar way, but aimed at tackling design for lean processes inside the
manufacturing domain a double degree in Industrial Design and Mechanical
Engineering has also commenced. Through this combination - of locating
sustainability as both a technical and managerial practice and as a critical
topic for socially negotiated creative practice -the potential of establishing a
significantly diverse design-sustainability-management capacity in our
graduates is promising.
At this juncture the future nature of application of sustainability inside
the formative education of industrial designers remains fuzzy. Changes to
the design and manufacturing sectors continue and the industrial design
profession in Australia seems to becoming more resilient in the ways in
which deals with uncertainty. However, in positioning these discourses as
discourses of design management within the formative development of
design professionals provides an opening for the crafting of design capability
FENNESSY, GLOVER
& VARADARAJAN
1656
that is robust in its ability to plan and evaluate new courses of action inside
a rapidly changing manufacturing and services sector.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper on this conference proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Application of Patina for Product
Sustainability
Yeon H. HWANG
a
, Jai KIM
*b
, Zoe KANG and Song HWANG
a
Yonsei University;
b
Sungkyunkwan University
Affluence in the mass production-mass consumption era has resulted in the
fast consumption of products. Fast consumption leads to product waste with
short life cycles, and these short life cycles have raised environmental
concerns. Sustainable design has thus emerged to cope with these
environmental challenges. Despite the concerted efforts in sustainable design
and, further, sustainable consumption, the product life cycle has remained
short; products have recently been short lived long before their due life cycles.
These short life cycles at least partly hinge on the durability of the products
relationship with their users. This study is an attempt to address sustainable
consumption by forming ongoing relationships between users/consumers and
products. To enable products to have a longer life cycle, we are proposing the
concept of patina in product/product-service design. Patina enables a product
to be more valuable to its user as time goes by. We utilize a case study as a
method to explore the concept and the applications of patina in design.
Various cases dealing with patina have been analyzed. Based on the above
analysis, we suggest various types of patina and the implications drawn from
each type of patina.The understanding and application of patina can help to
prolong the life of a product and is a critical element for designing a
sustainable product.
Keywords: Sustainable design; Digital patina; Consumer-product relationship;
Attachment
*
Corresponding author: Jai Kim | e-mail: caifave@gmail.com
Application of Patina for Product Sustainability
1659
Introduction
Society has long engaged in both massive production and indiscreet
massive consumption, which has resulted in the environmental impacts
including an unfathomable amount of waste, serious depletion of resources
and significant environmental damage from waste products. For the past 40
years, designers concerned about the gravity of the problem have criticized
consumers mammonism and extravagant consumption and endeavored to
pursue sustainable design. These designers have successfully approached
technology, function, use and material for product design, devising
sustainable designs using eco-friendly materials (Blevis, 2007), while
sustainability from the consumers perspectives has not been investigated
much.
Traditionally, people have long cherished products with intrinsic value,
although they live in a highly-industrialized society with material richness by
massive production and consumption. As time passes, attractive products
purchased even a short time earlier are treated badly and disposed of,
frequently before the end of their physical life span. The reason why
consumers are willing to discard products so soon and replace them with
new ones is mainly because these consumers can easily get bored of them.
Due to the consumers indifference and reckless usage, products that fail to
gain status as a favorite with the consumer are generally devalued and
thrown away before the end of their life span (Chapman, 2005). Therefore,
in the current consuming circumstances in which products are easily
consumed and deserted, sustainable products can be identified by the
relationship between product and consumer. That is, the long-term intimate
relationship between consumer and product is strongly related to the
products life span and has great influence on sustainability. Thus far,
product sustainability has sought physical and superficial durability, but it is
now necessary to build up metaphysical durability. In this regard, many
research focused on product and consumer relationship for sustainability;
Jung(2010) suggested ways to promote sustainable interaction design to
promote users attachment to artifacts, sustainable behaviors, Hanks et
al.(2008) explained the qualities of objects being cherished, and
Spangenberg(2010) distinguished design for sustainability from eco-design
and emphasized the effects of satisfier efficiency and sustainable
consumption.
With this study, we try to identify ways to be able to extend the life span
of products and strengthen sustainability by focusing on consumers who
make decisions to purchase, use, and dispose of products. We suggest that
Yeon H. Hwang
, Jai Kim
, Zoe Kang, Song Hwang
1660
patina can meet consumers personal needs and reinforce the relationship
between product and consumer, thus enabling durable use and retention of
products.
Skeuomorphic design
As analogue has been replaced with digital, skeuomorphic design has
appeared in order to increase consumers intuition and understanding.
Skeuomorphic is from the Greek skeuo, which means vessel or tool and
morphe meaning shape. Skeuomorphic design means duplicating the
design of the shape and features of an original tool. Examples include light
bulbs shaped like candles or a chandelier, and tire wheels reflecting wooden
wheels; skeuomorphic designs keep the metaphoric shape of the original
and apply it into the design, although not necessarily due to developments
in materials and technology (Gessler, 2012).
Keeping pace with technological development, therefore, skeuomorphic
design provided consumers with a metaphor that explained why the
artifacts changed in shape and helped them accept brand new goods or new
technology with ease. When the skeuomorphic design is applied to new and
innovated goods, users will be able to analogize the time and experience of
the goods they use so that they will accept new products without adverse
reaction and become accustomed to them. This merit in skeuomorphic
design is that it provides intuitive data to consumers and reinforces
affordance and usability. Transferring the feeling of using analogue products
to digital products enables users to increase their intimacy with the
products. Without any information on an e-book, if we apply the
skeuomorphic design shape of a book containing a complex of data, readers
can instinctively realize how to turn a page and use the index; also, they
assimilate just as do when they read an analogue book. Maintaining the feel
of an analogue device lets even users who are not accustomed to smart
phones readily accept e-books. Since the skeuomorphic design is an intuitive
tool relying on vision, it helps the user to sense the user interface (UI) with
ease, even if the user has never before encountered an online arena. In
addition, the familiarity of this tool helps users to obtain information and
use brand new products without difficulty so that their intimacy with the
products increases, regardless of the users age, gender, or nationality
(Coyne, 1995). Despite these diverse advantages, however, skeuomorphic
design still leaves much to be desired since it has not contributed a lot to
Application of Patina for Product Sustainability
1661
forming a relationship between product and consumer, or to extending
products life span.
Flat design
Flat design, as the name implies, means a simple design with the
application of flat style without any specific effect. It emphasizes the
definite appearance that excludes useless design factors and makes the
most of simplicity and intuition. Flat design has vestige of analogue images
and this is its difference from skeuomorphic design, which may appear
boring and old-fashioned. Thus, flat design can be regarded as modern and
trendy. Discarding the heavy images of skeuomorphic design that provide
overflowing information and too much explanation, flat design emphasizes
simplicity and intuition, thus allowing more freedom for analysis in order to
let the users feel orderly.
Skeuomorphic design has been criticized in particular for the icons of
applications that reflect the shapes of the devices; it became difficult to
achieve consistency in the look and feel. The need for flat design has
consequently increased. Flat design reflects the modernism and tidiness of
digital devices to the users who have grown weary of the analogues
familiarity and it lets them feel unity with their products. At first, this
simplicity limited the flat design in information delivery; however, flat design
not only improved weaknesses by using typography, but also gradually
provided consumers with advantages, including exact information about
applications, which emphasized symbolic images and created identity. Flat
design containing diversity and flexibility has been used longer. Additionally,
as skeuomorphic design has been criticized for its lack of fundamental
introspection on the new environment and new products, flat design has
become more highly valued. This may mean that the metaphor of
skeuomprphism, related to facilitating connections between peoples
physical world and digital world, is no longer necessary. A design with a
musty analogue metaphor is not needed by consumers who have already
become familiar with the digital world and its new products, and flat design
is becoming more powerful because the most users have not experienced
the products motivated by the current skeuomorphic design. This likely
creates concern about the difficulty of transmitting the experience. In
addition, a new UI design was needed that incorporated necessary
functions, easily performed in simple digital format, as convenient
manipulation in analogue is difficult on a digital screen. Thus, there was the
Yeon H. Hwang
, Jai Kim
, Zoe Kang, Song Hwang
1662
need to eliminate useless layers and components. In the rapidly changing
digital circumstances, as both the diversity and complexity of digital devices
are getting increased, a fast, intuitive, and effective design was required and
it evolved into the flat design. This change has created the optimal
environment for interaction between humans and computers. This change
also focused perception on each element as a design element a palpable
purpose. Flat design contributed to decreasing the perceptive complexity
and increasing the digital product-user interaction. However, it has not
influenced the relationship or intimacy between products and consumers.
Digital Patina
The general understanding of Patina is usually a green film formed
naturally on copper and bronze by long natural exposure or artificial
treatment (with acids); a patina is often valued aesthetically for its color
(Webster Dictionary).
Patina originally signaled its owners symbolic social status, background,
and historical legitimacy. Since the Industrial Revolution in the 18
th
century,
mass consumption of the massively produced products has become the
norm. Yet, such massiveness in consumption began to fade and finally
vanished (McCracken, 1996). Classical goods and styles were regarded as
outdated, while new styles came with the best technology and applications.
People kept shopping in order to keep up with the trend. Therefore, they
put novelty before tradition and memory. People began to tend toward
ostentatious consumption, and continuously obtaining new products
became a symbol of wealth and social status rather than owning material or
products indicating social position (Braudel, 1973). Consequently, people
purchased goods and utilised them in order to distinguish themselves from
others. They tried to gain social status with these behaviours (Braudrillard,
1991). Patina had lost its role as the symbol of incumbent social position. In
digital era, patina has been newly endowed with meaning as the users trace
which has personal value or a distinctive shape formed by interaction
between product and user. Users personalize products to invest their own
value into them by transforming the products, specialising their uses or
accumulating use traces on them. By the flow of time and repeating usage
of the goods, the users personal and social identity is potentially
accumulated on products. Thus, the patina of products can be defined as
the change or influence accrued in the products, users or surrounding
environment by means of the process of repeated interaction between
Application of Patina for Product Sustainability
1663
people and products (Lee & Nam, 2013). The users enter into a close
relationship with the products through this patina and come to get
emotional affection to the products (Straw, 1998). The meaning of digital
patina has evolved to include the feature of relationship and quality being
constant over time, or the life span of the product. (Pelletier, 2005). That is,
through the patina, which is the trace of consumer use left to indicate
ownership while consumers are using the goods, specific goods endow
identity with social meaning and these products have more value via
interaction as time goes by. The relationship between product and user
evolves so that the product becomes more meaningful, and consequently
obtains psychological and emotional durability that keep people from easily
discarding it. In particular, patina has more meaning in digital products.
Digital products such as websites, applications, and smart phones are not
aging in the same way as other products. In contrast to analogue products
that become battered as time passes, digital products have a tendency to
not easily age or wear out, which means they stay good as long as a specific
technology or product dominates the market; consumers exchange them
only for new or radical technology development or if significant advances in
convenience are introduced. Additionally, digital goods are ethereal and
have no materiality, while analogue products have real weight and texture.
Digital products make it hard to create an emotional experience and cannot
induce emotional connections such as affection, while analogue products
create that emotional connection by means of interaction and enable the
consumer to experience the product with all five senses. Therefore,
analogue products are rather far from the goods that arouse something
emotionally valuable and desirable to retain for a long time, so they are
humbly consumed and end up being discarded. The life span of digital
products depends not on physical durability but on the users personal and
social meaning for the products - their relationship with products and
emotional affection for them. Therefore, patina in digital arena is significant
as a means of inspiring analogue feelings about a digital product. Digital
patina solves the non high-tech and non-publicized digital products
problems by inspiring something that was regarded as insignificant but
contained high value; thus, digital patina can eliminate clumsiness and
inconvenience (Pelletier, 2005). In addition, digital patina provides more
value over time by connecting analogue emotion with imperishability and
aplastic nature of digital products. Digital patina bestows vitality to digital
products by transmitting the more psychological effectiveness than its
original function, and it arouses sympathy and increases the sustainability
Yeon H. Hwang
, Jai Kim
, Zoe Kang, Song Hwang
1664
with intimate emotional relationships between consumers and products.
Due to the trace of users interaction with the products, the products
become meaningful, symbolic and more beautiful (markboulton.co.uk,
2012). As they get aged, they become more useful. The close interaction
that is at first an unfamiliar experience turns to intimacy and affection for
the digital product (Pelletier 2005). Like this, the digital patina, including the
products being produced for a long time, the trace of interaction between
and among users, and the beauty of aging, contributes to forming the
relationship between consumers and products; it inspires added value in the
products and expands the products life span. That is, it increases
sustainability consumers intend to retain the products longer.
In this study, in order to materialize the concept and character of patina,
we search for patterns of patina and its application in detail based on
smartphones. Smartphones are usually located near at hand or in hand with
the switch on and are more frequently used than any other devices. Besides,
they are also used as camera and MP3 player and for access to the Internet
and e-mail; they involve diverse interactions. Smartphones are among the
most suitable products for researching patina as they are the devices with
the most abundant accumulated trace from use both hardware(physical)
and software(digital).
Classification of Patina
As consumers make use of the products, the remaining patina on the
products can be classified by various patterns depending on interaction
among products, period of interaction, and type and location.
Lee & Nam (2012) suggested a pattern classification of patina based on
the type and location of creation by means of case analysis of interaction
between products and users. They separated the patterns by the patina
formed on the product, such as wear and tear, and texture change, and the
patina of users, such as memory, emotion and habit. The patina is accrued in
the surrounding circumstances in the form of writing experience or
uploading pictures to a blog or other media. In addition, products develop a
material patina like scratch, wear, or intentional marks and non-material
patina such as the information of experience and memory.
Application of Patina for Product Sustainability
1665
Table 1. Classification by forming locations and patterns of patina (Lee & Nam, 2012)
By location of forming
Formed in the products
Formed in the users
Accrued in the surrounding circumstances
By patterns
Material
Non-material
In contrast, Schtte (1998) applied the concept of patina to his study on
the history of digital products and classified the patina patterns by agent,
object and remaining trace. This is separation based on the accrued history
of patina, which remains as time goes by from the interaction of users, and
this can be a classification for exploration of various processes of patina
formation.
The purpose of this study is to search for sustainability through building
the relationship between users and products and expanding the scope of
the relationship. We have focused on the interaction between users and
products for classification. The main subjects are the consumers usage
pattern of products and the creation of patina. Products are divided by the
buyers desire and the purpose of the goods into functional/utilitarian goods
and hedonic/symbolic goods. Purchase of functional/utilitarian goods is
mainly motivated by mechanical and functional needs, whereas
hedonic/symbolic goods are purchased based on the experience of
consumption which has already provided fun or pleasure. (Dhar &
Wertenbroch, 2000: Hirschman & Holbrook, 1982). However, such
classification by functional and hedonic goods does not classify the goods
themselves but is arbitrary according to the consumer or functional purpose
(Okada, 2005) and the two classifications cannot be applied at the same
time to one product. Therefore, Tractinsky, Katz and Ikar (2000) classified
the factors of the experience digital goods provide from the perceptive
aspect, such as utility or usability, and the beauty and sense aspect such as
the attractiveness and pleasure. Hassenzahl (2004, 2008) studied users
experience related to digital goods by separating pragmatic and hedonic
goods. In this study, we try to divide the pattern of patina by experience and
the functional/hedonic utility of the product.
Another classification is by remaining patina. Users can leave traces
intentionally to signal ownership of the product or unintentionally by means
of the manufacturers system while the user is using the product. In the
process of purchasing and determining the utility of digital goods, buyer
involvement is necessary. The buyer must be involved in purchasing,
Yeon H. Hwang
, Jai Kim
, Zoe Kang, Song Hwang
1666
downloading, and installing the product. They actively and intentionally
leave the patina for customisation. Users involuntary trace can also be left
on the goods. Picture 2 demonstrates the consequent patterns of patina.
[Picture 2] Classification of patina
4.1 Patina left by users for pragmatic utility of the products
While users are using smartphones for pragmatic purpose, in relation to
functions, the standard examples of patina intentionally left involve
downloading and installing new applications and customizing products, such
as modifying the icon array by sensibility and accessibility.
The structure of the first screen of smartphones has special meaning to
users in relation to function customizing because it functions not only to
express character and make screen design, but also as a window connecting
to the utility of applications. After users purchase smartphones, they install
and array the applications to suit their preference or lifestyle, then they
create categories by similarity. In the process of this manipulation, users
engage with the products so that they can control the functions of the
products for their own purpose. This engagement can lead to improvement
of product.
Like this, users intentionally leave patina on the first screen of the
smartphone to optimise its functionality. This process reflects the users
characteristics and contributes to product development. Additionally, users
specialise their use and purpose from the patina left by participation and
experience. Consequently, the smartphone comes to mean something to
Application of Patina for Product Sustainability
1667
the owner. In the process of users modification of the screen provided by
the manufacturer, users become manufacturers themselves by participating
in the product design to produce customised goods and thus their emotional
affection for the product grows.
4.2 Patina left on the product for pragmatic use
While users use the products for pragmatic purposes, despite users
intentions, traces are occasionally left through the system. The patina is left
from use by, for example, the function of making data based on repeated
patterns of use and realising customisation like text automatic completion,
instantly visible functions of the applications used recently, frequently used
applications, and automatic sound volume control. Text automatic
completion does not work in the beginning, but, as time goes by, the device
saves the user patterns to carry out the function. Users can conveniently
send texts because this function remembers their frequent texts. Users
experience convenience, speed, and functional superiority and their
ownership is enhanced by this customizing. This patina is similarly applied
when users listen to music. At the first use of listening function, users
perform the function music added lately; later they can conveniently use
the function most frequently played. The more data are saved in the
smartphones and the longer the data are saved, the more automatically
arrayed the data are in the system so the usability increases. Additionally,
users can also experience another patina, the function of automatic volume
control. At the moment a user connects the earphone to the smartphone,
the volume automatically fits the same volume as established at the last
use. This means the extension of usability through the patina formed in the
short term. By means of the interaction between consumers and products,
both usability and convenience are increased. The more users make the use
of the smartphone, the more experience the smartphone accrues; thus,
smartphones remember user patterns, personalise related functions, and
provide improved usability compared to the basic functions.
4.3 Patina left by users for hedonic use
Users contain their identity in their smartphones, modify wallpaper to
decorate the screen, or save memos, a diary and photos to store their own
experiences and memories for hedonic purposes. Thus, patina for hedonic
use is all patterns of record intentionally left by users. This includes
everything about the users themselves that they save in the phone. As the IT
environment began to allow transmission from the personal computer (PC)
Yeon H. Hwang
, Jai Kim
, Zoe Kang, Song Hwang
1668
to mobile devices, smartphones become representative of personal devices
and, moreover, became users second self. Users inspire the meaning of
ownership of the phone by modifying the original wallpaper into the one
with their own style; including photos or other images that expresses their
preference or characteristic. Besides, the story revealed by the photos and
memos about the owner are not only the sign representing specific
occasions of memories, but also something long and worn representing
history and old times. This strong affection has to do with the meaning users
inspire in the products. Just as we do not throw away a teddy bear we grew
up with just because it is worn out, the patina stored in the products with
personal memories creates a connection between users and products.
4.4 Patina left by products for hedonic use
This patina associated with hedonic use provides the digital goods with
experience or emotion users remember through design factors in the
process of transmitting from existing goods people have used for a long time
to digitals ones. This is a good example of the patina applied to digital
products from analog designs used for pot cast service. With the newly
introduced pot case service through smartphones, we can use various
content such as news or drama in the form of internet-base audio and video
files, which provides great convenience because consumers can enjoy the
recorded contents, while they reserve time for real-time news or drama
without them. The new name pod cast service, converting the existing
service to digital and then providing users, is delivering familiarity and
comfort to consumers and has got more understanding from users because
in the design the service applied a metaphor that reminds people of analog
service. This applies to the case of the notepad in the same way. The most
general color, yellow, was applied to the icon for the notepad, which is
frequently used in iPhone or iPad. Besides, by leaving a trace like a torn
shape made by the users at the top of the notepad, the patina, the trace of
use, is applied in the icon design. It also makes the page look real when
pages are turned; application of a real shape in the page design strengthens
the connection with experience.
Consequently, patina which contains memory of an analog product
connects physical world and digital world, so it helps consumers understand
products and interaction with them. Patina suggests the method consumers
have used and controlled in physical world and helps them use products in
digital world without difficulty. Since people come and go between analog
real society and digital cyber world, they are involved in two life systems.
Application of Patina for Product Sustainability
1669
Therefore, patina provides users with mental richness and the emotional
affection to apply the original analogue design to digital products.
Application of patina
In the course of interaction by patina classification, we have studied the
characteristics and features of the patina left on products. Patina accrued as
time passes reinforces the products function and value, inspires emotional
affection, and help product design through high sustainability and an
extended life span. Reinforcement of each factor in patina will create a
dense relationship between products and consumers. The four
classifications illustrated in Picture 3 offer a strategy to strengthen patina
factors.
[Picture 3] Application of patina
Patina left by users for pragmatic use of the products:
strengthened users involvement
In order to strengthen pragmatic use of the products, users themselves
intentionally leave patina, and therefore personalisation of products is
necessary. Modern consumers who have strong self-assertion tend to own
their personal products with their own brands; thus, the popularity of the
products which enables consumers to make their own product and to have
ownership is high (Blom and Monk, 2003). Consumers can even hack
smartphones to personalise products and manage the applications and
services without any restrictions. From this process, personalised usability
increases. In addition, personalisation and strengthened factors in design
reinforce the relationship between products and users, and make the
products more meaningful in themselves. The personalisation of digital
Yeon H. Hwang
, Jai Kim
, Zoe Kang, Song Hwang
1670
products, depicted as ensoulment by Odom, Pierce, Stolterman & Bleviset
(2009) is possible by means of patina, identity and intention for use left by
the users, which increases the degree of connection with involvement, users
and products. A relationship developed through personalised experience
and participation can significantly influence sustainability by attracting
consumers strong and positive attention.
Patina left on the product for pragmatic use: understanding
on the context of use
To employ the patina left on the product by transforming users
experience into data, we need to analyse the consuming environment and
context and the functional diversity according to consumption purpose and
intention. Otherwise, the patina may fall to an element that results in
inconvenience. This frequently happens if users do not intend to save their
use patterns or do not intend to keep their previous repeating pattern. We
communicate in a little different language depending on to whom we speak.
When we comfortably use internet terms with friends or speak with
teachers or elder people, we use different patterns of language. Therefore,
the function of automatic text completion can be convenient or not based
on the saved words in the situation. It is necessary to customise use
experience in more detail in order to make the best functional use of the
patina unintentionally left by users. In the case of automatic text
completion, we will be able to avoid user inconvenience in advance if we
use the patina that is individually saved. Users can enjoy more if the patina
is applied to an obvious purpose, like having users see all related phone
numbers after typing a few initial numbers.
Patina left by users for hedonic use: abundant sensitive
record and sharing
For patina users who voluntarily save to record their own memory or
experience, it is necessary to reinforce the convenience in saving, diverse
saving factors, and factors for sharing memories. Products containing the
users history and spirit should be reinforced to keep the spirit rather than
repaired or turned into goods that are only a little better (Odom, 2008).
Especially, when personal stories can be recalled, the spirit will be
reinforced. Remembrance has been created in life between one person and
others over a long time and, as time goes by, this remembrance becomes
more valued. This phenomenon has a thread of connection with the patina
mechanism. For instance, it provides humanity and emotion in that the user
Application of Patina for Product Sustainability
1671
takes photos, saves them and adds some notes to them, just like the feeling
or emotion at the moment of the shot. As the photos pile up in the
products, consumers come to value the products more. This value is
amplified in diversity as the consumers history is saved and it enriches the
spirit in the products. Rather than good image quality and high resolution,
by means of enabling the instant addition of feelings to the consumers
actual memory, saving the record to revive later provides emotional value.
The patina, as personal record and story, encourages people to share
experiences and memories with related people and becomes a powerful
medium. The sentiment of ownership of having or keeping a digital
material could build strong relationship and attachment in the same manner
as physical one and sharability may help foster ownership of sharable
resources and digital product. Moreover it could reduce material
consumption by enabling sharing of digital data or software contents (Jung
et al.,2010).
Patina left by products for hedonic use: analog sensitivity
Lastly, to strengthen the patina, infiltrate analog sense and become
familiar with a new technology or service, empathy and intimacy should be
reinforced. The existing analog method is disappearing due to the
development of digital products. People are reading e-books through digital
products instead of reading paper books. Because mobile products such as
iPad, utrabooks, and tablet PC provide much more convenience and
effectiveness, they have replaced paper notes. Nevertheless, digital
products can never provide an experience like tactile paper, scents or other
experience such as underlining with a pen or inserting reference marks. The
fact that digital products are fast and accurate, makes it possible to modify
them at anytime, to keep data for a long time that is focused on technology,
functionality and usability rather than emotion. However, the skeptical
perspective on the modern society which has already been digitalised longs
for the past material subject and value system. In this process, analogue
design naturally becomes recognised as the object of longing. Because
digital products are improved in usability not through the interaction of
users but only through technology upgrade, users can not develope strong
affection for digital artifacts; on the other hand, users appear to have more
affection for analogue products since they are becoming users goods and
getting increased in suability as time passes (Odom and Pierce, 2009).
Therefore, having memory of the analogue products alive in the peoples
mind, the analogue design containing patina such as memory of the old
Yeon H. Hwang
, Jai Kim
, Zoe Kang, Song Hwang
1672
things and longing will inspire emotional factors associated with digital
products that indicate the digital products are overly mechanical; it is
difficult to develope affection for them and reinforce the interconnection
between users and products.
Conclusion and Implication
In an environment of both massive production and consumption, as
consumers spend more frequently, studies conducted in diverse disciplines
have examined products sustainability to deal with environmental/social
problems. In this study, we suggest not only that the design factors can
enhance durability using eco-friendly material or new technology, but also
that the application of patina as a searching method strengthens
sustainability as well.
As the interaction between users and products is ongoing, usability has
gained more importance, and the reinforced emotional relationship delays
the disposal of products and actively leads to the alternative use instead of
disposal. By means of extending the life span, products can be turned into
sustainable products.
Therefore, in this paper, we have defined the concept of patina as the
trace of use through interaction with a product and classified the patterns of
patina. Since we are aware that it is difficult for digital products to form
intimate affection with users in explaining patina based on smartphones, we
have searched applications of patina for forming relationships with
consumers and development. Lastly, we have identified the application of
patina for future design to increase sustainability of products and extend
their life span. Active application of patina that increases practical and
emotional value, and enables the forming of relationships of affection is
significant in designing sustainable products.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper on this conference proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Design for development management
Ledia ANDRAWES
*a
and Adela MCMURRAY
b
a
RMIT University, Australia;
b
RMIT University, Australia
Due to the evolving role of development organisations over the years, critical
questions are being asked of their accountability and performance
throughout the development literature. The complexity of the challenges
these organisations are facing are accelerating faster than can be addressed
with traditional, analytically based management approaches. The design
community has much to say on how it can play a more significant role in this
context.
Consolidating an in-depth literature review with applied, hands-on and in-
the-field experience, we propose new perspectives on how more human-
centred design approaches assist development organisations. Particularly,
how these organisations may achieve greater social accountability by moving
beyond quantitative measures in defining and delivering initiatives to address
real human needs. In addition we extend Buchanans 2001 seminal body of
work which introduced the role of human centred design as affirming human
dignity through the empowering of people and communities to engage in
decisions that work for them rather than being recipients of external and
sometimes misaligned solutions to them.
Our work is relevant to a mixed audience comprised of designers,
development managers, donor organisations, and other actors involved in the
design of new futures for marginalised populations in developing countries.
Keywords: Development management, international development, non-
profit, human-centred design, sub-Saharan Africa
*
Corresponding author: Ledia Andrawes | e-mail: ledia.andrawes@thinkplace.com.au
ANDRAWES & MCMURRAY
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Introduction
It is becoming ever more apparent that the existing nature of political
systems and business practices are proving unable to adequately address
the underlying large-scale problems which are causing poverty to prevail.
With increasing pressure on global resources and funding availability, non-
profit organisations who administer aid and development programs are
increasingly being expected to do more with less, particularly around
building local capacity and co-designing solutions based on shared value
rather than long-term dependency for beneficiaries.
The growing criticism of development organisations extends to the
ineffectiveness and unsustainability of their traditional, linear and cause-
effect models of change, which have had minimal long term impacts on
marginalised communities in developing country contexts (Dennehy,
Fitzgibbon et al. 2013, O'Dwyer and Unerman 2007, Collier 2007, Britton
2005, Madon 1999). These linear approaches have ensured accountability to
be directed to donors more so than beneficiaries, and on project needs
more so than human needs. Whether intentional or not, this has resulted in
limited beneficiary participation in defining the need or solution possibilities
early enough to really influence key issues which directly affect them.
Human centred design offers prospects for a strengthening of development
organisations social accountability and performance. This is achieved
through balancing out the current over-reliance on survey data, averages
and quantitative measures with more qualitative representation of human
need through nuanced representation of the voices of the beneficiaries
themselves.
Just as human centred design delivers competitive advantage for
businesses and governments who use it (Westcott, Michael et al. 2013), it
also has the potential to support international development organisations in
achieving more inclusive and community-driven innovation. Victor Grau
Serrat, Co-Director of D-Lab at MIT notes:
the emphasis has shifted, more from designing for poor people, to
designing with poor people, or even, design by poor people. The key aim
now is to develop the local capacity, so that villagers themselves can
develop their own technology. Instead of viewing them as needy and
vulnerable, we view them as resourceful and creative (Chandler 2012).
Design for Development Management
The characteristics of human centred design provide gap fillers in this
context and contribute to the way real human need is understood and used
to inform decisions in development management practice.
Some development industry professionals liken human centred design to
the anthropological concept of participatory development and that the
idea of engaging local populations in development projects in the hopes that
projects will be more sustainable and successful (Mohan 2008) is not new at
all. However, human centred design is different in that it is not just about
stakeholder engagement. It borrows much more from the designers tool
kit, specifically, to empathise, visualise and create end-to-end solutions with
user needs at the centre of any management planning, decision making and
evaluation.
Bringing together analysis and insights from Design, Business and
Development bodies of literature, as well as in-the-field observations and
narratives with designers and development practitioners, this paper puts
forward the case for the integration of more qualitative design-based
approaches in development management practice and decision-making.
Todays challenges in development management
Why is this important? A new level of consciousness
(Moyo 2009)
Across Africa, there are many pieces of expensive medical equipment
lying around with no one trained to use them (Perry and Malkin 2011),
pump wells lying idle because a part unavailable locally has broken down
(AE 2011), and education programs that fail to leverage the cultural context
and so dont achieve a sustained impact (Schweisfurth 2011).
Then there is the greatest issue of all: traditional approaches to charity
reinforce peoples reliance on others to help them rather than building a
notion that they are able to help themselves (Moyo 2009, Andrawes and
McMurray 2014). Moyo claims aid to Africa has made the poor poorer, and
the growth slower, arguing that:
Africas development impasse demands a new level of consciousness, a
greater degree of innovation, and a generous dose of honesty about
what works and what does not as far as development is concerned
(Moyo 2009)
ANDRAWES & MCMURRAY
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From another perspective, Collier (2007) argues the design, organisation,
distribution and implementation of development initiatives are whats
central to the issue. Development organisations and their donors have
persisted with conventional management practices and knowledge systems,
despite their limitations in achieving sustainable economic growth and
poverty reduction (Moyo 2009).
This calls for a more nuanced approach to the management of
development initiatives (Collier 2007) if these organisations are to improve
their effectiveness and extend their accountability to those they are
claiming to serve.
What needs to change? The accountability paradigm
The call for greater accountability toward key beneficiary constituencies
in the development literature is termed social accountability and has been
discussed extensively for years (Burger and Seabe 2014, Newcomer et al.
2013, Unerman and O'Dwyer 2010, Ebrahim 2005, Cronin and O'Regan
2002, Najam 1996). In practice, however, development management
accountability to beneficiaries is not as prioritised as accountability to
donors, on whom development organisations depend on for survival (Gent
et al 2013, Edwards and Hulme 2002; Najam 1996).
Donors place great emphasis and importance on functional
accountability, which is short-term in orientation, requires reporting on
resources and resource use, preferences high levels of control during
implementation and prioritises the measurable and quantifiable over more
ambiguous and less tangible changes in human development (Newcomer et
al. 2013, Dennehy, Fitzgibbon et al. 2013, Unerman and O'Dwyer 2010,
Ebrahim 2003, Edwards and Hulme 2002). This is in stark contrast to long,
iterative and people-centred projects that do not provide quick, tangible
results or may not correspond with the outcome perceived by the initial
intervention thus making this latter approach unfavourable to donors, even
if the project addresses the real needs of the beneficiary population
(Dennehy, Fitzgibbon et al. 2013).
There is a significant push for development organisations and their
donors to move beyond a focus on narrow, functional accountability and
more towards a social accountability one that engages their key beneficiary
constituencies more (Cronin and O'Regan 2002; Dillon 2004; Ebrahim 2005;
Lloyd 2005; Najam 1996). Embracing this broader form of social
accountability has been challenging within a funding environment which
Design for Development Management
concentrates on upward accountability through financial reporting on
activities and short-term impact.
What is stifling progress? An over-reliance on logic
Chambers and Pettit (2004) write about the changing nature of
development rhetoric to include words like partnership, participation,
empowerment and transparency, which imply changes in power and
relationships in recent years. This rhetoric seems not to have been matched
in practice, rather:
power and relationships are governing dynamics that prevent the
inclusion of weaker actors and voices in decision-making (Chambers and
Pettit 2004).
In practice, most donors require the use of the Logical Framework
Approach (LFA) as a planning and evaluation framework to demonstrate
accountability for spending designated monies for designated purposes
(Najam 1996). It is now, and has been for decades, the global standard
endorsed and required by many donors for planning and evaluation relating
to development initiatives. The LFA, as adopted by many development
organisations and required by many donor organisations, is considered to
stifle participation, as it:
reinforces relationships of power and control... [and] embodies a linear
logic associated with things rather than people (Chambers & Pettit,
2004).
The use of the LFA in formulating development programs has reinforced
patterns of exclusion (Tacchi, Lennie et al. 2010). Power et al. (2002) state
that this particular tool is not conducive to community processes and can
prevent communities from driving the development process. It is important
to build systems and procedures starting from the communitys needs and
abilities, instead of expecting communities to conform to donor
requirements of using tools such as the LFA (Dennehy, Fitzgibbon et al.
2013).
The structures and approaches that are put in place by the donors,
through mechanisms like the LFA do not allow the space for management
styles that encourage innovation, collaboration and participatory ways of
working (Tacchi, Lennie, & Wilmore, 2010). The requirement to fit within the
framework encourages development managers to focus on work which can
ANDRAWES & MCMURRAY
1680
show reasonably predictable outcomes in a relatively short time frame. As a
result, they tend to lose sight of emerging opportunities and unintended
positive and negative impacts (Bakewell and Garbutt 2005). This failure of
the LFA to cope with unintended consequences should not be taken lightly.
It is these unexpected consequences which might be the most important
consequences of all. There are many case studies of development initiatives
where the most striking success was seen in areas not anticipated in the
plan, making it very difficult to report with the logical framework:
In cases where donors have a distaste for reporting beyond the terse
numbers neatly set out in the logframes rows and columns, insights of
real value are highly vulnerable (Harley 2005).
In practice, most development initiatives are experiments, but the LFA
sets them up to be judged by the criteria of what they set out to do. This
reduces the possibility of supporting initiatives which are explicitly
experimental looking to see what happens rather than predicting a narrow
set of outcomes (Bakewell and Garbutt 2005). What this one dimensional
approach fails to consider is the messy and complex realities facing
development actors. The sectors reliance on the LFA seems to produce
more confusion than clarity, and reinforces:
mechanistic views of the development process in which inputs
automatically lead to the specified outputs (Bornstein 2003).
Development initiatives do not operate within a self-contained system
there are often many factors involved which lie beyond the scope of the
planned initiative that will change the way things work (Bakewell and
Garbutt 2005). The challenges facing development managers are changing
and with that comes new opportunities for improving both the effectiveness
and social accountability of development programs through new and
complementary ways of working.
Tomorrows opportunities for design in development
What is the way forward? A more nuanced picture
As seen with the LFA, most development organisations have adopted
conventional management practices from the business world which has
resulted in an audit culture of obligatory tools, frameworks and reporting
Design for Development Management
(Jenkins 2012, Angus 2008). Two key issues with some of the more linear
management approaches are:
the attempt to make a science of planning with its subsequent loss of
creativity [and] the excessive emphasis on numbers (Liedtka, 2000).
In the same vein, Joel Best (2001) challenges why there is a tendency to
refer to statistics as absolute facts that cannot be challenged: people
gather statistics much as rock collectors pick up stones. His point resonates
with the status quo in development organisations today where there is a
reluctance to recognise that all statistics are shaped by human actions:
people have to decide what to count and how to count it, people have to
do the counting and the other calculations, and people have to interpret
the resulting statistics, to decide what the numbers mean (Best, 2001).
The excessive emphasis on numbers, when those numbers are in fact
social products, does not provide a nuanced or holistic picture by which
development management decisions can be made effectively. The use of
such quantitative-heavy measurement frameworks also place pressure on
development organisations to show their donors that everything has been
done in a positive light, and subsequently stifle the possibility of learning
within and outside the organisation (Taylor and Soal, 2003).
This risk averse management style does not value or reward attributes of
experimentation, action learning, risk taking and creativity (Angus, 2008).
Over the years, however, there has been growing critique and unease with
this over-reliance. These quantitative-heavy and linear approaches to inform
decision-making cannot hold their own in such complex environments.
However, neither would a purely qualitative one, hence why a mixed
method approach is what is being proposed. Increasingly today, the design
discipline is becoming of particular interest in strategic management circles
as an approach to dealing with complex realities (Johansson-Skldberg,
Woodilla et al. 2013). As is the case in businesses and governments the
world over, development actors are increasingly turning to the design
community for ways to better represent and respond to a more nuanced
understanding when serving their beneficiary populations.
Thomas Lockwood defines human centred design as a process that
emphasises observation, collaboration, fast learning, visualisation of ideas,
rapid concept prototyping, and concurrent business analysis (Lockwood
ANDRAWES & MCMURRAY
1682
2010). Human centred design offers a complementary knowledge system
that offers approaches that are more widely participatory as well as:
more dialogue-based, issue-driven rather than calendar-driven, conflict-
using rather than conflict-avoiding, all aimed at invention and learning,
rather than control (Liedtka 2000).
Field example: Understanding farmer circles of trust
In one example in Kenya, designers have worked with a development
organisation, a private sector bank and farming communities to understand
how best to provide farmers with access to new types of financial products
and services. As part of the user research activities, the designers mapped
out the trust relationships of farmers in several semi-urban and rural
communities. Who do they go to first for various purposes? Who do they go
to second? Third?
Figure 1 is a visual representation of trust relationships which would be
difficult to communicate through more statistical means. The depiction is
not meant to be an accurate representation for each and every farmer,
however, it has provided development managers with new ways of
understanding concepts of trust and reach for the user group they are
seeking to benefit. It also provided an immediate reality check which
challenged prior assumptions around how farmers perceived financial
institutions.
As depicted in Figure 1, most farmers preferred to borrow and save
money through informal means such as family and neighbours, mainly out
of fear of losing their homes if they could not pay back a bank. One
development manager reflected by noting:
we assume that all farmers want credit, but this tells us that just
because they want it, it doesnt mean they trust it coming from us or
even our local financial services partners (personal communication).
There is significant investment from donors for the development of
financial products and services for low-income consumers in developing
country contexts. The financial inclusion space is full of statistics informing
us of the majority unbanked and underserved populations in Kenya for
example however what these statistics dont tell us is some of the
contributing factors as to why why it may have more to do with trust and
perception than a lack of access as is sometimes assumed. This is the point
Design for Development Management
we argue quantitative approaches tell us how many but qualitative
approaches tell us why (McMurray, Pace and Scott).
Figure 1: Visual mapping of farmer circles of trust. Source: ThinkPlace Foundation and
Grameen Foundation: AppLab Money Kenya Research Findings Report
(2014)
As seen with this small example, human centred design provides more
nuanced perspectives when identifying beneficiary needs from which to
base strategic management decisions. This contrasting approach offers
development managers the opportunity to lean more on a knowledge
system rooted in iteration and experimentation, with:
sequential attention to idea generation and evaluation in a way that
attends first to possibilities before moving onto constraints
(Liedtka, 2000; Liedtka, King, & Bennett, 2013).
Through new ways of working adopted from the designers toolkit,
development managers assumptions are being challenged, more and more,
decisions are being based on grounded empathy and a deep understanding
of the complex realities faced in context. The conversation is changing
regarding whats really important.
ANDRAWES & MCMURRAY
1684
What can human centred design do? Affirm human dignity
(Buchanan 2001)
There are many powerful examples of the application of human centred
design methods for the development and marketing of tangible products in
developing country contexts (Thomas 2006, Prahalad 2005). To date, human
centred designs contribution to poverty reduction can be determined as
either of two things, (1) the production of goods and (2) the consumption of
goods (Thomas, 2006). However, Richard Buchannans 2001 work takes the
concept of human centred design further than that, it is:
fundamentally an affirmation of human dignity. Its an ongoing search
for what can be done to support and strengthen the dignity of human
beings as they act out their lives in varied social, economic, political, and
cultural circumstances.
This suggests that human centred design has a more significant role to
play than just developing new products and services. It actually has an
extended responsibility to advance peoples dignity. The work of London
and Hart (2004) agrees with this, suggesting that the traditional business
logic model of introducing products into low-income markets requires
fundamental rethinking suggesting a stronger participatory focus on local
capacity building and inclusive processes of co-design of innovations.
Field example: Empathising with nurses through nurses words
In Ghana, designers worked with development managers in
understanding the intrinsic drivers of rural community health nurses and
possible solutions to their day-to-day challenges through strongly grounded
ethnographic research and facilitated co-design workshops with the nurses.
One of the techniques employed was a process and experience mapping
exercise designed to understand nurses greatest sources of frustration in
their words this led to a nuanced understanding of what was working and
where things were breaking down in the system. It was clear that supporting
rural community health nurses goes beyond providing them with the means
to do their jobs, but also hinges on making them feel appreciated and
rewarding them with professional development opportunities.
This is not revolutionary in and of itself, however, visualising what was
learned in new ways, such as figure 2, offers a new way of responding to
human need that is significant for addressing many of the challenges
development managers face working in such complex environments.
Design for Development Management
Figure 2: Process/experience map of nurse challenges in their words
Source: ThinkPlace Foundation, Grameen Foundation and Concern
Worldwide: Care Community Hub (CCH) Ghana Needs Assessment Report
(2013)
Making visual what was heard in the field has helped development
managers use that data in a meaningful way. Similar processes have been
used to visually map out the system and the relationships between different
players, differentiate between the nurses through understanding the
varying intrinsic drivers within the group, as well as capture their lived
experiences of, and pathways through the health system.
Prioritising the design based on personas and a deep understanding of
the system helped the management team avoid the trap of making decisions
based on what they thought beneficiaries want, freeing them to base their
decisions on what beneficiaries actually need and value.
The time spent shadowing, speaking to and understanding the local
realities, needs, preferences, constraints and touch points of the rural
community health nurses resulted in a strong, grounded empathy for the
thousands of decisions which followed in the planning, design and
implementation of the project.
ANDRAWES & MCMURRAY
1686
What is the designers role? Solutions rooted in humanity
Designers depict issues as experience by making things visual and
tangible. Whether sketches, models or prototypes, these are all used to
mobilise people. Designer strengths lie in creating artefacts around issues
which development managers can gather to interpret and discuss. The point
here is not so much that these artefacts are visual but rather that they
embody knowledge that cannot be easily articulated using tables, words and
numbers. The visual evokes emotion and as seen in the field examples,
influences the nature of conversations being held at senior levels within
development organisations.
This approach tends to provide development managers with an
experience which helps them understand what it might be like to be
involved in a particular social context or scenario from a users outside-in
perspective rather than the traditional organisations inside-out default.
While the basic role of development management remains the same as
in business management, that is, getting the job done effectively and
efficiently, it has the additional task of needing to affirm human dignity.
Human centred designers support development managers to do this
through ways to listen to, interpret and represent beneficiary needs, their
voices, their values, and enable empathy to be at the centre of development
planning and evaluation. In addition to this point, what this demonstrates is
that by applying human centred design beyond traditional product and
service design, to develop tools for more effective and human centred ways
of working within and outside organisations (Buchanan 2001, Brown and
Katz 2009, de Mozota 2013, Lockwood 2013, Liedtka 2014) poises a
significant opportunity for development organisations to continue their
evolution of learning, innovating and optimising their effectiveness.
A human centred design approach provides a stark contrast view of
solving social problems to the status quo where a problem can be fully
described and then solved in a linear way. The messy, iterative process that
designers know how to organise and work effectively through is closer to
the complex realities development actors are faced with in their contexts.
As demonstrated by the points above, the design community, now
more than ever, is looking at better supporting development managers to
think about problems as systems, rather than individual parts. As noted by
Buchanan (2001) in his seminal work, by expanding their approaches,
designers can go beyond aesthetics and basic form and function, to
solutions rooted in humanity.
Design for Development Management
Where to from here? Rethinking measurement sector-wide
The current nature of funding dominated by quantitative outputs and
measures, understandably drives donors to invest in development initiatives
which generate predictable and tangible returns on the dollar. Although the
current way of operating is working, it is not optimal to maximise outputs.
Development organisations, as with other types of organisations, need to
consistently innovate in order to keep pace with current trends, remain
sustainable and persist as leaders in their respective fields of expertise.
Since their inception since World War II, development organisations
and their business practices have matured and the way they function needs
to evolve to keep pace with this evolution of maturity. As we move into a
different era, organisational architectures and mind-sets require a blended
methodology approach to defining human need and measuring their impact
in order to remain sustainable for both these organisations and those
people they seek to serve.
Taking into consideration that development sector success is
predominantly being measured on per-capita economic growth (Morse
2013), it is clear why there is an unhealthy obsession with numbers in the
sector as reflected in donor demands and development management
dynamics. For some time now, there have been growing concerns about the
relevance of current measures of development performance, in particular
those based on GDP figures. The conclusion of the Sarkozy Commission
Report (2009) supports the idea that those organisations concerned with
genuine human-centred development need to shift their focus from narrow
measures of economic progress to broader measures of human wellbeing
(Stiglitz and Sen, et al. 2010).
No doubt having numerical and defensible measures of success is
critical for the continued legitimacy of international development initiatives,
but what if an over-emphasis on this approach is coming at the expense of
human dignity and wellbeing? Although less familiar and less tangible than
substitutes such as the dollar-a-day proxy, developing measures for terms
such as dignity and wellbeing is key in shaping a new approach to how
development organisations measure their success (McGregor and Burns et
al. 2012). Anecdotal evidence from the field supports this, human need
should be depicted in terms of what is important in peoples day-to-day lives
in order to shape new metrics for development sector success.
Working towards the promotion of a more holistic measure for human
development requires development organisations to engage in human-
centred and multi-method approaches. This is paramount to better
ANDRAWES & MCMURRAY
1688
understand what people define as their needs and allow for their voices to
contribute to deliberations over policy direction and programmatic
implementation which will have a direct impact on their lives.
The key challenge of this change is to bring the beneficiaries voice in
dignified forms to the decision making table as well as defining success
through broader measures of wellbeing, dignity, rights, quality of life or
satisfaction. In order to protect and promote human wellbeing it is
necessary to increase awareness of alternative, human-centred measures as
development indicators, find out where and how they are being used, and
consider how they can be adapted by development organisations (McGregor
and Burns et al. 2012).
Conclusion
We triangulate the criticisms outlined in the literature review, combined
with anecdotal evidence and in-the-field first-hand experience. The findings
suggest there is a pressing need for development organisations to integrate
their beneficiary needs, as framed by the beneficiaries themselves, as early
as when in funding gathering and planning mode. This is generally not the
case across development organisations. The inflexible and linear
management approaches required by donors have led to many initiatives
focusing on projects and not beneficiary realities, resulting in limited or no
beneficiary participation in defining the need or solution possibilities.
Development organisations have followed this rigid model for long enough.
The real challenge is to move from intermittent cases of product
successes to a systemic approach to development planning that integrates
beneficiary needs, through participatory methods, before programs become
too rigidly attached to their narrow set of LFA outputs and outcomes. There
are is growing interest as more development organisations are looking to
challenge the status quo as they experiment with human centred design
approaches to help them achieve such an integration.
The way development organisations empathise, interpret, design,
implement and evaluate initiatives is where designers can play a more
significant role. There is scarce mention in the literature of the design
communitys responsibility within development organisations, and the
sector at large. We suggest future research to focus on the issue of how
designers can play a role, beyond the current mode of facilitating the
production and consumption of new goods and services, rather in how
Design for Development Management
greater social accountability and participatory practices can be achieved at
the strategic management levels of development organisations.
Based on the gaps in the existing literature, we argue that human
centred design approaches can offer an unconventional, yet powerful way
for development organisations to manage fast-changing and ever-increasing
complex realities while moving them toward more human-centred ways of
working in developing country contexts.
In consolidating the literature with in-the-field experience, we also
propose further investigation into redefining success measurement specific
to the development sector. We do not propose to discard the current
dominant quantitative paradigm but instead build and extend on it with the
inclusion of qualitative approaches facilitated through human centred
design. We assert the proposed shift to multi-methods facilitates, and thus
impacts on, the wellbeing and human dignity of people living in developing
country contexts. This poises the opportunity for further research to better
develop the conceptual framework and necessary rigour to support the
arguments made here.
Acknowledgements: Use of illustrative examples in this
paper, namely figure 1 and figure 2, has been granted by
ThinkPlace Foundation, Grameen Foundation and Concern
Worldwide.
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Chapter 4
Management Futures
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Section 4a: New Modes of Design
Management
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1697
Editorial: New Modes of Design Management
Anne STENROS and Pia TAMMINEN
The meaning of design management and industrial design or service
design to companies and company ecosystems is a common nominator of
the papers presented in the themed track New Modes of Design
Management. Design has various functions, it can for example be an
integrative agent and/or process for interdisciplinary teams, it can play an
important role when creating new business models, and it can be used when
developing attractive products and services that enhance well-being of the
users. Design can also contribute to the development or renewal of
company strategies or value-creating networks. The papers presented in this
themed track bridge design also with innovation, creativity, branding and
sustainability.
Langrish has a biological view of design in his article about a Darwinian
design in the era of disruption. He discusses the changes of the Design
Method Movement, and the complexities that todays development has
brought about. According to Langrish, rational views cannot alone describe
the present era of disruption in design management but Darwinian view
could be applied. Barquero et al. distinguish an emergence of new social
structure on the market. It challenges the traditional design management
methods and increases the role of uncertainty when developing new
products and services. Barquero et al. introduce the future foresight
approach as a tool for the design management to describe and envision the
possible futures.
Abrell explores the connection between design thinking and corporate
entrepreneurship. His study reveals ambiguous results; understanding the
user can lead towards new opportunities and the organization needs to be
able to act upon them as well. Strarostka presents three different case
studies of companies who use design strategically, yet, in different ways.
The main strategic objectives of the companies are 1) design for finding new
opportunities, 2) design for building strong brand, and 3) design for
challenging the status quo. Sathikhs conceptual paper discusses the
differences between creativity and innovation within industrial design;
design and designers are associated with creativity, while management and
business are associated with innovation. He also examines whether the
STENROS and TAMMINEN
1698
framework of design managers is creative or design-driven, or even both at
the same time. Tamminen enhances a business design model for design-
oriented communities that could be used in any collaborative project
organized by small organizations. She also sheds light to the potential of
design-oriented communities in the future.
man and Andersson explore the future directions of design
management from the knowledge integration perspective; the integration
of design indicates a functional orientation and a limited role for design,
while integration by design may indicate a strategic role. Corlett introduces
an agile live prototyping method with continuous releases for hardware
product development in microbranding context. Monguet et al. introduce
a collective decision making support system CID, Cells of Innovation
Development, for innovation management. The system enables
professionals to be involved and participate in decision making processes.
Two of the papers touched on the role of a designer from different
viewpoints; the study by Murto and Person focuses on designers role in the
context of sustainable product development, and Niinimki et al. examine
designers involvement in design interventions. According to Murto and
Person, there are many possibilities to create sustainable design solutions in
a networked development project of a large passenger ship but due to for
example regulations and existing production methods, holistic design
approach and multidisciplinary collaboration turned out to be the most
important factors when developing sustainable complex products. Based on
the findings by Niinimki et al., companies can benefit of design
interventions as they provide the broader understanding of design to the
companies.
As the papers in this research track propose, design management is
transforming into new modes as the line between tangible and intangible
world becomes more and more diversified and complex and the behaviour
of the people in the network society is inclined to be more unpredictable
than ever before.
19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Construct the Future: new models and
visions
Sara BARQUERO
*
, Luis CALABUIG
and Borja GARCIA
Universidad CEU-Cardenal Herrera
The new social structure and dynamic is transforming the way in which the
organizations are operating on the market. The design management became
the main vehicle for the development of products and services, as well as for
the instigation of innovation processes. Its methodologies have to be oriented
towards the user and the market and from a social point of view. The design
management is a process, which is continuous, complex and fast at the time
of making decisions that determine a strategy within an increasingly
uncertain and new context; it must be turned into a transversal operating
discipline that integrates wider, more complex and interconnected
knowledge. The management methods and definition of strategies have to be
based on tools that are highly flexible, reflective, collective, participatory and
interactive. Foresight is a discipline that tries to remove uncertainty through
anticipation, which draws up the strategic action plan. A new approach of the
design management should be to determine and vision possible futures
through foresight. Build the future, determine possible directions, take
optimal decisions, determine and select possible scenarios, assume changes
quickly as a constant and, fundamentally, transform the mental schemes of
professionals who are involved in these processes.
Keywords: methodologies, foresight, strategy, decisions-making, anticipation
*
Corresponding author: Sara Barquero | e-mail: sara@uch.ceu.es
BARQUERO, CALABUIG & GARCA
1700
Introduction
The last decades of the twentieth century and the first decades of the
twenty-first century are characterized by the global transformation of
societal structures in their widest sense, affecting economic, political, social
and cultural dynamics. This profound transformation is referred to by some
authors as the great disruption (Fukuyama, 1999), which is produced by
the convergence of a number of interactive processes, including the
technological revolution, the global economy and processes of cultural
change.
The technological changes produced in different areas are represented
by the impact of information and communication technologies on not only
the business and professional sectors, but more importantly, the personal
and social sectors. The key feature of these developments is the
convergence of various technologies (Burton, 1992; Papp, 1998), which, in a
fast and different way, is transforming both the established structures and
its associated dynamics.
The technological revolution is based on two operating principles:
A focus on the processes; its effects include all spheres of
human activity; and
The fundamental raw material, as well as its main result, namely
information.
Simultaneously, and with the impetus that are permitted by the new
technologies, a number of multidirectional, economic and social processes
are generated, which are defined as globalization (Levitt, 1983; Albrow,
1990; Ohmae, 1990; Porter, 1990; De la Dehesa, 2001). On the other hand,
but in an interrelated way, a profound cultural and social transformation is
occurring: new ideologies and ways of life are on the rise and social and
family structures are being transformed. These changes define a completely
new paradigm.
These phenomena result in a new type of society, discussed at length by
various authors using a multitude of terms: post-industrial (Bell, 1994),
programmed (Touraine, 1976), red (Castells, 1997), post-capitalistic and
information society (Masuda, 1981) or informational (Castells, 1998), and
the more advanced knowledge society (Burton, 1992). As Toffler indicates,
We are the final generation of an old civilization, and the first generation of
a new one (Toffler, 1994, p. 21).
The civilization of the information, that will succeed the agricultural and
the industrial, will be based on the productivity of the same information,
Construct the future: new models and visions
1701
through the use of computer-mediated communication. (Masuda, 1981, pp.
7072)
From the approaches and characteristics analysed by the different
authors, the key feature defining this new society is the value attributed to
information, both its creation and its use, in terms of the capacity to
transform this information into knowledge, as well as generate, with the
help of the acquired knowledge, wider knowledge.
These processes are produced at a much more accelerated rate than
expected and have a direct impact on the lives of individuals. Other key
features describing the new society are:
The rupture of synchrony and linearity of space and time;
An increase in the production of services at the expense of
products, causing the transformation of the concept of benefit.
The post-industrial societies are characterized by exchanging
produced goods for service activities; and
A shift from the division of professional work to the integration
of disciplines.
These factors have increased the complexity and uncertainty of the
environment, making adjustments in all areas that must be structured in a
completely new form, in which the traditional and valid guidelines, now are
no longer tenable.
In fact, these transformations require not only redefining the
organizations and the management methods, but also understanding the
functioning of the new market, as well as the new users involved in it, who
will position themselves and interact with the environment and its elements
in completely new and different ways. The organizations must adapt
themselves to the new environment characterized by innovation, flexibility
and unpredictability.
These characteristics present a fundamental challenge for organizations,
affecting their internal structures and dynamics, and above all, their market
activity. We understand that the development of new products and services
is the form in which organizations present themselves on the market, while
design management is the way in which they anchor themselves between
the internal and external processes.
The analysis of the organizations within this new environment has to be
systemic, and their processes should be treated considering their
complexity; in this regard, traditional management methods are no longer
valid. Alternatives for the models of traditional management must be
examined in relation to the market, as well as the fact that the organizations
BARQUERO, CALABUIG & GARCA
1702
themselves will progress more effectively. The enterprises have to assume
management methods that permit them to be more flexible, innovative,
effective, stable and productive.
The objective of this study is to propose new methodological models for
the design management of organizations, based on the new context they
now face and the demands of the new market and the new user.
A new paradigm for design management
The new socioeconomic scenario is characterized by a number of
features that have a direct impact on organizations:
The worldwide use and power of information and
communication technology, fundamentally shown in the
interconnection and integration of networks: the Internet,
intranets and entrepreneurial extranet;
Knowledge management defined as the leveraging of collective
wisdom to increase responsiveness and innovation
(Koulopoulos & Frappaolo, 2002, p. 28). In todays enterprises,
it is of vital importance to find the best way to generate,
communicate and apply knowledge, taking full advantage of the
intellectual assets;
Growth in the materiality of the service sector and of the
workforce dedicated to it in all economic activities (Quinn,
1992, p. 4);
Changes within the market; currently, clients/users not only
demand a quicker response, but are better informed and have
more power (Naisbitt & Aburdene, 1990, pp. 283294); thus,
they must convert themselves into technological partners of the
enterprises, becoming involved in the production processes
(Quinn, 1992, p.178; Tapscott, 1996, p. 68);
The rapid pace of innovation as an indispensable requirement
for the competitiveness on the market;
The redefinition of mediation, as a consequence of the
capacities of information and communication technologies,
goes to the providers and consumers; the middlemen have to
provide services or add value that is valid for the new paradigm;
Virtualization through the use of information and
communication technologies in order to realize effective and
efficient interactions among individuals, without spatial limits:
Construct the future: new models and visions
1703
the origin of countless virtual communities connected by
common interests;
The importance of developing competitiveness at an
international level within an interconnected and globalized
world;
The technological and sectorial convergence; and
The digitalization of all types of information.
Having characterized the new paradigm and defined knowledge as the
driving force of the new social structure, the necessary changes within the
enterprises and the management, including design management, should be
determined, both in their structures and in their dynamics.
The organizations always had, used and exploited knowledge for the
realization of their objectives, although it seems that they suddenly became
aware of the need to define and instrumentalize ways to manage that
intangible asset.
A transformation of information intensive organizations is produced by
means of the intelligent use of information and information technologies
with the aim of being more competitive. Analyses of the most advanced
organizations in the world seem to indicate that what makes an organization
successful is the intelligent management of information and knowledge. This
includes having people on-board who know how to develop methods,
processes and cultural forms, thereby permitting the combination of the
input information from the environment with the information generated in
the interior in pursuit of the final aim of innovation and generating
differential knowledge. Such organizations also know how to project
information of their activities towards the environment (Davenport &
Prusak, 1998). Thus, the described environment, loaded with uncertainty
and complexity, requires the determination of flexible and adaptable
strategies.
At the same time, a welter of tools and methodologies linked to the
management of enterprises of different kinds arises: management of the
information, management of technology, management of innovation
(Roberts, 1996) and the management of knowledge (Cabrera, 2001). In this
context, knowledge, innovation and technology are concepts strongly
related to each other. All are valuable in the strategic processes of an
enterprise, with the management of knowledge agglutinating the most
relevant and necessary aspects for the current context. The knowledge
management is of an organizational nature: it is a method or an array of
BARQUERO, CALABUIG & GARCA
1704
possible techniques to radically transform the working environment in such
a way that what the individuals know will be shared, created or secured.
To be more concrete, the knowledge is the main axis of the new society,
and innovation the imperative for the enterprises, whether or not it is of a
technological nature. Within the enterprises environments, the creation of
new knowledge, which is materialized in new products, processes, services
and organizations, is directly linked to the capacity of invention and
innovation. The assimilation and generation of innovation, in turn, is one of
the factors that significantly contribute to the introduction of change within
the enterprises, and to increased competitiveness.
Design management must be involved in the processes of knowledge
management, since the development of products and services cannot be
understood in isolation from the creation of new knowledge and
innovations. Concentrating on design management, we have to revise its roll
in relation to the development of products and services. In fact, when there
is not yet a general agreement on the definition of design, the value of the
design within the development of products and services, and how to
formulate the design management together with the strategic
entrepreneurial definition, which in the end should be focused on the self-
management of design, has been transformed, specifically the structure on
which those disciplines and dynamics are based.
This statement necessitates the resetting of not only each of their
positions, but also the relationships and values that they assume in the
connection process between what is defined strategically by the enterprises
as new products and services, and their effectiveness in answering the new
demands of the market and the users, i.e., the key participants of said
market.
The market and the user are changing in a somewhat incisive way,
beginning with their own terms market and consumer that
became increasingly inadequate for the description of the underlying
complex reality. (Fabris, 1995, p. 2)
During the second half of the twentieth century, the designer and
manager were required to have an enhanced approximation of the
organization, its knowledge and dynamics, thus assuming an important role
in the strategic entrepreneurial processes, and focusing on the elements of
competitiveness and benefits.
The new context is demanding for the growth of organizations, moving
the focus to social sectors, the market and the user who defines it. In this
Construct the future: new models and visions
1705
way, the methodologies linked to the development of new products and
services, and the management of those processes in the business
environment, must assume an approach that focuses more on humankind
and the social sector, and logically on solving problems and facing a more
global and complex environment.
Assuming that innovation is more necessary today than ever before, we
have to establish a mode in which the development of products and services
will be, at its core, a process that is closely linked to innovation. During the
last decade of the twentieth century, the term innovation was inseparable
from technology; in fact, Oslo Manual (1997) only defines innovation in
connection with technology. His initial definition of innovation quickly
became obsolete, indicating that it does not respond to the real necessity of
the context. During the last few years, the term transitioned towards social
innovation, thus permitting an appreciation of the relevance of the social
arena in innovative processes.
An approximation of the social sciences and its methodologies allows us
a different mode of observing the context and, thus, a different mode to
analyse the problems, find solutions and generate knowledge that answers
questions that have not yet been asked by the market or users.
Likewise, the enterprises must assume methodologies that permit a
more systemic view of themselves, such as management tools that permit
anticipating and searching for signs that indicate new opportunities for the
market, thus allowing for envisioning future scenarios, rather than
continuing to accept the ways things are done. The speed and
unpredictability of environmental changes demand an innovative attitude,
as well as methodologies that not only deal with rational data and
approximations, but which also take into account behaviour, experience and
intuition.
Symbiosis of design and strategy
In the new knowledge society, the design manager, who is responsible
for the development of new products and services, must transform his or
her activities into knowledge-intensive and the generation new ideas from
and for the future. Structured methodologies that allow for determining
how to manage and channel knowledge are necessary. Knowledge, explicit
and tacit, and containing both objective and subjective data, resides within
the process of design as a strategic structure.
BARQUERO, CALABUIG & GARCA
1706
The new professionals have to base their activities on predictions and
assumptions, and not only on facts (Rowe, 1998). They have to position
themselves as the main and empathetic interpreter of what the end
consumer will need, with a focus on the human being, thereby showing the
will and capacity to understand and interpret the signs that are transmitted
by the end consumer (Brown, 2009). These activities must be performed
concurrently with bearing in mind the technical feasibility and commercial
viability of the organizations.
This approach will require methodologies that permit working intuitively,
relying on experience and qualitative data of human behaviour, wishes,
emotions, etc. Within the new context, the design does not give shape to
objects (Adams, 2010); it turns into a special form of relating to and acting
in the world (Buchanan, 1992; Rylander, 2009), and above all, in the building
of the future world.
These statements transfer the activity of developing products and
services to the centre of an enterprises strategic formulation, with the
design management being primarily strategic.
The development of products and services is a continuous and constant
process of effective and informed decision-making, that is to say, the
determination of a strategy: The conscientious selection of a line of action
out of available possibilities, having in mind the disposition of limited
resources, and with the motivation to achieve some desired result. (Claver
et al. 1994. p.191) In fact, decisions about new products affect every single
area of decision-making. Thus, product decisions should be closely
coordinated with all of the other business activities.
The widespread opinion, mostly of business analysts and consultants
(Hamel & Prahalad, 1994; Gabia, 1995), as well as a significant number of
publications (Michalko, 1991; Fobes, 1993; Collins & Porras, 1994; Higgins,
1994; Nadler & Hibino, 1994) link management to creativity and innovation,
striving to establish a close connection between the decision-making
process and other open and creative management processes, and based on
a high level of knowledge of the present reality but with a look towards the
future. Thus, the strictness of decision-making does not necessarily include
the adoption of anti-progressive or conservative positions. On the contrary,
in this context of uncertainty the conventional analyses that are nourished
by exclusive data from the past are not sufficient; instead, it demands
having new tools at ones disposal, which explore and illuminate the
possible future developments of complex issues the enterprises are involved
in. The design linked to the strategy is the fundamental axis of the
Construct the future: new models and visions
1707
development of products and services which, in the current environment,
shall be closely linked to the knowledge of technologies, organizations, the
social-cultural environment, etc., and, obviously, to the processes of
effective decision-making through the analysis of the possibilities of the
future.
The design is understood as that which realizes the plan: A look that
aims at somethingA will that contemplates the attainment of the end
proposed (Zimmermann, 1998, pp.160161). Finizio, on the other hand,
points to a closer relationship between the design and the innovation
processes, by saying that the real reason of being from the design lies in
the integration of the product strategy with the enterprises culture, in other
words the design management. Design and enterprise must go together,
and in order to understand where, they must prefigure possible scenarios,
even preparing for the impossible, even for exceptional events (Finizio,
2002).
The analysis strengthens the existence of a clear analogy between
strategy and design, considering that they are operating in a similar way
when they intervene in order to solve a problem of quite a complex
situation. Both have the need to provide all the information concerning the
nature of the problem which is to be solved, permitting them to plan and
arrange a project.
On the other hand, the development of products and services, as an
essential element of business dynamics, is a consequence of the strategic
action. Making business decisions on products and services, determines the
actual strategy of the organization; likewise, the generation and
management of information, which is to be converted into knowledge,
efficiently guides the decision-making process with reference to the
products and services.
In more concrete terms, the development of the products is an
interminable and cyclical activity within the business dynamics; therefore,
innovation, the creation of values and knowledge management can only be
considered as processes requiring continuity.
A new approach for the generation of product ideas will be to mark and
envision future scenarios, in which the products will be re-enrolled,
including the reality of the future market, the technological tendencies, and
the needs of the potential and future consumer. In other words, define the
aim to be achieved and establish the steps that are required in order to
achieve it; and describe the products that give rise to this scenario and
BARQUERO, CALABUIG & GARCA
1708
satisfy all the factors that configure the environment in which the aim is to
be achieved.
This new approach has to be based on future studies, and more
precisely, on foresight as a discipline that can provide answers within the
new context in which organizations are operating.
Foresight as a discipline
During the twentieth century, future studies (Masini, 1993) were
developed and structured. In Europe, interest in future studies evolved later
than in the United States (US). The country that excelled in this discipline
was France with, among others, Bertrand de Jouvenel, author of LArt de la
Conjeture; Gaston Berger, inventor and proponent of the term foresight;
and Pierre Mass, who introduced foresight to territorial planning. More
recent are the works realized by Michel Godet, as well as the outreach work
carried out by the magazine Futuribles.
Foresight is particularly useful to strengthen knowledge for scientific-
technical development, as well as for social and business needs. In fact, it is
not surprising to realize how in past years foresight has been used for trend
analysis at a global level, as well as in public politics at the national and local
levels, apart from exercises of a sectorial or private nature for business
management.
Are innumerable foresight exercises performed in different areas
(Textor, 1983; Dator, 2002, Nordman, A. 2004, Inayatullah, S. 2005,
Stevenson, 2004), it should be noted the Halal study that predicts
breakthroughs that span the spectrum of science and technology. The
results come from a great project foresight and projections carried out over
the last decade at the George Washigton University and TechCast LLC
Company. The result is probably the best set of data for foresight that has
ever compiled. The trends obtained describe how the technology is ready to
transform lives throughout the next 20-30 years. (Halal, 2012).
The results of foresight are recognised as making valuable contributions
to the establishment of priorities in public or private initiatives, in the
designing of future visions, in the formation of networks, and in the spread
of education and knowledge among the main actors, particularly the
decision-makers.
The main focus is how social conditions influence the images of the
future, and the way that images of the future, along with the values and
Construct the future: new models and visions
1709
beliefs, influence the decisions that lead us to act, and therefore help
configure our own future that is coming (Bell, 2005).
Table 1 Contributions of foresight/prospective to the new context:
Society Enterprise Environment Prospective/Foresight
Complexity complex systems Systemic
Globality relations
Globality markets
CONVERGENCE
Globality strategies
Holistic / Global
Quick and unpredictable changes Dynamic
Need collective intelligence Encourages participation
Participatory decision-making Search consensus
Knowledge / human capital Optimal learning process
Foresight provides a number of elements that are quite valuable within
changing environments and environments of great uncertainty such as, for
example, todays environment. It engages creative and intuitive thinking,
but it also takes into account the factors that can affect the results and the
attitudes of the persons involved, such as social, economic, political and
environmental factors. It provides a vision for the future, which is very
useful for the making of decisions (Bell, 1996, p. 43) and for competitive
positioning. It also suggests the continuous process of learning, something
essential for the knowledge society (May, 1997, pp. 229241).
Foresight looks for progressive knowledge (Manermaa, 1996), dedicated
towards the non-deterministic, fortuitous and probabilistic anticipation.
There is not only one future, but there are various, at least the likely,
possible, preferable and plausible ones (Masini, 1993, pp.89). Foresight
anticipation implies the action (Godet, 1993, p.187), meaning to raise
possibilities in order to act from the present, with the intention of
optimizing the results. As a discipline, foresight is characterized by:
Vocation for totality: economic, social, political and
technological factors are not studied in isolation but from an
overall view;
Systemic: it examines the existing relationships or ones that
may exist between the elements;
Dynamic: it examines the developments of the object in
connection with the forces that are produced, and it is destined
towards the action;
BARQUERO, CALABUIG & GARCA
1710
It is receptive to changes that may be produced, and because of
its structuralist characteristics, it considers the search for
possible futures;
Its objective is based on explaining the future by combining the
three sets of factors that shape it: history, knowledge of facts
and experiences; unpredictable events; and our intentions, will
and actions of moving into the ostensible future;
One of the key factors is the collective character of the foresight
exercises, fostering its mobilizing effect and its metadisciplinary
character;
Foresight does not deliver conclusive results; in fact, the process
is of higher importance metadisciplinary, collective, open,
flexible, etc. which is the result of the exercise;
Foresight examines the variables and its development in the
future. One of its strengths is the consideration of both
qualitative and quantitative variables and, thus, it looks at
objective and subjective values; and
Its main goal is the reduction of uncertainty, the illumination of
the present action, and that the mechanisms leading to an
acceptable future are convenient and desired.
Some authors (Dimma, 1985; Godet, 1993; Bas, 1999) identify foresight
as a proactive approach towards the future, an approach with
determination. However, it is, at the same time, a science as soon as it uses
a systematic work system, verifiable and sound, that cannot and must not
speculate as to what exactly might be happening in the future.
Foresight should assist the decision-makers to distinguish the different
options of the future, brought to light by the available data, without
venturing about what exactly might happen. The future does not exist, it is
being construct. Thus, foresight, being anticipation and reflection, is
intended to search for new strategies; within the contexts of business and
design management, it can be a useful tool, as it provides and structures
knowledge and analyses and organizes the information in order to build the
future. In other words, it uses information in order to propose trends of
future change and envisions what might happen.
Foresight is a strategy (Gabia, 1995, p. 16). In this respect, foresight
must contribute to the strategy: the capacities to innovate, create and
respond; the strategy, in turn, must transform those capacities, integrating
and expanding them, generating the adaptation by which the foresight
receives feedback. Action without anticipation is very likely to be false; in
Construct the future: new models and visions
1711
the same way, anticipation that is not directed towards action does not
make any sense.
Frame the key issues affecting the organization, scan the environment to
see how they can finish desirable trends and anticipate possible outcomes,
and all this is part of the strategic foresight. The incorporation of this
discipline to the organizational culture can help advance clearly, creativity
and confidence (Bishop & Hines, 2012)
The outlined features of this quite new and unknown discipline permit
the verification of its suitability for the given context and for the specific
activity of developing products and services, as a key objective of business
strategy and management.
Anticipatory methodologies for the design
management
As our world becomes increasingly more complex and interdependent,
change is becoming more and more non-linear, discontinuous and
unpredictable. Accordingly, the future is less and less like the past and not
what it was expected to be: the future is no continuation of the past,
because the future will be different (Handy, 2000). Therefore, it is necessary
to stop thinking what we will do by analysing what we have done (Senge,
2000).
The prevailing complexity makes it necessary for us to anticipate changes
and put forward a new way of thinking and a new vision of our reality. This
would clear up our current attitude and, thus, allow for acquiring vision
foresight in order to act in the present (Godet, 1980; Cornish, 2004).
The new challenge for the upcoming years will be to anticipate the new
demands of todays lifestyle, producing scenarios. (Morace, 2003)
If we accept that uncertainty is penetrating the determination of
business strategies, mainly those regarding the development of products
and services, we need to be able to unravel this uncertainty with the aim of
assuming less risky decisions. In addition, the situation must be in direct
relation with the claim to analyse and examine the future.
In order to react properly and manage the current complexities of the
market, it is necessary to understand some profound and outstanding
phenomena of the cultural and social context. On the other hand, it is also
necessary to have the flexibility of sufficient analysis in order to provide
descriptions and interpretations that help the enterprises and professionals
BARQUERO, CALABUIG & GARCA
1712
to imagine their specific conceptual positioning and the positioning of the
market in a global context.
The traditional management techniques hardly deliver any answers to
the questions concerning the uncertain future, because there are no
statistics on what is new and unknown. At the same time, the majority of
management techniques suffer from non-quantifiable parameters that are
indispensable within this new environment, since it is not possible to
pretend to systematize and control the knowledge through Cartesian
models that do not include cognitive criteria of the experience and of
humans.
The proposal generated through this research is to explore the
possibilities of methodologies that provide optimal settings for the current
context, and differentiated from the traditional management
methodologies. The fundamental differences are specified in using both
quantitatives and qualitative data, including intuition and experience;
explore alternatives not linked to the know. At the same time require to
transform the way of thinking and acting, linking strategy to the
medium/long term and leaving the common short-term dynamics.
Foresight methods integrate the rational aspects of organizations, as
well as the emotional ones and those linked to behaviour. It is a
management tool that efficiently supports informed decision-making to
clear up uncertainty in environments where complex decisions have to be
made.
Enterprises are having difficulties envisioning the future, as their
objectives are based on results, with a short-term horizon. Their vision is
based on the western belief that time is linear and the future is nothing
more than an empty space that can be occupied by the present and, over
time, becomes fuller with technology and consumer goods. Every
organizations must prepare for the abandonment of everything it does
(Drucker, 1973). This situation enforces a need for a change of mentality,
valid models and tools for the management and collective reflection that
allow for facing the new challenges of a different world.
In todays context, a methodology to prepare, understand, structure and
establish a hierarchy of information and knowledge is fundamental.
Foresight offers a wide range of methodologies and tools which should be
incorporated in design management:
Anticipatory, proactive, mobilizing and creative;
Few resources needed;
Construct the future: new models and visions
1713
Consider the business system as an interconnection of relations:
systemic and dynamic;
Allow for obtaining and working with the information with the
objective of making decisions for the development of strategies;
Systemic and controlled method that considers intuition and
experience;
Permit a process of communication in groups, synchronous and
anonymous;
Provoke a continuous process of feedback on information, in a
way that it will be converted to a process that improves learning
and generates knowledge.
These characteristics are relevant for two of the foresight methods that
are highly elaborated and effective in business environments: the Delphi
method and the method of scenarios.
The Delphi method is the most applied qualitative method in
anticipation and probably the best way to manage obtaining information on
the expectations of the future (Linstone & Turoff, 1975; Sackman, 1975;
Turoff, 1975; Helmer & Rescher, 1976; Malla & Zamora, 1978; Ranch, 1979;
Helmer, 1994; Passig, 1999). Nevertheless, the method can be considered to
be incomplete considering that the foresight anticipated in business
environments should always be linked to strategic action. This method is
structured through a basic functioning scheme; consequently, it can adapt
the necessities, possibilities and objectives of the studies.
The basic characteristics that configure it are:
Structure of group communication at a distance, through the
process of feedback of the information;
Its objective is to obtain information, consensual or not;
Quantitative qualitative method;
Use of experts;
Directed and coordinated process;
Central and characteristic feature: anonymity.
The method of scenarios (Wiener & Kanh, 1967; Martino, 1972; Coates,
1985; Godet, 1991; Millet & Honton, 1991; Schwartz, 1991; Clemons, 1995)
is considered the primary method of foresight, to the extent of mingling the
terms scenario and foresight. The majority of the authors consider this
method as the reflection of foresight, the best way to give an idea of the
future, and the most complete and versatile one.
BARQUERO, CALABUIG & GARCA
1714
Figure 2 What are scenarios
Scenarios are: Scenarios are not:
Hyphotesis Predictions
Alternative developments Scans of past trends
Shared representation of possible future
obtained in a workgroup
Official Forecasts developed by internal
or external experts
Tools to challenge corporate
assumptions
Tools to strengthen corporate
assumptions
Combination of intuition and rational
analysis
Embodiment of intuitive visions or
development of rational models
Focused Description in multiple
environments on future business
Wide view of possible future
microenvironments
Divergent stories for a dissension Converging stories to achieve consensus
Holistic thinking process that integrates
several scientific academies
Outcome of a dominant scientific
academy
Tools to transform an organization
reactive to proactive
Tools to strengthen reactive behaviors
In fact, it is a model created for supporting decision making when dealing
with changing and uncertain contexts, and it is widely applied in the
business world. Simplifying the argumentation, the most important values
that configure this method are:
Conceptual and hypothetical vision of possible futures, considering
the objective and subjective probability of occurrence;
Hypothetic sequences of events in the long-term view, centred
on causal processes and decision points;
Alternative and divergent developments, combining intuition
and rational analysis; and
The end of the construction of scenarios is the development of
a strategy.
Figure 3 What can achieve a scenario.
Scenario can Scenario cant
Acknowledge uncertainty and illuminate
the critical points
Hide uncertainty or ambiguity
Develop possible future scenarios,
recognizing that all are not equally likely
Develop a single likely or average
response prediction
Develop a set of strategies and indicators
of future strategies more critical
Develop a single strategy
Recognize discontinuities about the future Get Data not available or make
decisions based on irrelevant data
Construct the future: new models and visions
1715
Both methods consider the process of decision making appropriate to
the strategy of developing products and services, and the design
management of the enterprise, not only as tools that permit a more efficient
process, but in essence a shift in the thinking and acting of the decision-
makers during the process.
This methodological approach is not proposing to incorporate the Delphi
method or scenarios method to design management without prior
adaptation. In fact there are many variables and both methods depending
on the type of dynamics to perform. (Linstone & Turoff, 1975; Sackman,
1975; Press, 1978; Ranch, 1979; Poolpatarachewin, 1980; Harkins et al.
1983; Wack, 1985; Millet, & Honton, 1991; Schwartz, 1991; Helmer,
1994;Clemons,1995; Gabia, 1995; Schoemaker, 1995; Perrottet, 1996;
Passig, 1999; Fernndez Gell, 2004; Inayatullah, 2012).
Conclusion
The new social paradigm penetrates all areas of action, especially the
business organizations and their models of management. The approach
raises the necessity for new methods of management, abstracted from the
social sciences that may give effective answers to the enterprises and,
consequently, to the consumers.
Design management should be positioned in the centre of strategic
action within the enterprises, since the development of new products and
services is a continuous and cyclic process of making strategic decisions,
which configure the positioning of the organizations.
Prospective methodologies are formulated, the Delphi method and the
method of scenarios, which can be linked in a complementary manner. The
fundamental value of these methodologies is their capacity to analyse the
future and the scenarios in which the new products and services will be
involved, while at the same time transform the attitude, dynamics and
thinking of the decision makers.
The proposal raises the analysis of the values of the above
methodologies for adaptation and structuring to the specific requirements
of design management, the approach want to value the essence that defines
these methods and especially profound change in attitude, approach and
way of thinking that must take design managers, and business managers as
a whole.
Finally, design management requires a complete overhaul; this
approximation formulates the possibilities that might derive from the use of
BARQUERO, CALABUIG & GARCA
1716
methodologies that provide values, which are necessary in the current
context.
This research is aimed to initiate the process, which should conclude
with the formulation of specific methodologies for design management.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Innovation Consensus: Collective decision
making support system for innovation
management
Josep M MONGUET
*a
, Alex TREJO
b
, Joan BASSOLAS
c
, Tino MART
d
and Jenny MART
e
a
UPC;
b
Onsanity;
c
Fundaci Viladecans;
d
Excelnets;
e
BCD
CID, for Cells of Innovation Development, is an online system created to
facilitate the participation of professionals in the decision making processes
of innovation development. The system has been designed, implemented and
tested with 6 cases, involving different kind of companies in the region of
Barcelona. The innovation model and its online tool version have been
proposed and created, to handle a Real Time Delphi participation of
designers, experts and managers in the evaluation and discussion of all the
relevant topics of an innovation project oriented towards the creation of a
new product and/or service. The first part of the paper is devoted to expose
the theoretical backgrounds that define the interdisciplinary research field of
this work. In the second part of the paper Innovation Consensus Model is
presented and the functionalities and characteristics of the CID online tool
explained. In the last part the results of the experience are summarised.
The final conclusion is that its relevant and very useful to get professionals
efficiently and effectively involved and participating in the processes of
decision making in innovation project management. The online strategy
proposed in this work is feasible and accepted by participants who have
expressed high levels of satisfaction.
Keywords: Innovation, Innovation Management, Participation, Collaboration,
Real Time Delphi and Collective Intelligence.
*
Corresponding author: Josep M Monguet | e-mail: jm.monguet@gmail.com
MONGUET, TREJO, BASSOLAS, MART & MART
1722
Introduction
Collective Intelligence
Collective intelligence may be defined as the ability of a group of
individuals that collaborate and share efforts in order to collectively perform
intellectual tasks. According to Pierre Lvy (1999), collective intelligence is a
form of universally distributed intelligence that may be constantly
enhanced, coordinated in real time, and resulting in the effective
mobilization of skills. The current emergence of collective intelligence in
professional environments is based on the possibilities of combining expert
knowledge and experience applying ICT enhanced ways of processing
information.
Although the idea of collective intelligence is not new, its tools and
models to facilitate participation are growing thanks to the resources
provided by a networked society and a continuous enrichment and
enhancement of human interaction. There is nowadays extensive evidence
that outcomes collectively produced by sets of connected people may be as
important as knowledge produced within formal organizations: open source
software, social networks or Wikipedia are just some of the most know
cases, and this is just the beginning.
The Collective IQ, term proposed by Engelbart (1995), refers to the
measure of a group's collective capacity, and it should be, in the near future,
a key determinant of how effectively a particular challenge can be
understood and effectively addressed by an organization. One of the most
important advantages of collective intelligence is the impact of collective
learning by employing best practices and tools to facilitate the expression of
collective capabilities. All this happens in a fertile dynamic knowledge
ecosystem that evolves into better and better tools and practices. And, as
Engelbart states (1992), further facilitates this evolution.
Online collective intelligence
Anyone can witness that the online-bound humankind is already a
reality, and besides the former and casual social networks, more specific
and formal networks with professional focus are arising, facilitating
collective intelligence in many forms. Collective work strategies, based on
face to face meetings, have limitations in terms of time, costs and amount of
people that may be involved with it. So, traditional participative processes
are not appropriated if the number of participants is high, resources limited
and time is short.
Innovation Consensus: Collective decision making support system for innovation
management
1723
New and more efficient ICTs, particularly the internet, overcome many
of the constraints related to the space-time and costs contingencies. Online
technology allows to articulate mechanisms that facilitate the participation
of large groups of people, be them professionals involved in the creation of
products or services in a company or even customers.
The design and development of online collective intelligence solutions
are evolutionary, and ground founded, with a lot of trial and error in the
process of combining knowledge, design, technology, management and
social interaction. Social network proliferation and its use in professional or
academic environments have increased the culture of participating and
feeling of belonging.
Innovation management through collective intelligence
As Buchanan (2010) points out, innovation projects are multifactorial
and cannot be solved from a single discipline approach. The higher the
diversity of people that contributes to the solutions and the larger the
participation outreach, the most likely we will get a good result, as
evidenced by the many initiatives in the field of collective intelligence.
Contributions of Surowiecki (2005) and Bonabeau (2009) are particularly
remarkable.
Discrete design practices and disciplines, that play a major role in
innovation, may be reformulated from the perspective of collective
intelligence, converting them into hypercommunicative technosocial
networks (Hight & Perry, 2006). Collective intelligence pushes design, as
well as research groups, to learn from the new models of distributed
exchange and production based in sharing knowledge through technically
enhanced networks.
Collective intelligence practices, based in participation, collaboration and
learning, stand for transparency during the development of a project,
therefore the involvement of designers and other professionals or even
customers in decision making really takes into account the capillarity of
knowledge and relevant data for innovation projects. Figure 1 is a
conceptualisation of Innovation Consensus, understood as a continuous
cycle that flows through participation, collaboration, learning and decision
making.
MONGUET, TREJO, BASSOLAS, MART & MART
1724
Participation Collaboration
Decision
making
Learning
Innovation
Consensus
Figure 1. Collective intelligence conceptual framework
Objective and method of this research
The central objective of this research was the creation, development and
test of a first prototype of a tool inspired in the concepts exposed above,
applying action research methodology (Kock 2011). The exploratory-
descriptive research done is intended at providing a new approach to
collaborative innovation through the use internet technology. The central
idea is that collaborative innovation will be enhanced gradually with the
application of ICT tools.
The paper expose the Innovation Consensus model based in the
principles of collective intelligence, and present a practical application of it,
the Cells of Innovation Development (CID). So, once introduced the
emerging trend of participation and the connection with online resources
for sharing any kind of information, next sections will present a general
model of Innovation Consensus and will describe CID, a particular Innovation
Consensus tool consisting in an online system created to facilitate the
participation of professionals and users in the decision making processes
required in innovation projects. Figure 2 is a sketch of the structure of the
paper.
Innovation Consensus: Collective decision making support system for innovation
management
1725
Collective intelligence paradigms
Innovation Consensus Model
CID tool
Cells of Innovation
Development
Application
Figure 2. Structure of the paper
The Innovation Consensus Method
Real Time Delphi
Innovation Consensus is defined as a participative method inspired in a
Delphi consultation that allow a group of participants to agree, validate or
assess diverse aspects of an innovation project. Therefore it facilitates the
transition from a model of a particular innovation construct proposed by a
limited number of people to an agreed one, by a larger group of people. This
process may be done real time or asynchronously as well as it can be
organized in face to face meetings or virtually.
Based on Innovation Consensus, the CID model, which will be explained
in the next section, is a Real Time Delphi system for the participation of
designers, experts, managers and users, in the evaluation and discussion of
all the relevant topics of an innovation project oriented towards the
creation of a new product and/or service. As exposed by Monguet,
Ferruzca, Gutirrez et al. (2010) in Vector Consensus: Decision Making for
Collaborative Innovation Communities provision of results to participants
based on real-time calculation encourages the involvement of users in the
consensus process. The innovation Consensus Model follows three main
steps synthesised in figure 3:
First a general innovation model is structured by a set of drivers
56
,
where each driver is defined by a question that represents a
56
We use the term driver referring to the attribute, tem, element or component that is used to
define the model.
MONGUET, TREJO, BASSOLAS, MART & MART
1726
particular aspect related with a product/service or its process of
design or development.
Secondly, participants express quantitative preferences or opinions
about those drivers. The questions are answered using scales with
semantic differentials. The drivers are evaluated answering what
are called participative questions, with the purpose of establishing
its level of performance, difficulties or any other parameter. What
does a participative question mean? The term participative refers to
the fact that once answered, participants are allowed to see the
aggregated votes of other participants and eventually change their
votes.
Finally in the third step an agreed model, defined through the
evaluated drivers, is obtained and shared among all participants.
The final model may be considered a quantitative-qualitative
assessment of the different attributes of the innovation project.
Innovation
component
proposal
Based on a set
of Drivers
Presented as lists of
Questions
People participating in consensus
Answering
Innovation
component
agreement
Stratification of
agreement by
attributes of
participants
Weighting
Self
assessing
Understanding
the Innovation
component
Deciding &/or
concluding about
the component
Innovation Consensus Method
1 n 2
Rounds of participation
to assess the innovation
component
2
1
3
Innovation team
p
i
participants in each round
Figure 3. General view of the Innovation Consensus Method
Innovation Consensus: Collective decision making support system for innovation
management
1727
Components and process
Once understood the model to be discussed and agreed, participants
start the process of responding to the questions for each driver. As soon as a
participant answer a question, an instant representation of all participants
aggregated results is exhibited next to the answer. This way, the participant
may ponder the answer against the crowd through centrality (mean or
median) and dispersion scores (standard deviation or interquartil range) and
decide whether or not to change opinion (Figure 4). As it is allowed to
change answers to facilitate agreement, a degree of consensus should
eventually be calculated, indicating which components of the model have
gained a strong consensus and where weak agreement has been found. The
model may be presented and displayed in a number of consecutive rounds,
having each round a specific intention and an optional timing. Prior to the
participation of the main group in each part of the consensus, it is necessary
to get answers from a minor group, so the early participants may already
compare with some previous respondents.
Figure 4. Three participative questions of the Opportunity analysis. Blue coloured
square is the last answer and the grey line under the number is the first
answer given blindly. The blue point is the median and the blue line is the
interquartil rank
Participants as well as drivers are classified in specific categories. Then,
participants according to their category may be associated to a specific
expertise and their votes for each driver weighted correspondingly
depending on the category in which the driver has been also classified.
In Table 1 the main components of the Innovation Consensus method
are summarised.
MONGUET, TREJO, BASSOLAS, MART & MART
1728
Table 1. Components of Innovation Consensus
Innovation project The object to be assessed looking for consensus
or agreement.
Set of drivers The items presenting the different aspects that
define the innovation project.
Question The question or questions that expresses a driver
Answer Possible answers for the questions.
Scales Structured answers based on semantic
differential scales (1 to 6) where edges define
the meaning range (e.g. completely disagree to
completely agree).
Rounds Groups of drivers, distribution of time and
management of participants.
Feedback For each driver, participants are allowed to give
insights, comments and opinions.
Participants All different professionals involved in all the
rounds of consensus.
Research team Team that have designed and built the model
that represents the innovation project.
Weighting categories Classification of drivers and participants in
categories in order to weight votes.
Results generation Presentation of consensus results to the
participants.
Cells of Innovation Development
Drivers of the process of innovation
The CID system is a particular and first application of the Innovation
Consensus Model and consists into a tool that provides a general checklist of
the elements that may be considered from the detection of an opportunity
till the assessment of a prototype of the resulting product and/or service.
The CID tool is based on 96 independent drivers and 24 dependent
drivers that are obtained as a combination of the previous 96. The process
to select the independent drivers has been based on a systematic review of
the innovation processes in literature.
Innovation Consensus: Collective decision making support system for innovation
management
1729
Figure 5. Steps of the innovation project as they appear in the management interface
for each one of the projects loaded in CID
The CID tool divides the innovation process into four main steps as its
shown in figure 5:
Environment: Any innovative project is carried out in a certain
environment, which facilitates or hinders innovation.
Opportunity: In the process of a project that aims to create a
successful new product or service, it is necessary objectively
evaluate the potential of the opportunity.
Value: The expression of value of product or service may be divided
in two steps, the concept and formal value proposition.
Prototype: If the proposal is feasible from all points of view, then it
can be created a prototype, which may be submitted to potential
customers and users.
This cyclic process can be done n times, depending on the type of
product or service to create.
Table 2 lists the 96 independent drivers separated in those 4 steps
(rounds) considered in the process of innovation:
Table 2. Independent variables of the CID checklist tool
Environment Opportunity Value Prototype
12 drivers of
Culture of
innovation
12 drivers of
Importance of
opportunity
12 drivers of
Concept
assessment
12 drivers of
Prototyping
assessment
- Initiative
promotion
- Risk
management
- Proactive
attitude
- Relevance
- Need
- Desire
- Deepening
- Specification
- Diversity
- Objectives
clarity
- Customers
participation
- Company
identification
- Price
- Quality
- Distribution &
sales
- Novelty
- Utility
MONGUET, TREJO, BASSOLAS, MART & MART
1730
- Autonomy of
people
-Experimentation
- Error tolerance
-Inspiration
- Model of
innovation
- Support to
innovation
- Innovation
community
- Teamwork
- Values
- Cost
- Technical
barriers
- Cultural
barriers
- Risk of yes
- Risk of not
- Alignment
- Customer
relationship
- Customer
communication
- Prices policy
- Balanced
teamwork
- Heterogeneous
teamwork
- Motivated
teamwork
- Commercial
alliances
- Technology
alliances
- Research
alliances
- Warranties
- Aesthetics
- Usability
- Brand
- Deadlines
- After-sales
service
- Sustainability
12 drivers of
Management of
innovation
12 drivers of
Capacity to
manage the
opportunity
12 drivers of
Proposal
assessment
12 drivers of
Prototyping
improvement
potential
- Idea generation
- Idea selection
- Application of
ideas
- Expertise
- Company
ecosystem
- Time and
money
- Method of
innovation
- Strategy
- Learning
- Customer
orientation
- Selling agility
- Benchmarking
- Sector
- Trends
- Model
adequacy
- Property
compromise
- Managers
compromise
- Staff
compromise
- Knowledge
- Expertise
- Technology
adequacy
- Segmentation
- Specific
customers
- Competitors
behaviour
- Integration
- Requirements
users
- Co-creation
- Project
management
- Sustainability
- Legal
Framework
- Trials
- Inclusion
- User
environment
- Forecasts
- Sellers
- Resources
The same list
used in the
Prototyping
assessment
Innovation Consensus: Collective decision making support system for innovation
management
1731
The table 3 presents the 24 dependent drivers obtained as a
combination of the previous 96 drivers. For each one of the 4 steps of the
innovation process there are:
2 drivers that are obtained as a linear aggregation of two groups of
the 12 drivers already listed in the table 3 for each step.
8
57
more drivers that are based in an algorithm using the 24 drivers
of the corresponding round or step.
Table 3. The dependent drivers for each step of the innovation project
Environment Opportunity Value Prototype
Culture of
innovation
Importance of
opportunity
Concept Prototype
evaluation
-Entrepreneurship
- Creativity
- Leadership
- Collaboration
- Opportunity
value
- Identification
- Viability
- Risk
- Concept model
- Business
scenario
- Team
- Alliances
- Commercial
- Product service
- Design
- Logistics
Management of
innovation
Capacity to
manage the
opportunity
Proposal Room for
improvement
- Ideation
- Resources
- Process
- Marketing
- Vision
- Commitment
- Know-how
- Market access
- Design
- Development
- Tests
- Sales
- Commercial
- Product service
- Design
- Logistics
Process of participation
It may be defined in brief that the checklist of drivers presented above is
used as a set of indicators to consensus the perception of performance level
in the consecutive steps of an innovation project. The drivers, embedded in
the online asynchronous opinion sharing system, allow the group of
professionals to agree, validate or assess the innovation project, and as it
has been explained, to do that, participants express their quantitative-
qualitative opinions about the different attributes affecting the goodness of
ideas, resources, limitations and/or results obtained. Therefore this is the
57
In the case of the prototype the 4 dependent drivers are repeated.
MONGUET, TREJO, BASSOLAS, MART & MART
1732
way CID facilitates and carries out people involvement in the assessment of
the innovation project. Following the checklist presented, participants begin
with the evaluation of the environment and the opportunity of a product
and/or service. First, a limited number of people share their opinions about
the attributes affecting the goodness of ideas and concepts, but as the
project advances, formalising the value and proposing some kind of
prototype, it is expected to increase the number of people involved in the
project assessment.
In Table 4, following the general Innovation Consensus presented in the
previous sections, are summarized the main components of CID.
Table 4. CID components
Component Definition CID
Model The construct,
knowledge, decisions
etc., which is object
of consensus or
agreement.
The innovation process, formed by four
groups of indicators representing:
Environment of innovation
Opportunity for innovation
Value
Prototype
Set of
drivers
The items displaying
the model.
96 Independent drivers:
- Encouragement of Initiative,
- Management of risk, etc.
24 Dependent drivers:
- Entrepreneurship
- Creativity, etc.
Question Driver related
question.
One question per independent driver,
referring to the level of the driver.
For the driver Encouragement of
Initiative the question is: Organisation
values imagination and encourages people
to propose and lead new projects?
Answer Possible answers for
the questions.
A scale from 1 to 6 with specific semantic
differentials for each extreme of the
question.
For the driver Encouragement of
Initiative the semantic scales are:
- From time to time (minimal of 1)
- Always (maximum of 6)
Rounds Groups of drivers,
distribution of time
Four rounds that are managed by an
administrator according to the interest of
Innovation Consensus: Collective decision making support system for innovation
management
1733
and management of
participants.
each project.
Feedback Communication
facilities.
For each indicator (driver) participants are
allowed to give insights, comments and
written opinions.
Participants All different
professionals
involved.
Groups of people invited to take part in the
consensus process has not a limit except
the logics of each particular innovation
project.
Research
staff
People that has
designed and build
the model.
A core group of 3 researchers and a group
of 12 professionals have completed the
first trial and validated the model with the
online consensus system.
Weighting
categories
Classification of
drivers and
participants in
categories in order to
review votes.
The indicators (drivers) and the
participants are classified in three
categories: Design, Management and
Technology.
The option selected the first weights 5, the
second one weights 4 and the last one
weights 3.
Results
generation
Presentation of
results to the
participants.
The results of the participative process
have two levels:
- A final list with 24 indicators that
aggregates the 96 independent drivers.
- The stratification of answers for each
group of users with the consensus for each
one of the 96 independent drivers.
There are different ways and tools that are possible under the general
model of Innovation Consensus, and during the design of the CID tool some
decisions were taken to define it. Table 5, summarizes the criteria applied in
the design of the CID solution, and it allows to imagine other possible
applications based in the Innovation Consensus Model.
Table 5. Criteria and decisions taken during the design of CID
Drivers The number of drivers and how to order and present them is the
most significant aspect of the tool design.
The accuracy of the model increases with the number of drivers,
but it does so the complexity and the intensity of the
participative process. The aggregation and classification of the
drivers is a critical aspect in order to help participants to
MONGUET, TREJO, BASSOLAS, MART & MART
1734
understand the innovation model.
Questions The question for each driver is different and adjusted to express
with fidelity the meaning of the driver. Using the same questions
for all the drivers would have made easier for the participants to
answer, but changing the questions for each driver produces a
much more precise opinion.
Participants The selection and stratification of participants is directly related
with their gradual involvement in the innovation process. If the
number of participants is very high the value of the consensus
increases but participation becomes more depersonalized, and
the impact of each participant vote is diluted.
Rounds The model of innovation is divided into 4 consecutive rounds,
and the number of participants may be increased en each round.
A major number of rounds would have allowed to define the
process with more precision, but also would have made more
complex the definition of the innovation product o service.
The web-based tool
Nowadays internet capabilities allow creating, in a relatively feasible
way, tools that are able to address the model exposed above. The following
images in figures, 6, 7 and 8, together with figures 4 and 5 already
presented, are a summary of the general functionalities of CID.
Figure 6. Main page of a user that has the privileges to open new projects and load
new user.
Innovation Consensus: Collective decision making support system for innovation
management
1735
Figure 7. Visualitsation of results of a project, showing the level of the 24 dependent
variables. In this case, the culture of inovation has a high level of 5, but the
management of innovation may be improved considerably. The team
promoting this project has also a certain lack of entrepreneurship and of
creativity.
Figure 8. Presentation of data stratified by categories of users.
MONGUET, TREJO, BASSOLAS, MART & MART
1736
Results
To test and assess the validity and adequacy of the CID tool for the
purpose defined, the research has been done in two phases; the first one
was conducted without any kind of digital tool, working with the
participating companies involved in the development of innovation projects
that extend over a year. The second phase was based in the use of a digital
tool that facilitated to users the CID application.
The first phase allowed, thanks to different tests and experimentation
done with the companies, the design of the tool that was used in the second
phase. The test and assessment process described in this paper represents a
first step in the research, and is devoted to see the usability of the tool and
the self identification of participants with the outputs.
The research technique applied in the first phase of the test has been
based on a focus group inspired method, with 15 participants, all of them
CEOs and/or leading people from the companies. At the end of the debates
with each one of the participating teams, three main questions were asked
regarding:
The level of identification with the drivers of the model according to
products and/or services of the company.
The perception of utility of the innovation consensus model in order
to facilitate the assessment of the innovation projects.
The usability and viability of the application based on the
presentation of the first prototype of CID.
In all cases, the final consensus about CID was more or less the same and
may be summarized as follows
In general terms everybody felt quite comfortable with the list of
drivers, both, dependent and independent. As a result of the focus
group a new functionality was added to the system allowing
personalizing the list of drivers to a sector, particularly relevant for
the health sector where the terminology used in hospitals is
different from the more commercial one used in companies.
Few people found difficulties in the use of the application, and if so
it was due to the fact that they were using not updated computers
or smart phones.
Everybody agreed about the intuition of utility of the profile of the
innovation project although because of the novelty nobody knew
exactly how and when to use those outcomes.
Innovation Consensus: Collective decision making support system for innovation
management
1737
There were no relevant differences between the opinions of
different kind of users.
The CID system, in the second step of the research, has been applied
with 6 different cases, and the results are synthesized in table 6. The users
were proposed to go to the application http://cid.healtconsensus.net and
do the whole job by themselves without any kind of instruction or advice.
The group of applications has allowed testing and assessing the validity and
adequacy of the prototype of the tool. Not all the participants completed all
the rounds before the presentation of this paper due to the differences in
rhythm in the respective innovation projects.
Table 6. Companies participating in the validation of the prototype
N Sector Rounds Participants
1 Health 3 3, 14, 14, -
2 Car Ind. 2 6, 7, -, -
3 Alimentation Ind. 3 2, 5, 15, -
4 Audiovisual Ind. 4 2, 6, 12, 23
5 Distribution 3 3, 7, 12, -
6 R&d Pharma Ind. 4 3, 5, 12, 16
In the figure 9 it can be seen a nice example of the utility of the tool as
significant differences between customers and professionals where clearly
depicted.
Figure 9. Presentation of data stratified by categories of users.
MONGUET, TREJO, BASSOLAS, MART & MART
1738
Conclusions
The objective of the work presented here is to share the advances in a
research programme which intention is to provide tools and resources to
help in the development of innovation projects. The main conclusions are:
Experts, particularly design professionals, respond positively to the
proposed model of participation based in the model of Innovation
Consensus.
The participation process is efficient and obtains high levels of
satisfaction.
Participants perceive they contribute with value as a result of their
involvement in the participative process.
From this point, with a consistent model, it will be possible to continue
with the development of new functionalities oriented to make
recommendations to the companies according with their results.
The future research has two main directions. On one hand, the research
may contribute to the development of the wide area of collective
intelligence and the application of technological tools. Mobility, big data or
social learning are some of the areas where the research will be extended.
The general goal of the research was to share the advances in a work
which its explicit intention is to provide IT tools and resources to help in the
development of a more participative innovation management.
There have been also discovered some weakness in the action-research
design and development that provides very interesting elements to consider
in the future versions of this prototype:
There is a leak of culture in managing online asynchronous process
that decreases the rate of response.
There are difficulties managing the richness of multi-disciplinary and
limitations when mixing very different profiles.
Acknowledgements: This research was possible thanks to the
support of SOC from Generalitat of Catalonia.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
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the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Knowledge integration of and by design
Per MAN
*
and Hans ANDERSSON
Linkping University, Dep. of Management and Engineering Business Administration
The capability to integrate across a range of specialized knowledge bases is a
crucial contemporary source of competitive advantage, and the field of
knowledge integration aims at structuring the issues. The purpose of this
paper is to explore the possible uses, benefits, limitations and future
directions of a formal knowledge integration perspective on design
management. The paper develops the concepts of management thinking and
design(erly) thinking, and questions the contention. With a knowledge
perspective, design management may be seen as including the capability to
integrate specialized, distributed and heterogeneous knowledge bases.
Consequences regarding the characteristics of scope, flexibility and efficiency
of knowledge integration indicate both greater difficulties and greater
possibilities. Regarding the architecture of knowledge, the integration of
design indicates a functional orientation and a limited role for design, while
integration by design may indicate a strategic role. Also, whether integration
of design or by design, the construction of common knowledge, bridging the
specialized fields, seems a prerequisite for the effective knowledge
integration of management thinking and design(erly thinking
Keywords: management thinking, design(erly) thinking, knowledge
integration, scope of integration, integration capabilities
*
Corresponding author: Per man | e-mail: per.aman@liu.se
Knowledge integration of and by design
1741
Design (management) as integration
The integration of the design function for the benefit of the overall
performance of the organization is a crucial issue that has been awarded a
considerable amount of attention (e.g. Cooper et al., 2011; Svengren, 1995;
Buchanan; 1992, Johansson and Woodilla; 2008). Design is an integrative
discipline and designers explore concrete integrations of knowledge
(Buchanan, 1992, p. 6). More recently Hobday et al. stated that design ought
to be viewed as a knowledge creating, generation and integration activity
(2012, p. 18), not just as problem solving.
On a domain-independent level, design is the general human ability to
improve existing conditions by creating the artificial (Simon, 1996). Design is
a generative process (Hatchuel et al., 2010), the result of human interest,
purpose and activity, and generally applicable. However, different domains
may lead to different contents, which may in turn influence the design
processes and the processes of integration. For our purposes here the
perspective on design is inspired by John Heskett:
The deliberate and reasoned shaping and making of our environment
in ways that satisfy our needs and give meaning to our lives. (Heskett,
2002, p16)
This definition gives prominence to the human actor and the human
capacity to create a betterment of the human condition through making
tools of increasing complexity and abstraction. The crucial words being
needs and meaning where the human being is seen not only as a
(boundedly) rational seeker of utilities and satisfaction of material needs,
but also as an aesthetic and social being seeking experiences of beauty and
sublimity as well as symbolic values in a social context.
This duality is found is many works on design, albeit in different
conceptual clothing, for example in Norman and Vergantis (2014)
discussions on design and innovation in two dimensions: technology and
meaning.
Through capturing, recombining and integrating knowledge about
socio-cultural models and product semantics in several different
social and industry settings, designers help in creating breakthrough
product meanings. (Verganti, 2003, p. 35)
Design may consequently be seen as integrating across needs and
meanings, while design management is the managerial capability to make
MAN & ANDERSSON
1742
use of design as a strategic resource, and consequential decisions and
actions:
Design management is the effective deployment by line managers of
the design resources available to an organisation in the pursuance of
its corporate objectives. It is therefore directly concerned with the
organisational place of design, with the identification with specific
design disciplines which are relevant to the resolution of key
management issues, and with the training of managers to use design
effectively. (Gorb, 1990, from Cooper, Junginger and Lockwood, 2011
p 14)
First, design management contains the organizational need for and
capability to integrate design and management, but as design is
inherently integrative, design management is effectively integrating the
integrative. Second, issues pertaining to integration may be addressed with
a knowledge perspective, as integration of knowledge bases.
The study of organizations as knowledge-based entities has some history
and has become a significant stream in organizations research. Including
Nonaka and Takeuchis (1995) work on types, locations and transfer (or
conversions) of knowledge, the perspective has branched into a wide
number of management fields, including international management (Kogut
and Zander, 1992) and theory of the firm (Kogut and Zander, 1996). A
possible general position is that
A firm is a repository of knowledge that consists of how information is
coded and action coordinated. (Kogut and Zander, 1993, p. 626)
One example of a subfield is that of knowledge management (KM) which
from a design perspective has been argued to be a rather rationalistic,
instrumental set of pragmatic methodologies (Rylander, 2009), opposed to a
design process characterized by intuitive and holistic thinking.
Given our interest in the integration of design, we will turn our attention
to the structured treatment of integration from a knowledge perspective
found in the field of knowledge integration (KI). From the formative
contributions of developing a knowledge based perspective on
organizations, such as Kogut and Zander (1992), Nonaka and Takeuchi
(1995), the field of knowledge integration (Grant 1996a, 1996b; Kogut and
Zander, 1993) has found its own contours. The list of publications has been
increasing (Tell, 2011), boundary conditions have been set, and communities
Knowledge integration of and by design
1743
formed (Berggren et al., 2011). KI is in principle neutral in terms of domain,
with the advantage of a structured set of propositions on types and
characteristics of integration. By introducing KI into the design management
discourse we seek to explore consequences for design management, with an
ultimate interest in how the integration of design may contribute to the
creation and sustainability of competitive advantage.
The defining premise of KI is that knowledge has become increasingly
specialized, leading to dispersed and heterogeneous knowledge fields,
which, in turn, lead to a need for integration. To that we might add that the
objective is not learning in the form that levels differences and lets us all
become privy to the others knowledge, but integration of dispersed,
heterogeneous and complementary knowledge bases into a greater whole
that employs and leverages the diversity.
Purpose
The purpose of this paper is to explore possible uses, benefits,
limitations and possible future directions of a knowledge integration
perspective on design management.
We approach the issues with a strategic management perspective. The
present work is about the use of the particular design knowledge in an
organized context, for the greater goal of the performance of that
organization. The ultimate interest is how the knowledge integration of
design contributes to the performance of the organization. With a resource
based view (Penrose, 1959; Wernerfelt, 1984; Barney, 1991): to understand
design as a strategic resource for the firm, and design integration as
strategic capability. Our issue becomes the integration of management
thinking and design(erly) thinking (Johansson et al., 2013), as specialized,
heterogeneous but complementary knowledge bases.
Structure of the paper
We posit a straight-forward formulation of our possibly wicked problem:
there is the two knowledge bases of management thinking and
design(erly) thinking, a difference between the two, a possibly positive
effect of combining them, and consequently an issue of integrating the two.
Our knowledge integration perspective will eventually, for the purpose
of clarity, be rather Grantian, focusing on the seminal contributions by
Robert Grant (1996a; 1996b). Grants is the most prominent and used
knowledge perspective within the field of strategy (Eisenhardt and Santos,
2002), and the most cited author on knowledge integration (Tell, 2011).
MAN & ANDERSSON
1744
We will address the issues in the following manner. Our first set of issues
concern the two knowledge bases. First, we will address the idea of
management thinking, and second, design(erly) thinking, ending with a
discussion outlining some consequences for the contention of the two
concepts. Then, the field of knowledge integration (KI) will be introduced as
a structured framework for integration, and our particular approach
formulated. In order to make sense of the consequences of design
management as knowledge integration we will first examine the integration
of design in terms of the characteristics of knowledge integration the
scope, efficiency and flexibility of knowledge integration processes (Grant,
1996a), and second, we will examine the location of design in the hierarchy
of capabilities (Grant, 1996a). We will end with general observations and
implications.
Two knowledge bases
Management thinking
Management thinking has often been perceived and modelled as a
purposeful, shareholder value based, instrumental problem solving activity,
based on rationalistic argumentation with resource efficiency as guiding
principle (e.g. Rylander, 2009). Taylors (1911) scientific management has
been identified as a possible core of management thinking (Johansson and
Woodilla, 2008). The organization, its employees and activities are means
for achieving ends, which are formulated in capital yield terms. It becomes a
Tayloristic and Friedmanish stereotype of management thinking, possibly
with a detached systems engineering-like perspective to the approach of
organizing work, where subsequently hierarchy is a leading principle
(Johansson and Woodilla, 2008). A teleological and instrumental view of
activities finds all decisions an investment of financial capital and subject to
being judged for their contribution to the organizations overall objective
function, through techniques of investment analysis by net present value
(NPV) and internal rate of return (IRR). The economic rationality is perfectly
neutral in domain; whether production systems investments, marketing
decision, recruitment decision or design expenses, the decision to go ahead
is subject to the same format of calculation.
Like Peter Gorb (2001) observes, the management language remains in
the numbers of the profit and loss statements and impact to the balance
sheets. The management language treats decisions as investments and if
there is a sense of functional beauty (Parsons and Carlson, 2008), it lies in
Knowledge integration of and by design
1745
the level of the compound annual growth rate (CAGR), return on capital, and
the ability to consistently increase shareholder value.
On the other hand, organization theory, and the part of strategic
management that is not wholly formulated within (neo-classical) economics,
has evolved considerably from the rationalistic and uni-dimensional
perspective somewhat caricatured above. Already the Hawthorne studies
introduced management action as symbolic, rationality in decision making
became bounded (Simon, 1973), post-modern organization theory (Hassard
and Parker, 1993) and the influential study on excellence of Peters and
Waterman (1982) helped spurn an interest in organization culture studies
and narratives. A series of works argue for an aesthetic organization theory
(Gagliardi, 1996; Strati, 1999; Ramirez, 1991).
Indeed, a limitation observed in strategic management research is that
focus has been on the material and the supply side, at the expense of the
immaterial and the demand side:
(a) extant research has focused on producer activities and on the cost
side of the value-creation equation to the neglect of the role of
consumer perceptions and practices; and (b) extant research has
focused on the importance of technology in value creation to the
neglect of cultural and symbolic resources (Dalpiaz et al., 2010,
p.176).
In other words, management thinking does have a pragmatic base in the
language of numbers, a logic that is derived from a shareholders
perspective and represents a technical/ economic rationality. But strong
contemporary voices develop and elucidate a socio/ cultural perspective on
management work and theory.
Perhaps more intriguing yet, are formulations of the two as a duality of
technical/ economic and socio/ cultural perspectives arguing for a
paradoxical conceptualization. Most provocative and elegant is perhaps
James Marchs statement that leadership is a matter of poetry and
plumbing (March and Weil, 2005). The plumbing being the technical,
economic and pragmatic workings of the organization while the poetry
contains the aesthetics of work and workplace and the social symbolic
values of products, work and ideas.
Summing up; to pinpoint management thinking as an instrumental
resource-efficiency discourse is possible and in some ways pragmatically
correct, but overly simplistic in the light of advances in the field. Managerial
MAN & ANDERSSON
1746
knowledge and practice does contain the paradoxical nature of a duality of a
technical/ economic rationality and a socio/ cultural one.
Design(erly) thinking
Whereas mainstream management thinking has been argued to be
repressive of creative thinking (Johansson and Woodilla, 2008), design is
denoted as part of the creative industries (EU commission report 2006), and
creativity is one characteristic often recurring in discussing design(erly)
thinking. The intuitive aspect of design work is another recurring
characteristic. Designers are also empathic (Kelley and Littman, 2005;
Brown, 2008), drawing their inspiration from a deep respect and
understanding of the human condition. Designers are idealistic, foregoing
the instrumental shareholder perspective for an all-embracing stakeholder
view. Designers are artsy, bringing a disinterested aesthetic judgment to the
work, thereby delivering experience and meaning to the beholder. All in all,
designers are artsy, creative, empathic, inclusive, intuitive and even fun; in
short, most of the qualities that management thinking is not. But then again,
design in a managed context, e.g. as industrial design, is more complex.
Is design art? In a certainly entertaining but rather poignant remark,
design has been seen as useful, and art as useless (Sudjic, 2008).
Professional industrial design is not arts in the disinterested, detached way
of the romantics (Kant, 1790/2000), but guided by the objective function of
the firm (Lovaas and Ghoshal, 2002).
Designerly thinking is what designers do and design thinking is that
knowledge transferred to a managerial context (Johansson et al., 2013), and
what may then be the core of that way of thinking? Design competence has
been identified as the result of three interlinked characteristics: a holistic
view, an ability to zoom between holistic to detail, and a capacity to
structure and dissolve structures (Johansson, 1998). This leads to a
formulation of design practice rather antithetical to hierarchy and functional
boundaries (Johansson and Woodilla, 2008). Design competence is to zoom
in and out of hierarchical layers, and to cross functional boundaries and
borders of disciplines, in order to move from holistic to detail.
As developed earlier, design is a field that inherently incorporates a
cross-speciality integrative aspect, stretching across the divide between the
rational and the irrational of the aesthetic and symbolic. The consequence
here being that design(erly) thinking rests in a similar paradoxical state of
affairs as management thinking; technical/ economic and socio/cultural.
Knowledge integration of and by design
1747
Still, the idealistic legacy of certain waves of design is revered. Already
William Morris for instance
believed that beautiful design enriched the quality of life and that the
designer had a moral responsibility in his or her work towards the
greater good (McDermott, 1992).
Echoes of this ideological, humanistic position have a long reverbation
and examples highlight the balancing of a technological and economical
logic with an (ideological) orientation. Design is not just an instrumental,
industrial activity for the betterment of the industrial process and its
performance, but an instrument for the betterment of the human condition,
processed through industry as the mass production methods democratizes
quality. Low cost and industrial processes are not only seen as means to
create margins and capital turnover, but means to make good designs
available for a greater number of people. Industrial techniques are means,
not ends. The ideological stance is not necessarily outspoken or very marked
in industrial design, which is, again, a professional and embedded
deployment of design knowledge, but the questioning of rational,
technological knowledge as panacea remains.
Placing industrial design within art or technique, however, is an
almost impossible task. Industrial design is a combination of both,
and it is this combination that is the core of the profession. An
industrial designer always takes the beauty of forms into
consideration. But he or she never does so regardless of function and
the production process, thereby distinguishing themselves clearly
from pure art and artists. (Johansson et al, 2003, p, 2)
From a knowledge perspective, designerly thinking is arguably more tacit
than management thinking. From a practitioners perspective, Chris Bangle
argues that artists really only learn to create winning designs by trying over
and over again; their professional growth occurs almost invisibly.. (Bangle,
2001, p. 51), indicating the importance of experience based, tacit
knowledge.
Summing up, design(erly) thinking is not an obvious counterpoint to
management thinking, but may represent a complementary knowledge
base, specialized and perhaps dispersed.
MAN & ANDERSSON
1748
The contention
Wherein lies the contention between management thinking and
designerly thinking? Wherein lies the contention between management
knowledge and designerly knowledge? Is it real, perceived or an illusion?
With undeniable experiential legitimacy, Chris Bangle of BMW calls it the
inevitable conflict between corporate pragmatism and artistic passion
(Bangle, 2001, p, 47). Given the discussion above we should approach the
contention with some caution.
According to (Heidegger 1977/1953), modern technology essentially
means an abstract, disenchanted, and decontextualized thinking of
the world (Johansson et al., 2003, p. 2)
A view of a duality permits us to capture the complexity in the earlier
debate and propositions for the difficulty of integration of design. If
management thinking and design(erly) thinking can be approached through
the same paradox, they should be approached as complementary rather
than excluding. Depending on how big - or paradigmatic -the difference, the
contention has been seen as a small ditch, a significant stream,
theres a huge river of misunderstanding between the design and
the business world. (Peter Gorb, 2001, p. 2)
or a wide chasm:
The modern split between engineers and industrial designers or
between art and business, therefore, appears not to be a small ditch
simply to jump over. Rather, it seems to be of such a magnitude that
it is doubtful whether it is even worth trying to overcome
it.(Johansson, Skldberg and Svengren, 2003, p. 10)
The potential and difficulties of design integration have been perceived
in various ways. In some contributions the integration issues have been
addressed as an organization structure issue, as an issue of roles, as issues
pertaining to external or internal location of the design function, or as an
issue of paradigmatic difference between the rationality of business and the
wicked problems of the arts and design.
Summing up, we will approach the contention, and the integration issues
from the following distinction. First, that design has a greater acceptance
for, and methods for, embodied knowledge; or rather knowledge about
embodied knowledge. Embodied knowledge is tacit, partly lodged in the
Knowledge integration of and by design
1749
senses. Second, management thinking has a greater strive for, and methods
for, explicit and objectified, reasoned, knowledge.
Knowledge integration; an integrative framework
Contemporary competitive patterns are increasingly based on intangible
resources (Teece 2011; Dalpiaz et al., 2010). Knowledge is a key intangible
resource and a knowledge perspective on the firm has become an important
perspective on how organizations work.
The contemporary need for depth of knowledge leads to increasing
specialization and subsequently organizations need increasingly
sophisticated means for integration. As knowledge is dispersed across
individuals and collectives within (and outside) the firm, the primary role of
the firm is integration of knowledge (Grant, 1996a, p. 377). Thus,
knowledge integration has been defined as the combination of specialized
but complementary knowledge bases in a goal-directed process aiming to
achieve a significant outcome for the concerned organization(s) (Berggren
et al., 2011b, p.7).
Knowledge integration is concerned with understanding and explaining
processes of knowledge integration, and implications for the design of such
processes. Tell (2011) identifies several streams of research, and more
particularly one that seems of particular interest to us, concerned with the
combination of specialized, dispersed but complementary knowledge. A
generative perspective on knowledge creation link to innovation, and
indicate that in innovative settings knowledge integration takes place
despite knowledge-base dissimilarities (Lindkvist 2005). On the other hand
results include that integration of specialized knowledge may not be easy
(Dougherty 1992, Hoopes and Postrel 1999) or even possible if the common
knowledge that may bridge between areas is lacking (Grant, 1996a; Postrel,
2002), or there may be a trade-off between exploiting familiar knowledge
and exploring unchartered territory.
Knowledge integration may give us an interesting starting point for
exploring the integration of design(erly) thinking and management thinking.
Task, knowledge, and relational characteristics have an influence on KI (Tell,
2011). The knowledge characteristics identified are of a rather general
character, i.e. internal vs. external, tacit vs. explicit, etc. This, just as the
general definition by Berggren et al., does not discriminate between
different knowledge bases relevant to the task at hand. KI is in that sense
domain-independent.
MAN & ANDERSSON
1750
Grant (1996a) grounds his discussion on knowledge integration on a
basic distinction of knowledge as tacit and explicit (Nonaka et al., 2000), and
focuses on the specialization needed on an individual level in order to
acquire more deeper knowledge. On an individual basis he argues, for
cognitive restrictive reasons, for a necessary trade-off between breadth and
depth of knowledge. Hence, in order for the organization to create means
for integration between individuals with specialized knowledge, Grant
argues that explicit knowledge poses little problems because of its ease of
communicability (p 379). The coded, stored and retrievable explicit
knowledge may easily be accessed by other individuals, given that the
language of the code is common to others. On the other hand, tacit
knowledge presents more substantial issues, as tacit knowledge not
necessarily can be converted to explicit without knowledge loss. Grant
(1996a) identifies two major mechanisms for aiding this process: direction
and routines.
It is reasonable to extend this discussion into the realm of social
contexts. Groups of individuals form social communities where common
experiential background, e.g. education and project collaboration, comes to
form socially bound norms and expectations. Social norms of
instrumentality, idealism, artistry concerns the content of work, while
norms of efficiency, linearity, goal-orientation and rationality influences the
expectations on work process. Social communities define identities and
peer-recognition.
In the following, we will focus on Robert Grants models (1996a, 1996b)
on knowledge integration to explore some consequences of using KI as a
vehicle to understand the integration of management thinking and
design(erly) thinking. Specifically, Grant identifies three characteristics of
knowledge integration of importance for competitive advantage, and
presents an architecture of knowledge integration.
First, the efficiency of knowledge integration is judged by the extent to
which the capability accesses and utilizes the specialist knowledge held by
individual organizational members (Grant, 1996a, p. 380) i.e., the efficiency
is determined by the level of common knowledge and the frequency and
variability of task performance. Second, the scope of knowledge integration
is constituted by ..the breadth of specialized knowledge (Grant, 1996a, p.
380), i.e., the scope is affected by complementarities and substitutability as
well as causal ambiguity. Third, the flexibility of knowledge integration is
the extent to which a capability can access additional knowledge and
reconfigure existing knowledge (Grant, 1996a, p. 380), where flexibility lies
Knowledge integration of and by design
1751
in the ability to encompass new knowledge or reconfigure existing
repositories of knowledge.
Grant (1996a) introduces a perspective of knowledge as a hierarchy of
integration, from the specialized knowledge held by individual members of
the organization, successively broadening the scope of fields of knowledge
to be integrated until we reach the top of wide-ranging functional
integration.
To sum up, KI contains a developed discourse on how the integration of
specialized, dispersed and heterogeneous fields of knowledge may be
structured, conceptualized and approached, eventually evaluating the
contribution to the competitive advantage of the organization.
Integrating the resources and capabilities of
design(erly) thinking
We will here first discuss some implications for integrating the resource
of design. Second, we will discuss some implications for the capability of
design management in order to integrate design. With an ultimate interest
in how design may contribute to the creation and sustaining of competitive
advantage, we will first use Grants (1996a) conceptual structure regarding
characteristics of knowledge integration processes efficiency, scope and
flexibility -linked to competitive advantage. We will begin with the scope of
the fields of knowledge to integrate.
The scope of knowledge integration
Design knowledge broadens the scope of what to integrate, in relation to
integrating different traditionally technological knowledge bases. With
design as incorporating a humanities dimension, and concerned with human
interaction with artefacts in an aesthetic and symbolic way, design aims to
integrate the material with the immaterial.
In the extreme of scope, this extent of this scope may represent the
paradigmatic divide between technology and the humanities.
Communication may be difficult across such divides. Individuals have been
educated and trained in different traditions. In the polytechniques
rationality prevails, and an undertext of rationality, progress and materiality
emerges in short a Newtonian based universe of modernity.
Design schools are located either within the polytechniques, or within
beaux arts, which has spawned a considerable debate concerning the effects
in terms of attitudes, values, work processes.
MAN & ANDERSSON
1752
In the minimum of scope, design is added to fix the appeal of an item,
perhaps as styling. Perhaps with planned obsolescence built-in. At the
least, design scope introduces a humanities element in how we perceive the
properties of the artefact or process to be designed. The artefact or process
is not just about material utility and problem solving, but also and including
aesthetic experience and symbolic meaning creation.
Grant (1996) argues that increasing the span of knowledge to be
integrated actually has the potential to be beneficial for the firm, on two
accounts. First, up to a point of diminishing relevance, different types of
knowledge may be seen as complementarities rather than as substitutes.
Second, a greater scope of knowledge increases the possibilities of a greater
causal ambiguity and thus increases the sustainability through sheltering the
firm from imitation.
Design increases the scope of knowledge to be integrated and thus
carries a promise or potential for increasing sustainability of competitive
advantage given that the two conditions can be met. If the aesthetic and
symbolic considerations of design are seen as a poor complement it may
stretch beyond the point of diminishing relevance in the eyes of other
organizational actors. Given the tacit nature of much of design, it may
certainly contribute to causal ambiguity and thus shelter competitive
advantage from imitation, but the extreme of causal ambiguity is simply
fuzziness and lack of causality.
The efficiency of knowledge integration
The efficiency of knowledge integration depends in part on the ability to
communicate across functional borderlines, regardless of whether the
knowledge is explicit or tacit and thus if the integration mechanisms may be
based on direction (explicit) or routine (tacit) (Grant 1996).
A prerequisite for communication across knowledge areas has been the
level and quality of common knowledge, which rest on common language,
commonality of vocabulary and conceptual knowledge. Can we expect the
design professionals to speak the same language as technology or
management specialists?
Shared behavioural norms are fundamental and the wider the scope of
knowledge being integratedthe lower is the level of common knowledge
(Grant, 1996, p. 380). Similarly concerned with managerial processes, but in
another field, it has been proposed that the creation of a common space
was critical for the successful transfer of knowledge to international market
entry in the form of green-field investment, in order to bridge between
Knowledge integration of and by design
1753
nationalities (Hurt and Hurt, 2005). These propositions in turn have parallels
to the common space of ba, conducive to knowledge conversion processes,
proposed by Nonaka et al. (2000).
Design, in its introduction of aesthetics and symbolic value, risk being
problematic on most of these accounts. It widens the scope of knowledge to
be integrated; the intra-field languages, concepts and structures are likely to
be different; behavioural norms risk being different and intra-field cultural
values are likely to be different.
Further, the frequency and variability of task performance influences the
efficiency of knowledge integration (Grant 1996). This would point to
industrial design being successfully integrated in situations where design is
part of the routines of a firm, rather than an exception.
Lastly, organizational structuring may facilitate the efficiency of KI.
Interestingly, Grant (1996) uses the automobile industry, from Clark and
Fujimoto (1991), to illustrate the possible benefits from sequencing,
functional differentiation and product segmentation to overcome
knowledge integration barriers, although without paying any special
attention to design.
The flexibility of knowledge integration
In a dynamic market setting, sources of competitive advantage have a
best-before date, and the capability for continual renewal may maintain
performance (Eisenhardt, 2002; Teece, 2007). First, a firms ability to
encompass additional fields of knowledge depends greatly on the ability to
communicate (Grant 1996). The more tacit and historically and culturally
embedded, the more difficult knowledge will be to transfer and to integrate.
Socio-cultural patterns of meaning creation (Verganti, 2008) are certainly
both path dependent and culturally embedded. Second, an ability to
reconfigure existing knowledge through new patterns of integration is a
potential capability for renewal.
All of the three characteristics of knowledge integration indicate some
difficulties when we introduce the broader set knowledge of design. We
posed question marks around the efficiency of integration, partially because
of communication issues; the scope of what to integrate may move beyond
the point of diminishing relevance; and flexibility of integration may be slow
partially because of the tacit nature of design knowledge and practice.
However, following the argumentation regarding scope by Grant (1996a),
the broader scope of industrial design also carries the potential for creating
MAN & ANDERSSON
1754
and sustaining competitive advantage. Great potential coupled with great
difficulties.
Design management capability: integration of and by design
A specific issue of knowledge integration that is highlighted from a
design perspective is whether design is being integrated as a function, or
itself an agent of integration; in other words whether knowledge integration
takes place of or by design.
Figure 1. Organizational capabilities architecture (Grant, 1996a, p. 378)
Part of design management is the idea of design as integrated into the
activities of the organization; integration of design. From a mainstream
conception of the firm as a technical/economic optimization problem,
design then needs to be added to the existing set of activities. Design is one
activity along other activities, one department along other departments.
How to structure, organize, place and integrate design with such a
Knowledge integration of and by design
1755
perspective is a recurring theme in design research, for example in Lisbeth
Svengrens discussion of functional integration (Svengren, 1995). With
integration of design, at its most fundamental we are adding a field of
knowledge to be integrated. The problem possibly being that we hereby
attempt to achieve flexibility through encompassing new knowledge (Grant,
1996), something Grant sees as unlikely to be successful unless the new
knowledge is explicit and communication can be found through direction.
The integrating mechanism of flexibility would most likely occur through
reconfiguration (Grant 1996). Hence we have a paradoxical situation that
may be difficult to resolve, and possibly a line of explaining the many
reported difficulties in finding success through incorporating industrial
design.
The design function is placed along other functions and activities and
becomes one knowledge area among other knowledge areas. It would
represent an independent subsystem (Simon, 1973; Grant, 1996), and
design would have a horizontal role. The focus would most likely be to
employ and apply known knowledge. In principle, design(erly) thinking in
this situation does not alter or has any effect on management thinking. The
design resource is added to the existing resources of the firm.
If so we may arrive at an asymmetrical communication pattern
(Johansson et al., 2003) where design need to legitimize itself vis--vis a
possibly mainstream technical and economic interest and logic, leading to
issues of relative importance of design compared to other functions such as
technical development of supply chain management. An investment in
design needs to be evaluated in the same manner as any investment. The
role of design is functional rather than strategic.
A further step is to see design as an integrating activity, where design is
the agent of change; integration by design. Design is the activity that links,
or creates links between the activities of the firm. This perspective moves
design more clearly into the realm of business strategy, as an overarching
process logic that binds value creating and appropriating activities together.
This seems to be a growing field of interest in design research, such as
Svengrens (1995) conceptual integration. Design may, thus, be a higher
order capability with a vertical role and responsibility. As such design is a
facilitator of knowledge integration processes, with responsibility for
creating meaning and order throughout the process.
MAN & ANDERSSON
1756
The technical envelope
An empirical illustration of integration of or by design may the attitude
towards a technical level or envelope. While integration of design would
most likely work within a set boundary of technology and apply that level of
knowledge, it is easier to see integration by design as pushing that
boundary, in order to meet the vision of the design, not accepting the given.
Design here would be the leading activity, and any specific field of
technological knowledge would represent a resource, or a subordinate
capability, in the hierarchy (Grant, 1996a). Design would have a vertical
field of authority.
Throughout the history of Apple products there are numerous stories of
when Steve Jobs refused to accept boundaries of existing technological
fields of knowledge. When the iPhone was being developed, the front with
one single glass surface was an integral part of the vision. The problem being
that there was no glass material hard enough for the intended use, which
risks stalling or stopping the entire project. True to his style, Steve Jobs
phoned the CEO of Corning, flew over and convinced Corning to spend
research time inventing the impossible. Within a month Corning had found
an unused technology and the glass surface issue was solved. (Isaacson
2011)
Another approach is illustrated in the example from the Swedish glass
works Orrefors (Andersson, 2002). Orrefors recruited its first designer (or
artist as they were called back then) in 1916 and has ever since been a
company which has relied heavily on its designers for the development of
new products with commercial potential, combining an artistic content with
cost-efficiency consideration (whether manufacturing is completely manual
or mechanical or combinations thereof). An often referred to expression in
the glass works when designers presented their sketches, sometimes
drawing with chalk on the floor of the glassworks, was it cant be done
(de gaur inte in the local Swedish dialect) which was another way of
saying we have never done that. More or less everything in the company
centred around the companys eight designers, recruited in order to be
different from each other, expressing their individuality in their products,
while working under the umbrella of the brand and its tradition. Combining
commercial potential by pushing (technological) limits and stretching, but
not breaking the tradition of the brand, was thus the essence of integrative
design(ers) at Orrefors.
The organizational level of where to find integration agents may, as the
Apple and the Orrefors examples show, vary. Grant (1996a) writes however
Knowledge integration of and by design
1757
that the hierarchy of integration is not to be confused with the
administrative one of authority and control, and that the two hierarchies, in
most organizations, do not correspond closely with each other.
Discussion
By exploring design management with a perspective of knowledge
integration, we have extended the scope of what knowledge to be
integrated. We have identified a managerial issue that formally
encompasses both the material and the immaterial (Hodder, 1991), the
rational and the irrational, use value and user value, functional and
symbolic value (Ravasi and Rindova, 2008); encompassing the poetry and
plumbing of management (March and Weil, 2005). Some of the worlds most
highly valued companies, such as Apple or BMW, are undoubtedly design-
intensive firms (Verganti, 2008), building their success on a combination of
rational problem-solving and meaning creation, of technology and meaning
creation into product epiphanies (Norman and Verganti, 2014). Whether
this combinative capability (Kogut and Zander, 1992) is called industrial
design, design thinking or design management or something else is in a way
secondary. We have here sought to explore some consequences of
introducing knowledge integration into the design management discourse,
specifically what the consequences may be of knowledge integration of or
by design.
The design knowledge represents at its most basic a distinct set of
resources. The employment of these resources requires distinct operational
capabilities, and the integration of which may require higher order
capabilities. The designer uses the input of the resources of knowledge
content through the capability of process knowledge to design things and
processes as output.
With this perspective, design is inherently integrative, bridging the
needs, desires and self-perceptions of the user, and the resources and
capabilities of the firm. Design, in content and process, represents an
identifiable and distinct resource and/ or capability for the firm. The
placement of industrial design in a hierarchy of capabilities (Grant 1996a) is
in fact a critical managerial issue, indicative of whether the integration is
seen as integration of or by industrial design.
MAN & ANDERSSON
1758
Conclusions
First, from a knowledge perspective, design management may be
reformulated: design management includes the capability to integrate
specialized, distributed and heterogeneous knowledge bases.
Second, when studying integration of design through the lens of
knowledge integration what stands out is the increased scope of what to
integrate. In order for the design process to provide improvement of the
existing situation the process needs to bridge needs as well as meaning.
Third, all of the three characteristics of knowledge integration (Grant
1996a) scope, efficiency and flexibility - indicate some difficulties;
regarding the efficiency of integration, partially because of communication
issues; the scope of what to integrate may move beyond the point of
diminishing relevance; and flexibility of integration may be slow partially
because of the tacit nature of design knowledge and practice. However,
following the argumentation regarding scope by Grant, the broader scope of
industrial design also carries the potential for creating and sustaining
competitive advantage. Great potential coupled with great difficulties.
Fourth, the location of design in Grants hierarchy of capabilities may
help identify critical managerial issues, indicative of whether the integration
is seen as integration OF or BY industrial design. Integration OF design
indicates that design (with its distinct capabilities) is placed alongside other
functions of the firm, and thus could be described as extending the
horizontal dimension of organizational capabilities (Grant 1996). This calls
for efficient integrative capabilities at a higher level; integration is not
intrinsic to the design field itself. Integration BY design, on the other hand,
refers to the vertical dimension in a hierarchy of capabilities (Grants, 1996a).
Design (thinking) spanning the economic/technological and the socio-
cultural permeates the organization and thus becomes, or constitutes, an
integrative capability in itself, wherever its agent(s) reside. If knowledge
integration takes place BY design, then design is an integrative agent and
design becomes part of strategic management.
Finally, the knowledge integration method of integration of specialized,
dispersed and heterogeneous resources is not to create uniform knowledge
as such, but via a common knowledge (Grant, 1996) permit the leverage of
the various knowledge bases. That common knowledge provides a language
that permits the knowledge integration to outshine the sum of the parts.
Similarly, a common space (see Hurt and Hurt, 2005) is a ground for
empathy, respect and trust. The common ground of knowledge integration,
Knowledge integration of and by design
1759
the ba (Nonaka et al., 2000), may be crucial and conducive to the
knowledge integration process.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
What are you Managing in Design?
Creativity or Innovation or Both?
Peer M SATHIKH
Nanyang Technological University
Managing design has become an important ingredient of successful business
management and to the success of the business itself, especially when a
business is dependent on products and/or services that reaches consumers
and the wider public. Design and designers are associated with creativity,
while management and business are associated with innovation. While
creativity is defined as the process that results in ideas that are novel,
innovation is defined as the process that creates value to both the business
and the consumer.
If you are to manage the design process in an organization, are you
managing creativity? Or innovation? Or both? Research and writing on the
subject reveals that creativity and innovation are used interchangeably
without understanding the underlying differences between the two.
This paper starts by outlining the difference between creativity and
innovation, in reference to design management, and goes on to establish the
difference between artistic and idea creativity in order to effectively bring
about innovation within a group or organization. This paper also introduces
the need for design managers to differentiate the culture of creativity and
culture of innovation in order to bring value through innovation.
Keywords: Creativity, Innovation, design management, culture of creativity,
culture of innovation
SATHIKH
1764
Introduction
Design as a profession is ninety-five years old from the founding of Bauhaus in
Germany, or eighty-five years old from the start of the Raymond Loweys industrial
design practice in USA. These two starting points are important from the authors
perspective since they represent two distinctly different approaches to how design
is managed. Bauhaus was founded by Walter Gropius core with a radical concept at
its core: to reimagine the material world to reflect the unity of all the arts.
Proclamation of the Bauhaus of 1919 described a utopian craft guild combining
architecture, sculpture, and painting into a single creative expression which
combined fine art with design education to turn out artisans and designers capable
of creating useful and beautiful objects appropriate to this new system of living.
(http://www.metmuseum.org/toah/hd/bauh/hd_bauh.htm). Gropiuss dream of
unifying arts through crafts was not financially feasible, especially with the start of
mass production of products in the western world. This meant a refocus from a
utopian ideals to art for the industry stressing the importance of designing for
mass production.
Raymond Lowey, on the other hand discovered streamlining which he called
beauty through function and simplification. In his book Industrial Design (Lowey,
1979) Lowey states that, success finally came when we were able to convince
some creative men that good appearance was a salable commodity, that it often
cut costs, enhanced a product's prestige, raised corporate profits, benefited the
customer and increased employment.
In the first instance itself one notices two different value propositions
brought about by the two influential founders of industrial design. This seem to
have been picked up as a dichotomy ever since, leaving the door wide open for
misrepresentation of design and design management in many ways till today.
Figure 1 Influential founders of industrial design
Source: http://www.walter-gropius.com and http://raymondloewy.com
What are you Managing in Design? Creativity or Innovation or Both?
1765
Bauhaus approach of art for the industry set the tone for an
intellectual approach to design which was adopted by the next famous
Hochshule for Gestaltung in Ulm, a teaching and research institution to
foster the humanistic education ideal and link creative activity to everyday
life (http://www.designhistory.org/Bauhaus_pages/BauhausWomen.html).
Loweys philosophy of never leave well enough alone (Lowey, 1951) set the
tone for a more commercial approach to design, where design was
associated with appearance as a saleable commodity meant to bring
satisfaction to the consumer and profit to the manufacturer.
Intertwined between these two strands of design approaches are
important threads such as creativity, design process, innovation, design
management, etc., which are important in making design outcomes that are
uniquely different and successful in their own way.
Many variants have been derived from these two founding approach to
design, many a time marrying the two approaches in different proportions
to concoct new design cocktails that are interesting to consume for the
consumers/users and the clients/company alike. During the period that
design was evolving, from roughly the end of World War I right till today,
creativity and innovation was studied and researched upon by academicians
and practitioners from wide variety of areas other than design. Creativity
was studied predominantly by psychologists such as Robert J Sternberg
(1989), Teresa Amabile (1996, 1998), Mihaly Czikszentmihalyi (1997) and
Marc Runco (2007) amongst others and also by medical doctors such
Edward deBono (1970) and journalists such as Arthur Koestler (1989).
Innovation, on the other hand, has become the domain of business
management with eminent personalities such as Larry Keeley (2013),
C.K.Prahlad (Prahlad and Krishnan, 2008) and major management schools
such as Harvard Business School, Wharton School, Stephen M Ross School of
Business, Stanford Graduate School of Business and Cambridge Judge
Business School and many innumerable academicians, professionals and
personalities contributing to the vast source of knowledge available on
innovation.
While designers and design schools from around the world, through their
practice and teaching, stake claim to creativity and, to an extent, innovation,
the main theoretical framework for both creativity and innovation seem to
come from fields outside of design.
With this in mind, this paper puts forth several ideas about the role of
creativity and innovation in design and the role of design management in
SATHIKH
1766
harnessing these two for end results that bring value to the various
stakeholders such as the client/company and the users.
Understanding Creativity and Innovation
In his foreword to the book Exploring Creativity, Howard S. Becker
(Moeran and Christensen, 2013) states that, the crucial thing to understand
is that innovation and creativity are not things but rather process. They
dont happen all at once, as the result of the coming together of an
appropriate mix of the right ingredients in the right proportions: so much
careful selection of properly trained personnel, so much managerial input,
so much in the way of resources of money and time, etc. (Moeran and
Christensen, 2013). If both are processes, it is then easy to argue that
creativity and innovations are the same and this assumption causes
confusion when both are interchangeably used. In order to effectively
manage design, it is important to distinguish clearly between creativity and
innovation. While it is acknowledged that creativity is a necessary, and
probably the most important, element in innovation, in many ways experts
see innovation as a management function whilst creativity is seen as a
creative function itself (Keely, 2013 and DeBes & Kotler, 2012). This would
lead to a conclusion that creativity need not be managed and that design
management is meant to manage innovation as a function. Isaksen &
Akkermans (2011) in an article titled Creative Climate: A Leadership Lever for
Innovation state that Although creativity and innovation are distinct
constructs, there is an emerging consensus that creativity has to do with the
generating and communicating of meaningful new ideas and connections,
and innovation has more to do with the use and implementation of them.
With specific reference to design, in its various forms from graphic design to
industrial design, interior design, interaction design, service design and so
on, the role of creativity and innovation need to be defined in the back drop
of acknowledged definitions of design and design management
Definition of design from ICSID
The International Council of Societies of Industrial Design (ICSID) defines
design as a creative activity whose aim is to establish the multi-faceted
qualities of objects, processes, services and their systems in whole life
cycles. Therefore, design is the central factor of innovative humanisation of
technologies and the crucial factor of cultural and economic exchange. A
designer according to ICSID then refers to an individual who practices an
What are you Managing in Design? Creativity or Innovation or Both?
1767
intellectual profession, and not simply a trade or a service for enterprises.
http://www.icsid.org/about/about/articles31.htm.
It is clear from this definition that:
1. Design is a creative activity
2. Design is the central factor in the innovative humanisation of
technologies
3. Design is an intellectual profession (italics by the author)
One can derive from the ICSID definition that design management
involves management of an intellectual activity involving creativity and
innovation, which also means managing people who are creative, innovative
and are intellectual. The question of are all designers intellectuals? is a
difficult one to answer, with the question falling squarely on the definition
of design itself. In the experience of the author, while design does not fall
into the category of genius, designers, by their very nature, put a lot of
thinking into various aspects of what they are designing, for whom and
where the design will be used, etc., thus applying what many have defined
as design thinking along with their visual thinking and hand skill
capabilities. Hence design management involves managing an intellectual
process as well.
Definition of design management from DMI
The Design Management Institute (DMI) definition of design
management as (it) encompasses the ongoing processes, business
decisions, and strategies that enable innovation and create effectively-
designed products, services, communications, environments, and brands
that enhance our quality of life and provide organizational success. On a
deeper level, design management seeks to link design, innovation,
technology, management and customers to provide competitive advantage
across the triple bottom line: economic, social/cultural, and environmental
factors.
https://www.dmi.org/dmi/html/aboutdmi/design_management.htm
This definition of design management sees the appearance of design and
innovation with creativity getting a fleeting mention as create effectively-
designed DMIs definition of design management sets about a beginning,
i.e., to enable innovation and an end result, which is to provide competitive
advantage at three levels: economic, social/cultural and environmental
factors. By this one can infer that greater the (impact of) innovation through
design greater the competitive advantage. What is not mentioned in many
of the studies on design management is the expectations on the outcome
SATHIKH
1768
that brings about the competitive advantage. These expectations are set
about by the upper management of organisations or by the
principals/founders of enterprises/companies.
Elements of design management
The relationship between design management, innovation and creativity
may be better understood if one works backwards from the definitions of
design management and design.
a) Expectations of outcome(s) to bring about competitive advantage
b) Competitive advantage is directly related to successful innovation
c) (Design) innovations occur through ideas brought about by successful
design
d) Successful design is the result of application of creativity and intellect
e) Creativity and intellect are traits of effective designers (human traits)
What then are we managing in design management? Figure 2 shows the
various elements involved in design management.
Figure 2 Elements of design management
While it is apparent from Figure 2 that a design manager is expected to
manage the designer at one end and expectations (and the management) at
the other, he or she is expected to be equally adept at managing the other
elements in between as well. Of these elements in the middle, creativity and
innovation are the most often quoted in the annals of business management
as to the success of an organisation. Questions have been raised by pundits
of management such as Theodore Levitt as to the validity to the claim that
creativity is important to business success. In an article titled Creativity is
not Enough in the Harvard Business Review on The Innovation Enterprise
Levitt declares (Harvard Business Review, 2003), Creativity is not the
miraculous road to business growth and affluence that is so abundantly
claimed these days and goes on to say that managers, confuse creativity
in the abstract with practical innovationWhile one could agree with
Levitts statement that many confuse creativity with innovation, the author
believes that misplaced expectations on creativity and inability understand
designer
creativity
intellect
innovation
competitive
advantage
expectations
design
What are you Managing in Design? Creativity or Innovation or Both?
1769
the context at which creativity becomes useful is to blame for these
statements and beliefs. Creativity and the act of creation has been
surrounded by myths that have been spun by different sources as David
Burkus points out in his book titled The Myths of Creativity (Burkus, 2014).
What is creativity and how can design managers manage it successfully
then?
Creativity
Sathikh (2010) in a paper titled Cultivating Innovation defines creativity
as:
the result of a playfully exploratory process by a person who is open,
curious and imaginative in a conducive environment whose result is
novel.
In this definition, four definitive things are involved; process, person,
environment and result. The common question that arises from this
definition is, considering that the end point of design management is to
achieve the level of expectations (Figure 2), is novelty sufficient to attain the
competitive advantage required? First level answers to this question may
be answered by a more recent definition of creativity by Burkus (2014),
where he defines creativity as:
the process of developing ideas that are both novel and useful
Burkus also states that the novel (in his definition) is easily recognized,
but the useful is just as important. Getting back to Levitts article (Harvard
Business Review, 2003) where he states that, (too often) creativity means
having great original ideas the ideas are often judged more by their
novelty than by their potential usefulness, either to consumer or to the
company. This seems to be the first principle in design management:
Principle 1: At the creative stage, manage design by identifying ideas
that have potential usefulness.
Understanding the first principle allows one to move on to addressing any
lingering doubt on the role of creativity in bringing about innovation. Going back to
Sathikhs definition, creativity is also the process rather than the result itself. By this
definition the works of an artist like Pablo Picasso (Fig 3a) and a scientific discovery
such as the DNA structure by James Watson et al (Fig 3b) can be termed as creative.
SATHIKH
1770
In the same vein Dysons bladeless fan (Fig 3c) is also creative. If all three were
creative because they have gone through a creative process and the results are
novel, wouldnt this be confusing to the pundits of business management?
Figure 3a Pablo Picassos Mediterranean Landscape. Source:
http://uploads3.wikipaintings.org/images/pablo picasso/mediterranean-
landscape-1952.jpg
Figure 3b Structure of DNA by James Watson et al. Source:
http://www.nature.com/scitable/topicpage/discovery-of-dna-structure-
and-function-watson-397
What are you Managing in Design? Creativity or Innovation or Both?
1771
Figure 3c Bladeless fan by Dyson
Source: http://www.redbrick.me/2009/10/dysons-bladeless-fan/
The pundits can obviously see that Picassos artwork fetches a one-time
value and the structure of DNA is useful to mankind in many ways including
for bio-medical and bio-chemical industries as a business. However, it is
Dysons bladeless fans that will most probably catch their attention for the
reason that, a creative idea has been taken through a design process into an
innovation that has unique selling proposition which can bring profit for the
company and benefit for the consumer. In other words, it is important to
understand that creativity is not universal and not all results of creativity are
equivalent. In support of this Bruton (2011) states that, As usual one of the
big problems facing creativity is the inability of language to distinguish
between artistic creativity and idea creativity. According to Bruton, both
types create something new which has value, but in different manner
altogether. The value in artistic creativity can be said to be the creation
itself, while the value in idea creativity will be its usefulness as a starting
point of innovation. This would lead to the second principle of design
management:
SATHIKH
1772
Principle 2: As design manager, clearly differentiate artistic creativity
from idea creativity
From creativity to innovation; by design
Following the elements of design management depicted in Figure 2, the
outcome of creativity is turned into innovation to gain competitive
advantage and there is design in between the both. What then is the role of
design in bringing out innovation? The most appropriate definition of
design that connects creativity and innovation is found in the website
http://dancingwater.eu/2009/27-design-definitions/ and is attributed to
A.M.Boutin and Liz Davis:
Design is not an art or a science, a socio-cultural phenomenon or a
business tool. It is an innovative process, which uses information and
expertise from all these sectors. It uses creativity first to analyse and
synthesise the interactions between them and, secondly to offer
appropriate and innovative responses (forms) which, in application, should
go beyond the sum of each sectors vision and capacity and yet remain
recognisable and pertinent to them all.
By this definition, design by itself is an innovative process and uses
creativity to analyse and synthesise the interaction between art, science,
socio-cultural phenomenon and business, thus allowing for the blending of
artistic and idea creativity and moves towards an appropriate and
innovative response that go beyond the sum of each. In other words, design
is a process that helps bring about competitive advantage. The third
principle of design management can be derived from this:
Principle 3: Manage creativity in a manner that leads to appropriate
responses or forms (of solutions) that are innovative.
Appropriate responses or forms of solutions that are innovative bring
the discussion to innovation per se. Innovation seems to mean different
things to different people. The authors choice of definition is from Barnett
(1953) in his book titled Innovation: The Basis for Cultural Change where he
defines innovation as:
any thought, behavior or thing that is new because it is qualitatively
different from existing forms.
What are you Managing in Design? Creativity or Innovation or Both?
1773
The inclusion of thoughts in Barnetts definition point clearly to
innovations association with creativity that could be realized in a
meaningful way and qualitatively different that points to competitive
advantage in its realisation. Barnetts definition also encompasses
innovation beyond tangible products to service innovation and others such
as intellectual property as early as 1953. Qualitatively different innovation
does not appear all of a sudden in any system or company unless creativity
is synthesized properly which brings the attention back to managing design
leading to the fourth principle in design management:
Principle 4: Manage creativity, not innovation, through design and set
about means to bring about qualitative difference of the outcome
through innovation.
While it could be argued that, in design, one cannot be differentiated
from the other, it is important that design managers understand this
difference so that they can present and promote the right type of creativity
at the right time. A common mistake in design management could be to
highlight the aesthetic idea for a design concept when explanation on the
functional idea of the design is required at that point in time and vice versa.
Innovation as qualitative difference
Renowned management consultants Arthur D. Little, in an article titled
Innovation: measuring it to manage it in their in-house magazine Prism,
states, Unlike many other core business processes such as manufacturing
and logistics, the output of the innovation process, with creativity at its
source, is rather unpredictable and should be, up to a point. That may be
where many executives give up: if the output is unpredictable or, even more
so, if you want it to be unpredictable, why bother to measure it, even
assuming you could? And since we are unable to capture innovation in plain
indicators and targets, these executives may further argue, we had better
leave innovation management in the hands of R&D specialists (Kolk et al,
2012).
The first thing to note is that the output of innovation is unpredictable
and especially so in design, which is heavily centred on creativity. Secondly,
innovation cannot be captured in plain indicators and targets. A look at a
cross section of articles and published research on measuring innovation
always talk about measuring the effect of innovation, either as measures of
sales volume, market share, revenue and profit or by the number of patents
SATHIKH
1774
and citations that innovations attract. A sample of such approach can be
found in the Oslo Manual: Guidelines for Collecting and Interpreting
Innovation Data (Oslo Manual, 2005), Measuring Innovation and Intangibles:
A Business Perspective from the Science & Technology Policy Institute (Stone
et al, 2008) and others. The most complex way of ascertaining the value of
innovation is from an article published by BearingPoint Management and
Technology Consultant (BearingPoint, 2011) titled Measuring Innovation:
Sustaining competitive advantage by turning ideas into value, where they
talk about Innovation Value Stream Analysis as seen in Fig. 4:
Figure 4 Innovation value stream analysis. Source: (BearingPoint, 2011)
Figure 4 clearly indicates that innovation in design cannot be measured
in the manner shown in the diagram nor in ways outlined by the various
literatures on measurement of innovation, discussed in this paper. The
main reason for the difficulty in measuring (design) innovation for
qualitative difference is in the multifaceted nature of design which can
result in multitude incarnation of the original intention / expectations whose
success cannot be guaranteed. A good example is the design of the first
Sony Walkman (Figure 5), which has became a legend of design innovation.
At the same time the low cost TATA Nano designed by the design team at
TATA Motors in India (Figure 6), which was hailed for design innovation has
What are you Managing in Design? Creativity or Innovation or Both?
1775
not done well since its release in 2008, though the design itself cannot be
faulted for the failure as innovation.
Figure 5 Sony Walkman (1979). Source: http://imgarcade.com/1/sony-walkman-
1979/
Figure 6 TATA Nano (2008)
Source: http://www.dezeen.com/2009/03/25/tata-nano-by-tata-
Both these products had their expectation defined at the very top, Akio
Morita, the CEO of Sony and Ratan Tata, the CEO of TATA Motors, who were
both hands-on working together with their design teams. Success and
failures of notable innovations brings about the fifth principle:
SATHIKH
1776
Principle 5: Determine what could be the qualitative difference of the
creative outcome (innovation) and be prepared to return to design
to invoke further creativity.
Defining qualitative difference
From a design perspective, innovation can be said to have succeeded if it
brings new value proposition to the stakeholders, the organization, the
promoters (distributors) and the users/consumers. In the world of business
management attempts to determine value propositions of innovation is
through:
1. Measure of the number of patents taken up by the organization.
2. Market penetration and market share of the product/service and the
organization
3. Revenue and profit
These are measurements that are only possible after the product or services
has been released to the market, which means that the design team needs to
wait till work has been done in developing, producing and selling the product or
service and the sales/financial report start coming back in, indicating the
success of innovation. Design as a process that turns (design) creativity into
innovation requires much more dynamic and real time measurement in order
to correct any perceived deviation during the design stage itself.
Real time prediction of successful innovation is the toughest task of a
design manager. Many a corporation easily fall back on surveys, showing
design concepts and real or virtual mock-ups to target consumer in order
to determine a democratically selected concept to move forward. While this
could be successful in certain areas of design such as fashion, gift items,
jewelry and other personal/private products, it could be disaster for
products and services that need heavy investments upfront such as tooling
and infrastructure building. Examples of such products are cars, household
products, IT products, etc.
Jacobs (2007) while discussing radical innovation comes to a conclusion
that innovation needs both interpretative and analytical approach, which
calls for different kinds of people. It is at this point that a design manager
has to comeback to the people he/she is managing to determine what
would make the outcome of their work qualitatively different. While
managing the creative process is about identifying potential useful ideas
(Principle 1), managing innovation requires the ability to identify the value
What are you Managing in Design? Creativity or Innovation or Both?
1777
that the final design or solution(s) will bring. In other words there seems to
be a difference between the culture of creativity and the culture of
innovation itself that the design manager has to deal with.
Principle 6: Identify the differences between creative culture and
innovation culture in order tor nurture talents who can bring about
qualitative difference.
Principles 1 to 5 seems to have a linear flow to the management of
design while principle 6, seems to shifts the attention back to creativity
again, this time on creative culture. Many of the works by Amiable (1996),
Csikszentmihalyi (1997) and others lead to a set of characteristics of creative
culture as shown in Table 1.
Table 1 Characteristics of creative culture
No Characteristics Remark
1 Curiosity / playful Person
2 Childlike approach Person
3 Breadth /Disparate ideas Ideation
4 Multitude of Ideas
(Creative Darwinism)
Ideation
5 Experimentation and risk taking Attitude, policy
6 Ambiguity and propensity of failure Attitude, policy
7 Humour, eccentricity, horseplay Attitude, policy
8 Individual freedom (autonomy) Attitude, Policy
9 Complete freedom on space and
work area
Policy
10 Limited respect for management Attitude
11 Loose sense of time, deadlines and
time management
Attitude, Policy
Similarly works done by Morris (2011), Berkun (2010), Keeley (2013) and
others lead to a set of characteristics of innovation culture as shown in Table 2.
SATHIKH
1778
Table 2 Characteristics of innovation culture
No Characteristics Remark
1 Carry out mid-course corrections
Work dynamics
2 Preference for group anatomy and
control
Group dynamics
3 Low level of associative barrier
(both physical and psychological)
Work dynamics
4 Able to breakdown extrinsic
motivation into chunks of intrinsic
motivation
Work dynamics
5 Comprise of whole brained team
with varied perspectives/expertise
Team Building, policy
6 Well defined roles for each person
in the team
Group Dynamics,
policy
7 Room for team play as well as solo
play
Policy
8 Provision for encouraging
supervision
Policy
9 Organizational belief and support
(in the innovative work)
Policy
10 Humour / jovial environment
Continued from
creative culture
11 Means to manage creative abrasion
Leadership, Policy
12 Allow for ambiguity without losing
sight of the goal.
Policy
13 Comprise of team that focuses on
ideas rather than career
Team selection
From Table 1 and 2 it is easy to identify four key highlights that need to
be noted by design management:
1. Creative culture is interested in creating ideas while Innovation
culture is interested in realizing those ideas that have value
propositions
What are you Managing in Design? Creativity or Innovation or Both?
1779
2. Creative culture is a loose composition while innovation culture
thrives on a controlled system with certain level of autonomy and
freedom
3. Creative culture needs to be nurtured while innovation needs to be
cultivated
4. Creative culture requires a shepherd leader with high level of
tolerance for personal quirkiness, methods, housekeeping and time
management while innovation culture requires a captain who will
steer the team towards a defined goal in terms of budget, time and
results, with a high level of tolerance for experimentation,
iterations, inter-personnel relations.
In other words, design management, in effect, is managing two cultures,
carefully passing viable ideas from one culture to the other as shown in
Figure 7.
Figure 7 Managing culture not design
Dominance of one culture over the other, according to the author, may
ascribe to the type of direction that the design will take. A design
management team that emphasizes more on creative culture alone maybe
subscribing to the school of style with function descended from Raymond
Lowey and a team that lays more emphasis on innovation culture may be
subscribing to the Bauhaus school of form through functional analysis. This
brings the discussions to the starting point of this paper!
Creative
ideas
Creative
Culture
Innovation
Culture
SATHIKH
1780
Summary
This paper started with the two founding philosophies of modern
industrial design originating from Raymond Lowey and Walter Gropius in
early 20
th
century. It went on to define design and design management and
discovered that design lies between creativity and innovation. Creativity was
then defined and during that process, two types of creativity, artistic and
idea creativity were discovered. The paper then moved on to define
innovation and came to a realisation that successful innovation need to be
qualitatively different in order to bring about a value proposition, which
signals successful innovation. Finding ways to identify and document
qualitative differentiation proved to be difficult and it leads the search to
having people in the team who are discerning and can identify qualitative
difference. This meant that in a design team that there are two types
(predominantly) of people within a design team that is innovative. Two
types mean two cultures, which have two distinct characteristics. The role of
the design manager (management) is to manage the journey of a potential
idea from one culture to another seeing the idea grows into innovation.
This discovery also leads to appreciation of the cultural differences in the
works of style centric designers and the user and analysis centric designers,
thus identifying them with the ethos of Raymond Lowey and Walter Gropius
respectively.
In addition to what is mentioned above, six principles for design
management were discovered along the way:
Principle 1: At the creative stage, manage design by identifying ideas
that have potential usefulness.
Principle 2: As design manager, clearly differentiate artistic creativity
from idea creativity
Principle 3: Manage creativity in a manner that leads to appropriate
responses or forms (of solutions) that are innovative.
Principle 4: Manage creativity, not innovation, through design and set
about means to bring about qualitative difference of the outcome
through innovation.
What are you Managing in Design? Creativity or Innovation or Both?
1781
Principle 5: Determine what could be the qualitative difference of the
creative outcome (innovation) and be prepared to return to design
to invoke further creativity.
Principle 6: Identify the differences between creative culture and
innovation culture in order to nurture talents who can bring about
qualitative difference.
Conclusion
The premises of this paper, was to examine what design managers
manage; creativity, innovation or both. The full circle of event during this
study has lead to four distinct outcomes. Firstly, a detailed study of design
and design management has lead to the discovery six principles that are
essential for a design manager or management to know, irrespective of the
type of design that is being managed. Secondly, innovation, especially with
reference to design, is difficult to measure during the design stage and only
qualitative differences could be identified during the process. Thirdly,
identification of qualitative differences that brings about innovation is still a
domain of people or human beings. Finally, people in design teams form
distinct cultures, where creative culture and innovation culture are
different. The eventual success of design management, ultimately, depends
on effectively managing these two cultures.
Acknowledgements: The author wishes to acknowledge Prof
Heitor Capuzzo of Nanyang Technological University and Prof
Arcot Desai Narasimhalu of Singapore Management
University whose graduate courses on creativity and
innovation, respectively, brought about the insights for this
paper.
References
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of Creativity. Boulder CO: Westview.
Amabile, T.M. (1998). How to Kill Creativity. Harvard Business Review; Sept-
Oct 1998.
Barnett, H. G. (1953). Innovation: The basis of cultural change. United States
of America: McGraw Hill.
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BearingPoint. (2011). Measuring Innovation: Sustaining competitive
advantage by turning ideas into value. London, Great Britain:
BearingPoint.
Berkun, S. (2010). The myths of innovation. Sebastopol, CA: OReilly
Burkus, D. (2014). The myths of creativity: The truth about how innovative
companies and people generate great ideas. San Francisco, CA: Jossey-
Bass.
Bruton, J. (2011). Learning creativity and design for innovation. International
Journal of Design Education. 21:321-333
Csikszentmihalyi, M. (1997). Creativity: Flow and the psychology of discovery
and invention. New York: Harper Perennial.
De Bes, F. T. & Kotler, P. (2012). Winning at innovation: The A-to-F model.
London: Palgrave Macmillan.
de Bono, B. (1970). Lateral Thinking: Creativity Step by Step . New York, NY:
Harper & Row.
Harvard Business Review on the Innovative Enterprise. (2003). Boston, MA:
Harvard Business School Press.
Isaksen, S. G. & Akkermans, H. J. (2011). Creative climate: A leadership lever
for innovation. The Journal of Creative Behavior. Vol. 45. No.3:161-187.
Jacobs, D. (2007). Adding values: The cultural side on innovation including
creativity and the economy. Rotterdam Press.: ArtEZ
Keeley, L. (2013). Ten types of innovation: The discipline of building
breakthroughs. New Jersey, NJ: Wiley.
Koestler, A. (1989). The act of creation. London, Great Britain: Penguin
Arkana.
Kolk, M., Kyte, P., van Oene, F., & Jacobs, J. (2012). Innovation: measuring it
manage it. Prism/1/2012. Pg. 41 to 51. Arthur.D.Little.
Loewy, R. (1951). Never Leave Well Enough Alone. Boca Raton, New York,
USA: Simon and Schuster.
Loewy, R. (1979). Industrial Design. London, Great Britain: Faber and Faber.
Moeran, B. & Christensen, Bo.T. (2013). Exploring Creativity: Evaluation
Practices in Innovation, Design, and the Arts. Cambridge, UK: Cambridge
University Press.
Morris, L. (2011). The innovation master planner. Walnut Creek, CA:
Innovation Academy.
Oslo Manual. (2005). Guidelines for Collecting and Interpreting Innovation
Data. Paris, France: OECD and Eurostar.
Prahlad, C.K., & Krishnan, M.S. (2008). The New Age of Innovation: Driving
co-created value through global networks. New York, NY: McGraw-Hill.
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Runco, M,A. (2007). Creativity Theories and Themes: Research, Development
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Sathikh, P.M. (2010). Cultivating Innovation: by understanding creativity-
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Darwinian Design in an Era of Disruption
John Z LANGRISH
*
Salford University
This paper takes a previous era of disruption as the background for a
discussion of the Design Methods Movement (DMM) of the 1960-70s. It
shows how the founders of the DMM attempted to produce a more scientific
view of design but were forced to either modify their approach or just give up.
It is claimed that their concept of scientific was that of physics and that the
physics world-view is not appropriate for complex systems. There is a need to
change from a rational, scientific (ie physics) type of view to one best
described as biological or Darwinian, making use of memetics. This leads to
the suggestion that in the present era of disruption, design management
should consider adopting a biological view of design.
Keywords: Darwinian design; Design Methods Movement; memetics; 50-year
cycles.
*
Corresponding author: John Langrish | e-mail: jlangrish@aol.com
Darwinian Design
1785
Introduction
The paper is in five parts:
1. A general discussion of eras of disruption, including a mention of 50
year waves in the economy.
2. The DMM and how it changed. The writings of Christopher
Alexander, Bruce Archer, John Chris Jones and Horst Rittel are
discussed, showing how they eventually realised that their task had
become much more complex than they had anticipated.
3. A biological, Darwinian view of design. The world outside physics is
extremely complex and biology has methods for coping with
complexity.
4. Examples of the successful use of varieties competing within a
selection system are given to demonstrate how a Darwinian
approach to design management has been used.
5. Conclusions for design management.
The theme that connects the five parts is that a physics approach cannot
predict the future of a complex system. Patterns detected in the past may
continue into the future but in eras of disruption those patterns may
change. When the future is unpredictable, the best approach is to learn
from biology, the science of complexity.
Eras of Disruption
There have been several eras of disruption in the past and although
history does not repeat itself, there may be some merit in looking at the
past. Two kinds of disruption are noticeable, one being the impact of new
technologies creating what economist, Joseph Schumpeter, called waves of
creative disruption and the other being eras of depression that have
seemed to punctuate the eras of new technology. There is some evidence
that these eras occurred at intervals of approximately 50 years with periods
of prosperity interspersed with depressions. The depression and financial
crisis around 1930 reminded some people that this had happened before
with The Great Depression of the 1890s.
In the Soviet Union, the economist N. Kondratiev claimed that the 1930s
depression was not the downfall of capitalism, hoped for by Marxists. It was
the latest manifestation of a cyclical process happening roughly every 50
years, interspersed by phases of recovery, prosperity, decline and then
another depression. This made him very unpopular with the authorities.
JOHN Z LANGRISH
1786
However, his idea of cycles reached the West where Joseph Schumpeter,
added gales of creative destruction to the Western economics literature.
Some 50 years later, there was another depression and Kondratiev cycles
were studied again. The German economist, Gerhard Mensch (1979)
claimed that previous depressions had been ended by the benefits of major
technological innovations. The English economist, Chris Freeman (1983),
added some detail to the picture claiming that new product innovations
were followed by a period of cost saving in production methods until
innovation ran out of steam and along came another depression.
The effect of such cycles on design has been revealed by a study of
adverts (Langrish, 1982). It was claimed that in phases of recovery and
prosperity, there is an atmosphere - a zeitgeist - of optimism, accompanied
by a belief that science is making things better. However in the decline and
depression phases, optimism is replaced by pessimism and a loss of faith in
science. This is reflected in the designs of the different phases as shown by
both words and pictures used in adverts. In optimistic phases, there is a
frequent use of words such as new, latest, scientific and so on but in
pessimistic phases, words such as traditional, reliable, original, established
etc. are more frequent. This also applies to images in adverts. As an
example, bread was advertised before 1913 as untouched by human hand,
accompanied by a picture of our latest patented machinery. This was in a
phase of optimism following recovery from the depression of the 1890s. In
contrast, modern bread adverts tend to suggest that the bread is made in a
farmhouse kitchen.
Following recovery from the 1930s and the war, the Festival of Britain in
1951 was a celebration of optimism and belief in scientific progress.
Designers from the Royal College of Art went next door to Imperial College
and came back with electron microscope images that were turned into
designs for wallpaper, curtains and other fabrics. The red spheres connected
by black rods, as used in atomic models, cropped up as legs for paper
holders and clothes-hooks. Science was seen as producing antibiotics,
synthetic fibers, thermoplastics, TV, computers etc. leading to a healthier
and more colourful way of life. It is not surprising then that this period
produced attempts at making design more scientific as described in the
next section.
The 1952 festival was in sharp contrast to Londons millennium
exhibition, 50 years later, which was not a celebration of progress and
suggested that the supposed 50-year cycle has stopped repeating itself.
Darwinian Design
1787
Optimism and belief in scientific progress now seem to be dim memories of
a past era.
In the USA, belief in progress began to be threatened in the 1960s.
Mathew Wisnioski (2012) dates the start of this change as 1964 two years
after the publication of Rachel Carsons Silent Spring and the year in which
Elluls The Technological Society appeared in English translation. Wisnioski
sees these two events as representing two strands of growing concern,
pollution as a side effect and the system itself. This system was the
government-funded aerospace industry that employed the majority of
Americas growing number of engineers and neglected traditional
manufacturing.
Public attitudes towards science changed from seeing it as the bringer of
progress to a suspicion of its harmful effects. Similar changes took place
amongst people trying to make design more scientific - the Design Methods
Movement.
The Design Methods Movement (DMM)
The DMM started in a period of optimism when science was considered
a good thing. It is usually associated with the names of Christopher
Alexander, Bruce Archer, John Chris Jones and Horst Rittel.
It was not a movement with a set of shared aims and methods other
than an attempt to take some of the mystery out of intuitive or sub-
conscious decision making in areas such as industrial design, architecture
and town planning. It hoped to achieve this by using scientific techniques,
such as operations research, developed in the war. In different ways, they
saw design as a process of problem solving that should be made more
scientific. Rittel preferred to describe his approach as DTM - Design Theory
and Methodology.
Christopher Alexander was born in Austria but studied both maths and
architecture in England at the University of Cambridge. He then went to
Harvard where he obtained a doctorate in architecture. After winning a
prize for his paper A city is not a tree he published Notes on the Synthesis
of Form (1964). This starts with the words, These notes are about the
process of design: the process of inventing things which display new physical
order, organization, form, in response to function. Having degrees in both
maths and architecture, Alexander was able to produce an approach, based
partly on set theory, that broke down design problems into subsystems,
allowing for an incremental approach.
JOHN Z LANGRISH
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Hors Rittel had begun to develop his ideas in Germany where he was
Professor of Design Methodology at the Hochschule fr Gestaltung in Ulm.
In 1963, both Rittel and Alexander were recruited to Berkeley by William
Wurster, Dean of the College of Environmental Design, encompassing
architecture, and city and regional planning, where Rittel became Professor
of the Science of Design. He attempted to describe the process of design in
terms of successive phases that he described as being like box-cars. His first
in the line was understand the problem.
Bruce Archer was an engineer who became head of design research at
Londons Royal College of Art (RCA). With Jones and others, he started the
Design Research Society which grew out of a symposium held in 1962 at
Imperial College (next door to the RCA)
J C Jones published a book, Design Methods (1970) that was purchased
by many students in art and design colleges where they had discovered that
no one would tell them how to design. He then became the first Professor of
Design at the new Open University.
When the phase of prosperity, associated with belief in scientific
progress, was replaced by doubts about progress, all four modified their
approaches. In the new preface to a 1971 edition of Notes on the Synthesis
of Form, Alexander repudiated the DMM -
since the book was published, a whole academic field has grown up
around the idea of design methods - and I have been hailed as one
of the leading exponents of these so-called design methods. I am very
sorry this has happened and want to state publically that I reject the
whole idea of design methods as a subject of study, since I think it is
absurd to separate the study of designing from the practice of design.
John Chris Jones went further. Having started out by trying to persuade
engineers to use ergonomics, he felt he could no longer be Professor of
Design and he resigned his position to go and write poetry and other forms
of imaginative writing.
Rittel (1972) still attempted to use a systems approach in design but he
realised the need for something new and came up with his Some Principals
of the Systems Approach of the Second Generation. This came after he had
enunciated his ideas about wicked problems, problems that were so
complex that they resisted a simple first generation systems treatment. He
divided problems into tame and wicked with tame problems capable of
being tackled by a box-car line of phases, starting with understand the
problem. Rittel (1972) claimed that wicked problems cant start with
Darwinian Design
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understanding because you only understand a wicked problem when you
have solved it.
The DMM, in keeping with the zeitgeist of the 1950s and early 60s had
attempted to make the process of designing more scientific. By scientific,
they meant like physics. They did not need to state that they were thinking
like physicists; their paradigm of science was physics but a classical physics
type world-view (abbreviated to P view) is not appropriate for complex
problems such as Rittels wicked problems. (If you can not understand a
wicked problem, you can not imitate a physics type solution) The P view of
design is similar to what Papanek (1988) called the rational approach.
Attempting to develop rules, taxonomies, classifications and procedural
design systems. He criticised this approach, such a method leads to
reductionism and frequently results in sterility and the sort of high-tech
functionalism that disregards human psychic needs at the expense of
clarity. The failure of the P view meant that the DMM had to either give up
the attempt or modify their P view into something else.
What they did not do was realise that physics is not the only science.
Biology is also a science with a different way of looking at the world
(abbreviated to the B view).
These two world-views, P and B, differ in many respects. P has forces; B
has interactions. P is best for simple systems. Rittells wicked problems are
problems of complexity and biology is the science that has learned how to
cope with complexity.
The difference between the two views, P and B, can be illustrated by the
different approaches used in the education of engineers and designers.
Conventional engineering textbooks have problems requiring the insertion
of numbers into equations. Such problems have single correct answers and
thinking in terms of such problems leads to the entrenchment of a P view.
In contrast, English industrial design students within former art colleges,
now parts of larger establishments, have a completely different approach.
They have few, if any, textbooks; their problems are presented as projects
where every student may come up with a different solution and there are
no right answers but many poor ones.
P looks for causes having effects such that when the circumstances are
repeated, the same result will be obtained independently of time or place. A
carbon atom is seen as being the same as any other carbon atom, light years
away or millions of years in the future. This means that the P view is not
historical. The solution to an algebraic equation is always the same. In
contrast, the B view sees that no two entities are identical with the results
JOHN Z LANGRISH
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that the future is uncertain and any account of living entities has to take into
account their evolutionary past. The solution to a design problem here and
now is unlikely to be satisfactory in the future.
As stated by the evolutionary biologist, Ernst Mayr, (1976)
The goal of the physicist is to establish general laws and to reduce all
phenomenon to a minimum number of such laws. General laws,
however, play a much smaller role in biology. Just about everything in
biology is unique: every animal and plant community, fauna or flora,
species or individual. The strategy of research in biology must for this
reason be quite different from the strategy of the physicist.
The idea that a B view could help in making design more scientific almost
occurred to two of the above four founders of the DMM. In the 2
nd
edition
(1992) of Design Methods which has much additional material, Chris Jones
claimed that the breakthrough in design came with the invention of the
pencil because this allowed designers to try out many more ideas and
discard the bad ones much more quickly. Having a variety of ideas and
discarding the bad ones can be seen as a version of survival of the fittest
(and extinction of the less fit) but Jones was looking for something that was
not science - either B or P. Many years later, he wrote, Jones (2000).
Id like to correct a misconception: when in the 1970s I criticised and
appeared to leave design research it was not because design methods
had become rigid tools that inhibited the imaginative skills of
individual designers - it was because I was angry, and still am, at the
inhumanity of abstract design language and theories that are not
alive to all of us as people, or to actual experience - and which
threaten to reduce the reality of life to something less than human.
Alexander was also clearly aware that design could be described in terms
that are clearly consistent with a B view (gradual change within a tradition,
leading to adaptation) but he classed such an approach to design as
unselfconscious design in contrast to his hoped for self-conscious design.
In self conscious culture - form making is taught academically according to
explicit rules. Presumably one aim of design research is to discover these
rules so that they can be taught. His mind was so wedded to a P view that
even within unselfconscious design, he clearly rejected a Darwinian
approach. In Notes, Chapter 3 (p 30 - 31), The Source of Good Fit, he
described the Mousgoum hut, built by African tribesmen in the northern
Darwinian Design
1791
sector of French Cameroon, where everyone built their own hut using
knowhow passed on from family and neighbours (including knowledge of
mistakes). These huts fit with other huts, reflecting a social order and
producing what he calls coherence.
He used unselfconscious to describe the process that produced this fit
and claimed that unselfconscious culture passes on by imitation and
correction leading to coherence. This may seem to resemble a B view but
Alexander rejected what he called the myth of architectural Darwinism.
(He also rejected the myth of the primitive genius). In place of Darwinism,
Alexander suggested an old idea - a homeostatic (self-organising) process
that consistently produces well-fitting forms, even in the face of change.
His source for this idea of a self-organising adaptive system was the
American physiologist, W B Cannon. (1932)
Whilst the founders of the DMM modified their aims, the idea of making
design more like physics is still very popular. Rittells box cars have become
boxes connected by arrows - going in all directions - to produce those
diagrams that litter many of the pages of the management literature.
Alexanders homeostatic alternative to architectural Darwinism has
become the search for some kind of order in complexity. A popular account
of this search has been given by Stuart Kauffman (1995) who claims
Maybe principles deeper than DNA and gearboxes underlie biological
and technological evolution, principles about the kinds of complex
things that can be assembled by a search process and principles
about the autocatalytic creation of niches that invite the innovations
which in turn create yet further niches.
Kaufman refers to order for free and suggests that Man is expected in
the universe, as suggested in his title, At Home in the Universe. To me, the
principles that are deeper than DNA and gear boxes are the principals of a
general theory of Darwinian change in which biology is a special case along
with language, gear boxes and many other products of human activity. The
attempt to make the study of complex adaptive systems into something like
physics will fare no better than the early attempts of the DMM. Complex
systems need a B view, as suggested by Charles Darwin (1859).
Darwin on Complexity
Charles Darwin was very aware of biological complexity. In his 1859
Origin of Species he referred to
JOHN Z LANGRISH
1792
the infinite complexity of the relations of all organic beings to each
other and to their conditions of existence, causing an infinite diversity
in structure, constitution and habits.
When this diversity is subject to competition within a selection system,
the result is what Darwin (1859) called, descent with modification under
the influence of natural selection. (He did NOT use the word evolution).
if variations useful to any organic being do occur, assuredly
individuals thus characterised will have the best chance of being
preserved in the struggle for life and they will tend to produce
offspring similarly characterised. (p 99 1
st
ed.)
Complex systems have some stability - otherwise they would not be
systems. They also change over time and Charles Darwin had a special
insight into the nature of change in biology.
If it could be demonstrated that any complex organ existed which
could not possibly have been formed by numerous successive, slight
modifications my theory would absolutely break down. (6
th
edition
p137).
You cant be much clearer than that. For complex organ substitute
complex system or radical innovation and it becomes obvious that
Darwinians cannot accept the division of technological change into
incremental and radical innovation, the title of a recent paper by Norman
and Verganti (2014).
From a Darwinian perspective, all change in a complex adaptive system
has to be incremental. The concept of descent with modification did not
originate with Darwin; the descent of modern languages from a few classical
languages was studied in the 18
th
century, leading to the idea of a common
ancestor in a hypothetical Indo-European language. Also, It was known to
animal breeders and horticulturalists centuries before Darwins birth and his
Origin starts with a discussion of pigeon breeding that he called artificial
selection. Darwins achievement was to provide a mechanism - selection
between competing varieties, followed by many more rounds of
competition leading to the appearance of design in nature. The same
mechanism can be applied outside biology - not by crude analogy but by
recognition that this is how complex adaptive systems have to change.
Darwinian Design
1793
A neo-Darwinian general theory of change.
Two additions to Darwins ideas have been made to produce a modern
neo-Darwinian evolutionary biology and a third is needed for a general
theory of change in complex systems. First we have to add symbiosis.
Darwins tree of life has branches representing descent from a common
ancestor. A single species slowly becomes changed over time and if part of
the species becomes separated from the main body, then over time the
separate group can become its own new species. Lynn Margulis (1998) has
shown that new forms of life can come into being by a combination of
existing forms. This is not branching; this is symbiosis of two different life
forms to produce a new form. The concept of a species as an isolated
breeding group is not required for asexual reproduction. Life evolved on
earth for about a billion years before sex arrived. This means that
technological change can be discussed without the need for a species.
Much innovation stems from symbiosis, the joining of one part of
technology with some other part, described by philosopher Daniel Dennett
(1995) as designed elsewhere meaning that two separate streams of design
can be joined together.
The second component of neo-Darwinian theory is genetics. Darwin
knew that descent required a something that was passed on but genes were
not discovered until after his death. He did suggest that things called
gemules were passed on but this idea turned out to be erroneous. Darwin
occasionally used the word genetic but this was in its original sense of an
adjective derived from genesis, meaning passed on at birth or innate but
with no knowledge of just what was being passed on.
A neo-Darwinian general theory for use outside biology needs to specify
the nature of passing on. Technology does not have genes but it does have
what Richard Dawkins calls imperfect replicators. Replicators are passed on.
They are imperfect in the sense of being subject to change, producing
descent with modification. Dawkins (1976) provided a name for the
imperfect replicator in cultural evolution, his word, meme (pronounced to
rhyme with cream) has now entered the Oxford English Dictionary (OED)
and given birth to memetics, the study of memes.
At first, it seemed that memetics would provide an interesting way of
studying technological change but this did not happen. A new electronic
journal, The Journal of Memetics, eventually ceased publication and interest
declined. The main reason for this lack of growth was the adoption of a P
view by people attempting to apply memetics. Like the founders of the
DMM, they did not realise that change in complex systems needs a B view.
JOHN Z LANGRISH
1794
They saw memes as units with one method of transmission, imitation. They
tended to see a simple cause and effect with memes producing infection of
our brains until resistance was acquired. Typical of this approach was Susan
Blackmores (1999)The Meme Machine in which imitation is stressed even
though the author is unable to define the term other than saying the
meaning of the word meme is that which is imitated The OED definition
also reflects this P approach, meme: An element of a culture that may be
considered to be passed on by non-genetic means, esp. imitation.
Blackmore includes scientific theories as an example of memes but how do
you imitate a theory of gravity? She describes humans as copying
machinery for memes and claims there is an evolutionary arms race
between us and the memes that we find ourselves copying. This concept is
an example of what philosopher Daniel Dennett (1995) has called memes
versus us, a concept that Dennett demolishes, pointing out that the nature
of us has itself been formed by memes.
In contrast, a B view of memetics looks for different kinds of memes that
are not units; they are patterns having different methods of transmission
and having different kinds of results. Such a B view has been described
elsewhere, (Langrish 1999), involving memes as patterns of thought and
three kinds of memes, recipemes (how to do things), selectemes (what sort
of things you want to do, notions of betterness and desirability) and
explanemes that explain how recipes produce their results, ranging from
scientific theories to ancient myths and needing a language for their
reproduction. Newtons law of gravity is an explaneme. It is passed on using
maths and words. It is not imitated. Further discussion of the role of
explanemes is outside the scope of this present paper but see Langrish
1999.
Dawkins has now accepted the idea of memes as patterns. In a revised
edition of The Selfish Gene (1989) he states,
If memes in brains are analogous to genes they must be self-
replicating brain structures, actual patterns of neuronal wiring-up
that reconstitute themselves in one brain after another. I had always
felt uneasy spelling this out aloud, because we know far less about
brains than about genes, and are therefore necessarily vague about
what such a brain structure might actually be. So I was relieved to
receive recently a very interesting paper by Juan Delius of the
University of Konstanz publishing a detailed picture of what the
neuronal hardware of a meme might look like. (1989 p 323.)
Darwinian Design
1795
Although, Dawkins has now recognized the importance of patterns, he is
still inclined to think in terms of units. Memetic patterns are not hardware;
they are temporary circuits formed by interactions between neurons.
Human brains have a remarkable mechanism for responding to the
masses of incoming sensory data that they perceive. When faced with
another human being, the brain turns incoming data into a pattern.
Attempts to develop computer systems capable of recognizing people have
not been able to match the human ability to recognize familiar people
through a glimpse of part of their face, the way they walk, the sound of their
voices etc.
When a brain recognizes the pattern of something in its environment, it
triggers a response from selecteme circuits that can signal danger,
desirability, could be useful etc. These in turn trigger recipeme circuits that
initiate action. If a potential prey recognizes the pattern of a predator, it
flees. If it senses a source of food, it turns towards it. This combined action
of selectemes and recipemes can be called purposive pattern recognition
or PPR for short. The recognition of patterns can convey what to do next; it
is purposive and PPR can be used to describe how experienced designers
make decisions as discussed below.
One major criticism of memetics was made by Jack Cohen, the biologist
and science writer. He said to me, Memes, OK but what can you do with
them? What use are they? To answer that question, two examples are
given below, one is an account of research into how designers make visual
choices and the other shows how company strategy can be biological rather
than attempting to imitate physics.
4. Examples
Visual choice: a study of how designers make decisions.
The individual designer is more than just a maker of accidents. Changes
in recipemes are not just random mutations; they have intentionality,
situated as selecteme circuits in the brain. But the intentions have to fit into
the changing complexity of everything else. Todays sensible decision can be
tomorrows disaster but designers have to make a living by making
decisions.
Maria Abu-Risha (1999) observed and talked to designers at work,
asking them question like why did you choose this particular picture to go
on the cover of the brochure? The answers were of the form, Well, it felt
right or its intuitive or I just knew. At the same time, the designers
JOHN Z LANGRISH
1796
were very well informed about their clients preferences, the state of the
market, what other designers were producing and so on. These ideas are
not worked out like a physics equation; they form a pattern in the mind,
what Maria Abu-Risha called a pattern of need. This can be seen as a
pattern of selectemes. (Langrish, J. & Abu-Risha, M. 2008)
At the same time, decision makers have other ideas, concerning things
that are possible, ideas about how to do things - recipemes. These form a
pattern of possibilities, compared with the pattern of need until there is a
click - a fit between the selectemes and the recipemes. We called this
click Purposive Pattern Recognition, PPR. It is purposive because once the
click has been obtained, the decision maker knows what to do next.
The interviews with designers were recorded and transcribed. Typical
answers to questions about visual sources and methods of selection
included:
Its all quite intuitive really. Its difficult to describe. Youre thinking
about the brief and about a particular design.
Instinct; you know when something is the right sort. There is no
formula to it and they will always be very different.
Dont know; its not specifically scientific. Its purely intuitive. You
just have your own ideas that you think are right. I dont think I
ever get scientific about it. It is just that.
The research included some mini case studies with opportunities for
discussion. One respondent said,
talking to the record market. Talking to the client. And we know a lot
of music business. If you were talking to a packaging designer he
would know about food and he would know supermarket shelves. We
know music; we know what looks good. We know what audiences
expect. So we get all our information. It is intuitive and its
knowledge that we hold already. ... There was no research
commissioned. It was entirely intuitive.
The most frequently used word was intuitive followed by instinct,
innate and subconscious.
Darwinian Design
1797
Neuroscience has shown that brains can make decisions before the
conscious mind is aware of what is happening in the brain. Chris Frith (2007)
puts it this way,
We think we are making a choice when, in fact, our brain has
already made the choice. Our experience of making a choice at that
moment is therefore an illusion. (p 67).
This statement seems to match the experience of practicing designers.
However, It does not stop there with one decision. In a Darwinian system,
there is further selection and iteration leading to changes in the design.
Some responses from the designers in the study were,
You might choose more than one. It is a matter of trial and
elimination. You might pick a particular one and dismiss the others
because it matches the brief. It becomes objective too because you
have a team of creative people and then you have a marketing team
and they agree which one fits the brief better.
Quite often, design is as much discarding as it is coming up
with new ideas.
To me, the important thing about being a designer is to evolve,
to test and retest. The minute you stop searching you die.
These quotations illustrate how design is much more than getting THE
idea. Sometimes, modification takes place within an environment of
competition. Different recipemes can compete in an environment of
selectemes within one head or between different people. Ideas (ie memes)
interact, compete, change and perhaps evolve. Design evolution has been
the subject of a previous paper (Langrish, 2004)
Darwinian New Product Strategy
The previous section showed how memetics can illuminate the design
process. This section provides some examples of how companies can use a
Darwinian strategy.
In the second half of the 19
th
century, the German synthetic dyes
industry realised that the new techniques of synthetic chemistry provided
the opportunity to make thousands of brand new chemicals that were
different from the existing dyes extracted from material known for
JOHN Z LANGRISH
1798
hundreds of years. Their problem was that science could not predict which
of these new substances would have the properties required of a dye -
colour, light and wash fastness, ease of use, low cost etc. So they hit on a
highly organized system of trial and rejection. Teams of synthetic chemists
recruited from German universities were set to work making new
compounds. These were numbered and passed on to another department,
the Dyehouse, where they were subjected to a series of tests. The
production of new recipemes was institutionalized in the research
department and selectemes were housed in the Dyehouse.
At first, it was possible to find new dyes that were better in some respect
than natural dyes but after that, any new dye had to have some advantage
over the existing synthetic dyes. By the end of the century, it was estimated
that some 10,000 new compounds had to be prepared to obtain one new
commercially successful dye but the profits from that one could pay the
costs of producing all the others. In many areas of investment, this is known
as the portfolio strategy; when you cannot predict the future, then dont put
all your eggs in one basket. It can also be described as a Darwinian strategy.
Have as many varieties as possible and then subject them to competition
within a selection system, followed by improvements and further rounds of
selection. The Dyestuffs industry gave birth to the pharmaceutical industry,
still using the Darwinian technique of making lots of compounds and
subjecting them to rigorous testing with the hope that one will generate
large profits, a process that becomes more difficult with time.
There are many examples of the use of a Darwinian strategy in new
product policy. Two more examples will suffice, IKEA and Waddingtons.
IKEA was founded by Ingvar Kamprad, who stayed in charge until he was 87
in 2013 to be replaced by his youngest son Mathias. IKEA has around 12,000
products sold world-wide through its 300 plus stores and its website. Its new
products are controlled from Sweden where IKEA selects from products that
are offered to it. A small number of offerings are purchased along with all
future rights to develop the concept. The potential new products are altered
in house by IKEAs designers and turned into a form that fits the IKEA
systems of manufacture, distribution, sale and style. They are then
subjected to further selection with the final choice, until recently, resting
with Kamprad himself. The original supplier does not know that their design
has been used until it appears in a store - or not.
Between 1922 and 1994, when it was bought by Hasbro, Waddingtons
was a successful UK publisher of card and board games. Originally a printing
company that specialized in playing cards, its acquisition of the Monopoly
Darwinian Design
1799
board game in 1934 helped it to become what was perhaps Europe's leading
game manufacturer, producing a stream of successful board games
including Cluedo, Custers Last Stand, Formula 1, Buccaneer, and Totopoly.
These games emerged from a Darwinian process. Waddingtons were
bombarded with ideas for new games from enthusiasts who thought they
had developed a brilliant new game. A very small number of these game
concepts were selected for further consideration by experienced staff who
modified them to fit their own selectemes. Most ideas were still rejected
but a few survived to move into the next phase of box design, production
method and so on, resulting in nearly one new game per year in time for
Christmas. (Ibrahim 1997)
When there is no P type way of predicting market success for a new
product, then a Darwinian approach can be successful. Modified recipemes
compete in a selecteme environment within the brain of one person, within
an organization or in the wider market - but there is no guarantee of
success. In the examples given above, large numbers of recipemes were
involved. Success was down to having a good selecteme system. This means
that creativity is not the most important aspect of innovation; getting the
best selectemes is the way to success. However, there is no P route to
finding the selectemes; they also undergo Darwinian change.
Implications for design management
The best strategy for an uncertain future is a Darwinian one with a
variety of solutions to design problems being tested, followed by iteration -
that is further varieties of promising solutions being selected, tested and
developed.
In the past, waves of new technology have arrived to end eras of
negative disruption. Hopefully, the arrival of some new technology will help
solve the present disruption. It might be helpful to have someone in an
organization responsible for keeping a lookout on the technological horizon.
New materials such as graphene might offer opportunities. We now have a
new version of genetic engineering - synthetic biology - and The J Craig
Venter Institute is collaborating with the oil and pharmaceutical industries
to create microorganisms that will produce new fuels, drugs and vaccines.
The possibility of collaboration between scientists and designers has been
explored (Ginsberg et al. 2014)
A Darwinian view suggests that selectemes are more important then
new recipemes. There are always many new recipemes available. Most
JOHN Z LANGRISH
1800
patents are never used. Good designers are alert to the arrival of new
selectemes such as sustainability. This has implications for the education of
designers. Creativity, of course, will always be important but young
designers need to be exposed to concepts of what makes one design better
than other ie thinking about selectemes and how they change could be
more important than developing new recipemes.
People will continue to try and imitate physics to strive for success in the
future but this can not work because we have no way of knowing what we
should be striving for - that does not stop us trying of course - you can not
win a lottery if you do not enter but just for the record, I have never
purchased a ticket in the UKs National Lottery.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
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Community Based Business Design Model
Pia TAMMINEN
*
Aalto University School of Science
This working paper introduces development of a business design model for a
design -oriented community. The model combines the design expertise of
small companies and societies, and transforms the ideas into a concept of
unique customer experiences in a profitable way. This paper gives an answer
to the following question: what constitutes a community based business
design modelling? This is mainly a deductive case study. Data are gathered in
workshops and semi-structured interviews. Preliminary findings indicate that
the current business design model needs to be modified to be functional for a
community consisting of mainly small companies and societies. The goal of
this paper is to propose a community based business design model that could
be used for any project organized in a collaborative mode by small
organizations. The research sheds light to the potential of a design-oriented
community, and points out possibilities for further research.
Keywords: business design model, community, design management
*
Corresponding author: Pia Tamminen | e-mail: pia.tamminen@aalto.fi
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Introduction
When an innovative project starts, the normal scenario is that people
from cross-functional teams of a company are combined to create a new,
awesome solution faster and cheaper than ever before, but what happens
when a network of cross-functional and skilful people from several
companies and societies aggregate their forces to reach a common target?
This paper provides insights into a process of creating a common business
design model and a collaboration management blue print for mainly small
companies and societies located in a design-oriented Fiskars village in
Southern Finland. The rationale behind business design model is the need to
increase the amount of visitors in the village which has a 365 years old
history of attracting craftsmen, designers and artists into the region. The
starting point for the collaboration is a common value base and a positive
drive to increase the revenue of the companies and societies in the village,
and contribute to the well-being of the region. A universal threat of
commoditization, shrink of margins on standardized standalone products,
and a notion that good enough products and services gain popularity over
premium quality customized products and services is also a threat in Fiskars
village, but could it be turned into a sustainable opportunity for a
community through collaboration and agreed target setting?
Design can be seen as a creative management process that integrates
organization processes such as idea management, innovation management,
and research and development management (Borja de Mozota, 2003). It
also modifies the traditional structure of process management in a company
(ibid.), or a company network. Importance of great designs has been
recognized long time ago, but Roger Martin (2004, 2009) pointed out its
relevance by introducing design thinking as a method for companies to
create a competitive advantage. The goal of the thinking is to create value
for all stakeholders, including human users, the environment and the
company (Johansson, 2010). Design thinking uses designers sensibility and
methods to match peoples needs in a feasible way by taking into account
the capabilities of company business strategies to convert the solution into
customer value and market opportunity (Brown, 2008). Heather Fraser
(2009) presented a business design model based on similar methods and
mind-sets as in design thinking. The business design model maximizes the
impact of corporate outcome with the help of creative thinking, the second
nature of good designers. In this paper, Frasers business design model is
used in a design-oriented community consisting of mainly small companies,
societies and experts instead of a big corporation. The purpose of this study
PIA TAMMINEN
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is twofold; first to enhance Frasers business design model by piloting it in a
multi-party network, and second to point out emerging topics for further
research within a design-oriented community. Research has been done in
design-inspired innovation (e.g. Verganti, 2006, 2008, 2011; Berends et al.,
2011), and in customer involvement in product or service development (e.g.
Mugge et al., 2009, Franke et al., 2010; Mller et al., 2008) but not much is
known about the potential, strengths and benefits when a business design
model is created and implemented for a design oriented community by the
members of the community.
Design is defined in this paper as the optimum solution to the sum of
the true needs of a particular set of circumstances (Matchett, 1968). Design
orientation is defined in this paper as a characteristic reflected in an
organization culture that distinguishes it from the other, non-design-
oriented organizations, and reinforces the capabilities of design-oriented
organizations to generate competitive advantage from the other
organizations by a design-oriented behaviour (Calabretta et al, 2008).
Business Design
As consumerism becomes more compassionate and societal
transformation entails new challenges to designers on a daily basis, swift
responsiveness and future foresight are required in thinking and practice
(Hands, 2009). Design can maximize the impact on corporate outcomes by
being a path to understand stakeholder needs, a tool to visualize new
solutions, and a process of translating innovative ideas into effective
strategies (Fraser, 2009). The importance of design mix, i.e. blend of
performance, quality, durability, appearance and cost, was acknowledged
already in 1984 (Kotler and Roth, 1984). Design thinking is a human-centred,
prototype-driven process that explores new ideas which can be applied in
various ways, e.g. to operations, products, services, strategies and
management (Serrat, 2010). Business design is a symbiotic model that
delivers both market and experience value. Frasers business design model
(2006, 2007, 2009) is presented in Figure 1.
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Figure 1. Three gears of design. Source: Heather Fraser, Turning Design Thinking into
Design Doing, Rotman Magazine, Spring/summer 2006, pp. 24 28.
The model is an iterative process based on the needs of a user or
ultimate customer target (Fraser, 2007). User understanding in gear 1
means reframing the business through the eyes of a user or a critical
stakeholder. The activities aim to look beyond the obvious solutions with an
empathetic approach taking into account circumstances, needs and feelings
of a user. It is vital to think beyond obvious and be willing to take risks to
invent a radically new solution or unmet needs. Reframing of a challenge
and defining of innovation criteria can open up new opportunities for value
creation. Gear 2 is about the visualization of a concept. Ideation process, the
following prototyping and user evaluation by cross-functional teams are
iterative activities. The purpose is to see the concept through each
individuals base of functional expertise and experience, and define a user-
driven solution. In gear 3 the strategic concepts are iteratively aligned with
the future realities. This can require reprioritization of activities, new
definitions for strategic, operational and economical relationships, and
determination of the net impact of the new model. The deliverables of the
third phase are a business design model, and identification and design of
interrelated activities. The end result of the whole process is a net
commercial gain and a sustainable competitive advantage.
A designers mind-set is an essential part when creating a business
design model. Open-minded collaboration, abductive thinking with leaps of
faith and an ability to explore new solutions with persistency are needed
when modelling a new business design.
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Research methodology
Two different research approaches are used in the study: deductive
thinking is applied to modify Frasers business design model to fit for
communities (2006, 2007, 2009). Abductive thinking is applied when
conducting the workshops with an ultimate goal of increasing the amount of
visitors, and revenue of the companies and societies in Fiskars village. Action
research was chosen to be the way to gather information in the workshops
in a democratic way (Stringer, 2007). Action research included the use of
design thinking and general project management to reach a conclusion
within the set timeframes. The use of several methodologies fit with the
abductive, yet exploratory nature of the research and enables gaining of
insights in the case (Eisenhardt, 1989; Yin 2009). Author of this article is one
of the managers of the development work and a facilitator of the workshops
and meetings.
Research Methods
Multiple data collection methods such as conduction of workshops,
meetings and interviews, open discussions before the sessions, analysis of
taken field notes, and review of web sites and brochures of companies and
societies of the village strengthen grounding of theory by triangulation of
evidence (Eisenhardt, 1989). Eight workshops, each lasting two hours, were
conducted, and the number of workshop participants varied between seven
and eleven. Majority of the participants had some level of design education,
and all of them had been exposed to design and design processes at their
work. A divergent approach was used in the three first workshops to collect
ideas, visions, strengths, opportunities and needs related to the
development of Fiskars village. A more convergent approach was used in the
rest of the workshops to integrate and refine the thoughts into a concrete
step by step plan for the future. However, creative and fruitful ideation and
discussion continued throughout the workshops. Analysis of the process,
discussions and outcome of each workshop was done right after the session
as well as the preparation work for the next one. The workshops were
effective; a common vision for the year 2020, a list of values, strengths and
factors that can support the increase of visitors and revenue in the village,
the first version of a common business design model, and a blue print for
managing common projects and events in the village were the deliverables.
Nine semi-structured interviews were conducted to investigate
participants perception of the workshops and the collaboration between
the companies and societies in the village. Interviews were transcribed word
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by word for further analysis. Each interviewee had a chance to read this
paper in order to verify the facts and rightness of the text.
Selection of Companies, Societies and Experts
Fiskars village is an interesting subject for a case study thanks to its long
tradition of manufacturing, craftsmanship, art and design which would have
died without persistent pursuit for development, sustainability and self-
sufficiency (Fiskars, history of the village, 2014; Fiskars village society,
2014). Design is a legacy in the village so design thinking is a natural way of
working in the local companies and societies. A purposeful sampling with
representatives from all relevant parties of Fiskars village is the selection
criteria for the organizations of study; all companies, societies and experts
participating in the study are tightly linked with the village. The other factors
considered in the selection are: 1) ability to use design thinking in daily
operations since it is the basic process used in business design (Fraser,
2006), 2) demonstrated ability to collaborate with other companies and
people in the village since a collaboration friendly climate speeds up
decision-making, produces more creative ideas, and results in less error-
prone solutions (Swink, 2000), 3) participants constructive and positive
attitude towards development of an own company or a society and the
whole village since people are more creative and experimental in a positive
atmosphere (Cameron, 2008).
Preliminary analysis
Data collected during workshops, meetings and discussions is rich in
detail, and the work is still on-going. Below presented analysis are based on
the outcomes of the workshops and the discussions of the interviews.
Business Design Model
Design thinking and business skills were converging in the workshops
through creative thinking, practical examples and experience. To understand
the current status and the ambitions of the participants, three questions
were tackled in the first three workshops:
1. How is Fiskars village in 2020?
2. What knowledge, skills, experiences and passions would I like to
share in Fiskars village?
3. What would I like to get from Fiskars village?
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A need for a common business design model emerged already in the
second workshop, but the decision to start with concrete activities was
made in the third workshop in order to promote the uniqueness, strengths
and potential opportunities of the village without forgetting the common
vision. A business canvas of Osterwalder and Pigneur (2009) was used as a
tool to map value propositions, customer segments, channels, customer
relationships, revenue streams, key resources, key activities, key partners
and cost structure of a concept, Christmas 2014, that was chosen to the be
the pilot for the model. A story line, a preliminary blue print of the
collaboration management and a high level project plan were developed
while filling in the business model canvas. Christmas event was a logical and
timely choice for the model since majority of the companies, societies and
people living the village are working in the event, either for profit - or non-
profit -making purposes.
Based on the experiences of organizing Christmas events in the earlier
years, the engagement of people to the common storyline and finding the
common look and feel for the event were seen as the most difficult yet the
most important activities. Recruitment of an additional person, a Christmas
event coordinator, was also seen as a key enabler for a successful event.
Discussion about the funding and further collaboration between companies
and societies is currently on-going.
The workshops were facilitated by two researchers who were seen as a
neutral yet trustworthy and down-to-earth party. The atmosphere of the
workshops was creative and open. Discussions were dynamic, and the
participants perceived the way of thinking refreshing and welcome as one of
the interviewees stated:
We had to think about matters we do not normally think even though
the topics that came up are all so true.
Population of Osterwalder and Pigneurs business model canvas (2009)
could be seen as a collective sense making activity (Stigliani and Ravasi
2012); workshop participants interpreted their own company data focusing
mainly on prospective Christmas 2014 event. Fine-tuning of the business
model canvas continued in each workshop as all finished business model
topics were reviewed briefly in the beginning of the new session. Strategic
discussions, including the strengthening of village brand, are on-going.
Piloting of the new business model will be start in December 2014.The
model and the supporting plans will be updated and fine-tuned after the
pilot.
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The overall focus of the workshops was to create a roadmap and define
the first activities of the development venture to improve the financial
status of the companies and societies, hence create an offering that attracts
visitors to Fiskars village throughout the year, and increase the quality of life
for the people living in the village. The following approaches, which are in
line with and complement Frasers business design model (2006) emerged in
the workshops and interviews.
Different perspectives to user understanding
As the storyline for Christmas 2014 event iteratively progressed, it
became evident that the customers ask for a holistic experience when
visiting Fiskars village; as one of the owners of a small company stated:
When a customer comes here, she does not think of which companies
shop floor she is standing on but she is experiencing Fiskars village.
Creation, integration and management of products and services as a
consistent customer experience labelled by the village brand is challenging.
One of the insights of the interviews was that the designers have difference
design approaches which can be combined when creating a new product or
service. Expert designers are solution-focused (Cross, 2004) and open for
new ideas, so the approaches are not in conflict with each other although
the designers can work for the same company, the same designer can even
vary between approaches depending on the situation. The different design
driven practices companies and societies of the village have, are presented
below.
User-centred design
User centred design implies that product and service development
starts from a profound understanding of the user needs. (e.g. Norman and
Draper, 1986; Veryzer and Borja de Mozota, 2005; Redstrm, 2006). Good
design touches your heart, and when it touches your heart, design and
desire become one (Waters, 2008). Judgment of values in design is difficult
(Lawson, 2005), a feature of a product or service might be a must have to
somebody whereas another person could not care less of the same feature.
One of the interviewees, managing director of a furniture company,
described their user centred design approach as a dialogue and a long
lasting project where the development is done with the customer using
concrete samples of the furniture, and iteratively ending up with a right set
of furniture for example for a hotel.
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Design-driven innovation
Design driven innovation is a radical innovation of products meanings
and languages for customers (Verganti, 2008). Companies, designers and
end users are immersed in fast changing markets and sociocultural context
which shape their understanding of the meanings (Gero and Kannengiesse,
2004). Companies and their customers actually face a diffusion of meanings
and creation of a common symbolic content in products, services and their
combinations can be challenging. So the customers do not always know
what they want. Design driven companies have a capability to propose
innovations that redefine products meaning for a customer (Verganti,
2008).
Companies in Fiskars are actively looking for new ideas, resources and
opportunities. An unpredictable interaction can happen for example in an
international exhibition and trigger a start for a new development project. A
master goldsmith, who uses 3D modelling in his work, summarised his
approach to design in a following way:
I combine high end craftsmanship, design and high tech, and make
things nobody else has been able to make before.
Functional and symbolic designs
Functional design contributes to survival and growth of the company
(Borja de Mozota, 1998, 2003). The purpose of functional design is to build a
competitive advantage by focusing on the impact of design on the company
and its coordination methods, i.e. the relations in the value chain (ibid).
Symbolic design gives a deeper meaning to an artefact; it is more than a
function or beauty (Verganti, 2008). Symbolic design, guided by aesthetic
and emotional values, appears to be more chaotic since it is created and
developed by creative and passionate people like artists and designers.
People perceive aesthetics and symbolic meanings of the artefacts
differently, but an understanding of unarticulated customer needs is behind
many successful products and services such as iPods, navigators and search
engines in the Internet. Fiskars village had a burning need for Christmas
lights in December 2013. The need was satisfied quite fast functionally by
setting up a chain of lights besides the main road of the village. However,
after a while the people agreed that the lights did not fit in with the design
language of the village, the lights resembled tooth brushes. Another
example, an ice cream kiosk was also discussed in the workshops. The kiosk
was installed in the open market place of the village and the need to get ice
Community Based Business Design Model
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cream was satisfied. However, the kiosk reminded of a refrigerator, and a
requirement for a more aesthetic solutions emerged.
Several interviewees confirmed that it is not profitable to participate in a
competition, especially if there are several parties involved in creating the
artefact; the expenses and the time spend agreeing on how an artefact
should look like and be presented cannot be justified in monetary terms. But
the companies and artists still do it, since being visible is certain contexts is
important; it strengthens the virtue of the companies and gives meaning to
the work.
Collaboration and physical closeness
Chesbroughs (2003) notion Not all the smart people work for us
describes the situation many companies face today. Companies collaborate
because they lack internal resources, knowledge and skills that another
company can provide. Collaboration is feasible for the companies since they
do not have to take additional risks by for example investing in resources
that are not their core business (Powell et al., 1996).
Many studies have proven that closeness of functional areas, or other
companies responsible of a function, is essential in successful businesses
(e.g. Liker et al., 1999; Bruce and Morris, 1998). Accessibility of buildings and
the host of common areas facilitate cross-fertilized innovation (e.g.
Dougherty, 1990; Donnellon, 1993; Calabretta et al., 2008). Physical
proximity enables the use of non-verbal aspects in collaboration and the
ability to point to, and act upon, artefacts in a shared context (Sirkin, 2011).
Proximity can also increase familiarity with business processes and cultures,
it enable face-to-face interaction, and contributes to building trust
(Calabretta et al., 2008). There is an increasing need for design expertise in a
range of different sources due to complexity of products, use of technology
in the design process, availability of design expertise in service organizations
and companies tendency to utilize a network of suppliers to carry out value-
added functions (Bruce and Morris, 1998).
When companies and societies of Fiskars village need another company
to perform an activity they cannot do themselves, the primary source for a
collaboration partner is the village. The companies contact stakeholders and
companies outside of the village only if appropriate resources or tools are
not available locally at the needed time. The demand for a consistent
customer experience requires small companies to work closely together
since none of them can fulfil the requirements alone. Common goals have
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impacted the local way of thinking as a craftsman having worked in the
village for 23 years stated:
Collaboration for me it is such a dim area that I cannot even say
what collaboration is and what is some other type of work.
Working culture, reliability of the local companies and experts, and the
high quality of work are unwritten but very clear rules of the community.
The collaboration in Fiskars village starts usually with a spontaneous yet
creative discussion. The dialogue is conducted often in an informal place like
an aisle of a grocery store or by the main road that runs across the village.
When parties have a common goal but different needs, skills and tools, the
synergy is noticed quite easily. There would probably be even more
collaboration between different parties if the people knew what the others
were capable of doing at certain time span, and which tools and a work
space they had to reach the common target. A need for a dynamic
knowledge bank was identified both in the workshops and interviews.
Values of the Community
Communities can usually be characterized by a common connection
between all members, e.g. geographically, or they can share a common
interest or occupation (e.g. McAlexander et al., 2002). There are three core
components that define a community; consciousness of kind (e.g. Weber,
1978), shared rituals and traditions (e.g. Douglas and Ishwerwood 1980),
and the sense of moral responsibility (e.g. Muniz and OGuinn, 2001).
Exchange has always been part of the community (e.g. Chen and OMahony,
2009). Calabretta et al. (2008) talks about a clan culture which emphasises
shared values and goals, cohesion, participativeness and teamwork.
A person who has never visited the village has difficulties understanding
the strong values that act as a powerful glue between companies, societies
and inhabitants of Fiskars village. Design-oriented companies, artisans,
artists and designers have been attracted to Fiskars village for years, and it is
important that the products and services offered in the village are locally
made. The values are very personal since people not only work but also live
in the village. Building of we-ness emerged in the workshops for example
as a need to create a strong Fiskars village brand. Locally made is a value
that clearly points out the appreciation for local manufacturing as well as for
high quality and trust of the local craftsmanship. Companies selling goods or
services not originating from the village are not fully recognized as being
part of the community.
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Certain events, like art exhibitions (Summer exhibition of Fiskars village,
2014), organized every summer, are already traditional happenings, and
there are plenty of visitors in the village at those times. The aim is to create
a similar tradition of the Christmas 2014 event. Many people in the village
have years of experience organizing successful events but the experience
seems to be tacit knowledge. How well can a common story line of
Christmas 2014 event with the governance model be developed and
documented so that it would generate a methodology and mode of
operation while also capturing the silent wisdom of the local people?
Moral responsibility to help others and work together is so natural way
of life in the village that the natives do not even notice it. Bee, a communal
work, is also a common way to help the neighbours.
There are often times so many bees on-going that we do not have any
people left to do anything else.
The development work has often a monetary aspect; hence the conflict
of interests, for example functional versus symbolic design, becomes more
significant. If quantitative and qualitative factors are evaluated in the same
cost-analysis activity, all factors are measured using only one dimension of
the problem (Lawson, 2005) which is quite often the monetary. Monetary
value is not the only driving force of the activities in Fiskars village. For
example, a comment stated in one of the workshops describes the difficulty
of prizing own work as a craftsman:
It is difficult to put a price tag to my own work since I cannot afford to
buy my own products.
Creativity, entrepreneurship and interdisciplinary higher education pass
the short term monetary values especially when pursuing for a better life
and business development in the village. The vision of Fiskars village is to
offer world class education in craftsmanship, design and art, and the
business design model created in the workshops is one of the steps to reach
the target.
Preliminary findings
Fraser (2009) points out that the ambition of business design is to make
a meaningful impact in the customers life both functionally and
emotionally. Creative design solutions tend to arise especially when there is
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a conflict between designers own commitment and high-level problem
goals, i.e. symbolic design, and the criteria for an acceptable solution set by
the customer or other requirements, i.e. more functional design (Cross,
2004).
Characteristics of people who participate in a design process as well as
the conditions and context where the process is conducted impact the end
result. Iterative nature of the model is very important in the community
based model. A community of independent yet open and constructive
minded resources functions in a different way from a corporation so the
business design model would need some modifications. Based on the
preliminary analysis, a modified model is proposed for communities (figure
2).
Holistic user understanding
Understanding of a user or a critical stakeholder means different
attributes to different companies depending on their core businesses; a caf
owner sees a customer with different eyes from a goldsmith so a holistic
user understanding is needed in a community context. As customers do not
always know what they want, companies can make proposals to them.
Seeing beyond the obvious indicates that the holistic user understanding has
to go beyond physical and material artefacts to a more abstract level, a
world containing peoples mind-sets (Love, 2000), knowing what customers
want before they realize it themselves.
Collaboration
Building upon several perspectives of the user understanding, the
concept has also many aspects and its visualization needs close
collaboration of all relevant parties. It is noteworthy that the collaboration
practices can vary between parties more than in a corporate context that
has defined processes as well as communication and governance models in
place so the collaboration is an essential factor in business design model.
Collaboration is easier and more effective if the parties are located in the
same region since physical presence is essential when creative and agile
work is done with timely results.
Values
Values are the foundation for the collaboration. Certain values, such as
trust, act as glue between the parties, especially when there are risks
related to schedule, money or quality involved in the collaboration. There is
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a positive correlation between trust and cooperation (e.g. Glaeser et al.,
2000; Gchter et al. 2004).
Figure 2. Community based business design model, modified from business design
model created by Heather Fraser. Source: Fraser, H. Turning Design
Thinking into Design Doing, Rotman Magazine, Spring/summer 2006, pp.
24 28.
Discussion
A pragmatic approach was taken when conducting the workshops; the
same group of people participated in the workshop throughout the
development process although there is a potential error since the divergent
and convergent phases of the workshops require different types of
behaviour and skills (Berendset al., 2010; Cross, 2000; Van de Ven, 1999).
The aim of the workshops was not to substantiate a preconceived position
(Yin, 2009) since the outcome of the workshops was not known in the
beginning so the study is not biased from that perspective.
Value is regarded as a characteristic of how users perceive a product
with its features (Childs, 2006) or a service with its functionalities. When the
driving force for work lays in the common values, e.g. appreciation of
sustainable design, the values impact also the acquisition of needed
resources, and the values should be reflected in the nature of the end result.
Quality, by contrast, is a characteristic of the product or service itself (ibid.).
Therefore is not enough to offer a high quality product or service to a
customer. To ensure an unforgettable experience, companies need to create
a positive memory trail for a customer and also make sure it does not fade
away easily. Environmental conditions moderate communities abilities to
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pursue a differentiated strategy (Chen and OMahony, 2009), so what is the
value of design in Fiskars village as it is imprinted in its people, buildings,
ambiance, products and services? Honest euro for an honest per day work,
a perfect customer experience or something else?
Cross-functional work can also be paradoxical in a design oriented
community despite common values and together agreed targets. The
preliminary results indicate that there are constant battles between e.g.
good enough and high quality designs as well as symbolic and functional
design. But maybe the best solutions breed in paradoxes; a creative person
recognises an opportunity, seizes it, captures its economic value and makes
it a successful product or service (Jevnaker, 2005).
Conclusion
Good design, successful new products and services do not just happen
by chance or by simply investing in design but it is a result of a managed
process (Mascarenhas, 2004; Chiva and Alegre, 2009). Decision making
routines of design collaboration should keep everyone and everything
integrated, and tools enrich dynamic, continuous, iterative and informative
design processes that ensure integrity of both informational and physical
fluxes (Borja de Mozota, 2003).
The preliminary results indicate that it is not enough that each small
company and society has a good understanding of the customer needs, if
they want to offer competitive products and services to their customers.
Instead, a network of small organizations can create an advantage by
proactive and collaborative approach that creates together agreed products,
services and experiences that are more attractive than any of the small
companies could offer alone. A holistic understanding of user needs and
desires from multiple perspectives, active collaboration of all involved
parties and respect of common values should be added to Frasers business
design model (2006) when it is applied by communities consisting of many
small organizations. By effective collaboration and values, such as trust, a
community can introduce new products and services to the customers who
did not even know such offerings existed, and that way create a new
business opportunity.
Although small companies need to focus on short-term results due to
resource constraints (Bradford and Childe, 2002), a network of small
companies can still concentrate on their core businesses and aim for long-
term goals if there is a synergy between the companies, and the
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collaboration is managed appropriately. A well-functioning network or a
community is a system that allows people to be creative but at the same
time respect the values and strategic norms of the network. Collaboration is
dependent on people, their personalities, knowledge, skills and interests.
The collaboration has to be managed in a way that does not hinder the core
activities and businesses of small companies and societies. Values act as
glue in a community; they bond the community members together, create
a common working culture and promote well-being. Unless the importance
of design and its impact to business performance are understood well and
stated e.g. in the company strategy, the feasible collaboration of designers,
companies and societies could be lost as the involved people change. The
greatest ideas can be initiated anywhere, whether the people meet in a
store aisle or in an evening party. An essential factor is the physical presence
and spontaneity of the creative people.
Acknowledgements: I would like to express my great
appreciation to the companies and societies of Fiskars village
for the workshops and interviews, and the resultant
information concerning the development of the community
based business design model. In addition, I would like to thank
the anonymous reviewers of the DMI research conference for
their insightful and constructive feedback that strengthens
the scientific approach and enables the publication of this
paper.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
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on each copy. For other uses, including extended quotation, please contact the author(s).
Designers and Environmentally Sustainable
Design in a Business Network: a case study
on the development of a passenger ship
Pekka MURTO
*a
and Oscar PERSON
Aalto University School of Art, Design and Architecture
Designers are often seen to hold a central role in improving the
environmental impact of products in literature on sustainable design. Yet,
there is limited research on the practical possibilities for designers to cater to
such a role. The role of designers is particularly poorly understood in the
context of product development where activities, actors and resources are
distributed across multiple companies and suppliers in a network.
In this paper, we address this gap in research through a case study on the
work of designers in a networked development project for a passenger ship
where significant environmental improvements were made. The results of the
study problematize the role of designers in environmentally sustainable
design. Designers addressed sustainability in the early phases of the project.
However, from the perspective of design, the work in the early phases came
to have limited influence on how the environmental improvements of the ship
were realised in the later phases of the project. Based on our results, we
discuss what impact designers potentially can have on sustainability
improvements in networked development projects.
Keywords: Environmentally sustainable design; business networks;
collaborative product development
*
Corresponding author: Pekka Murto | e-mail: pekka.murto@aalto.fi
Designers and Environmentally Sustainable Design in a Business Network: a case study on
the development of a passenger ship
1823
Introduction
The work of designers whether they are industrial, interior or product
designers is seen as central in determining the environmental
sustainability of products and systems in literature on sustainable design
(Lewis, Gertsakis, Grant, Morelli, & Sweatman, 2001; Papanek, 1985;
Shedroff, 2009; Vezzoli & Manzini, 2008a). Given their propensity for
strategic and holistic design thinking (see Cross, 2011; Brown, 2008),
designers are recommended to utilise systemic approaches to
environmentally sustainable design, such as product-service systems
(Manzini & Vezzoli, 2003; Mont, 2002) and whole systems design (Blizzard &
Klotz, 2012; Charnley, Lemon, & Evans, 2011).
Yet, research on the practical possibilities for designers to cater to such a
role in environmentally sustainable design is limited. Understanding about
the possibilities is particularly limited in contemporary product development
where activities, actors and resources are distributed across a network of
companies and suppliers. So far, literature on environmentally sustainable
design has mainly addressed product development from an integrative
manufacturing perspective where the majority of activities, actors and
resources are managed within a single company (Charter, 2001). Historically,
design management has also been much concerned with integration of
designers from the perspective of a single organisation (e.g. Cooper and
Press, 1995; Bethge and Faust, 2011). In networked development projects,
companies are disintegrated, bringing complementary competences and
resources to the development process and collaborate to produce a
complete offering (Ford, Gadde, Hkansson, & Snehota, 2011; Mller,
Rajala, & Svahn, 2004). Hence, networked product development creates
new managerial challenges. A critical task for design managers is to consider
how designers can be utilised within the wider network of activities, actors
and resources.
In this paper, we study the work of designers in a networked
development project for a passenger ship in which significant environmental
improvements were achieved. Previous studies have addressed the
management of designers in collaborative product development on a team
level (e.g. Berends, Reymen, Stultins, & Peutz, 2011; Cross, 2008; Von
Stamm, 1998), the role of designers in environmentally sustainable design
(e.g. Lofthouse, 2004) and the development of sustainable products in
business networks (e.g. Baraldi, Gregori, & Perna, 2011; Hkansson &
MURTO & PERSON
1824
Waluszewski, 2002). However, to the best our knowledge, studies on
environmentally sustainable design in business networks are scarce with no
prior study addressing the work of designers and their management in a
networked development process.
Based on interviews with designers, managers and coordinators involved
in the project, we explore how the designers were viewed to have
contributed to the environmental improvements of the ship. Our study
focuses on the work of designers developing the interfaces between the
ship and its passengers, i.e. industrial and interior designers (referred to as
architects in shipbuilding). Ships are complex large made-to-order products
that require input from and coordination of many different professionals
during development and manufacturing (Stoyell, Kane, Norman, & Ritchey,
2001). Our contribution lies in illustrating how the work of the designers
connected to the wider project targets in developing a more
environmentally sustainable ship. In particular, we shed light on the
challenges that business networks can pose for design management and
management of environmentally sustainable design.
Designing environmentally sustainable products in
business networks
In their most basic form, guidelines for environmentally sustainable
design typically advise designers to adopt a lifecycle perspective during
product development. Designers are recommended to utilise
environmentally benign materials and production processes, ensure that
product usage and disposal are handled properly from an environmental
perspective and so forth (see e.g. Brezet & Hemel, 1997; Lewis et al., 2001;
Vezzoli & Manzini, 2008a). Additionally, given the complex nature of
sustainability, designers are recommended to take a systemic and solution-
oriented view on design (Blizzard & Klotz, 2012; Vezzoli & Manzini, 2008b).
In order to satisfy the fundamental needs of customers, designers should
extend their focus beyond products to services and product-service systems
(Brezet & Hemel, 1997; Vezzoli & Manzini, 2008b). A systemic view on
sustainability is also often coupled with the ideal that designers should
design on a clean sheet (Blizzard & Klotz, 2012, p. 470) to achieve greater
sustainability improvements.
Regardless if their application is for products, services or systems
guidelines of environmentally sustainable design frequently share two
underlying principles. First, environmental impact of products and systems
Designers and Environmentally Sustainable Design in a Business Network: a case study on
the development of a passenger ship
1825
should be addressed in the earliest phases of development. Ideally,
designers should place emphasis on environmental sustainability already
during planning and concept design when the exact scope of a development
project still is open for elaboration (Deutz, McGuire, & Neighbour, 2013;
ISO, 2011; Lewis et al., 2001; Sherwin & Bhamra, 2000). Second, design and
the work of individual designers should ideally have a central role in
determining what resources (e.g. materials, processes, services) are used
during development and manufacturing (Lewis et al., 2001; Tischner, 2001).
As Lewis et al. (2001, p. 15) suggest, it is ultimately the designer who
creates the interface between the consumer and the technology underlying
the shell or surface of a manufactured product. Thompson and Sherwin
(2001, p. 350) assign such a bridging role to industrial designers in particular
because of their position between producers and the market. Similarly,
Vezzoli and Manzini (2008a, p. x) suggest that in addition to improving
sustainability of products, industrial design should focus on production
system improvements. Together, these two principles emphasise the
centrality of designers in determining the environmental sustainability of
products and systems because of their location in the junction between
ideas and manufacturing in the early phase of product development.
From a network perspective, environmentally sustainable design holds
direct implications for companies. In business networks, companies focus on
their core competences and collaborate with other companies in producing
products and services (Ford et al., 2011; Mller et al., 2004). As companies
interact with each other, they create interfaces and connections between
their own resources and the resources of others (e.g. a shipbuilder needs to
interact with engine suppliers, creating a resource interface between the
companies). In doing so, guidelines for environmentally sustainable design
outline recommendations for how resource interfaces should be established
and managed in a network. For example, following business network logic, a
decision to improve the sustainability of a product could result in everything
from alterations in relationships with existing suppliers to switching
suppliers to switching entire business models.
Studies on business networks show that making such alterations can be
complicated for managers. Companies in a network collaborate and
complement each other in terms of resources. However, they can rarely
fully align their interests and actions in developing new products and service
because past investments and existing resource combinations typically
affect interests and actions (Hkansson & Waluszewski, 2002). An individual
MURTO & PERSON
1826
company can therefore seldom (if ever) fully control the network that it
operates within. That is, the network both prevents and enables operations
of individual actors within it (Hkansson & Ford, 2002). Moreover, the
interests and goals of individual actors may change and become conflicting
over the course of development projects (Baraldi et al., 2011). The interests
and goals of individual actors may also influence other actors in the network
even when direct connections between them do not exist (Ford et al., 2011).
For example, Hkansson and Waluszewski (2002) found that paper
producers ignored IKEAs demands for a more sustainable paper quality for
their catalogue because they were more aligned towards serving publishing
houses. When IKEA finally managed to get a more sustainable paper quality
the end product was one that differed considerably to what had initially
been visualised, and was produced in a different production facility using
different production technology (Hkansson & Waluszewski, 2002, p. 3).
To conclude, business network literature suggests that the early phase of
development may not be as open for designers as typically treated in
literature on environmentally sustainable design. New development projects
are located in a historical continuum of investments and resource
developments within a network of interactions, interfaces and
interdependent relationships. This continuum can be difficult to break away
from. Design managers need to therefore grasp how network dynamics
influence environmentally sustainable design if they want to induce
alterations to the process. In this paper, we study how existing resource
combinations influenced sustainable design in a business network.
Method
To understand how a business network potentially affects sustainable
design, we conducted a case study on the development of a passenger ship
in which ambitious improvements in environmental sustainability were
made. Case studies are relevant for studying dynamics present within single
settings (Eisenhardt, 1989, p. 534) and in addressing questions of how or
why a certain phenomenon occurred (Yin, 2009). For business network
studies, case study methods are commonly recommended because they
grant a structure for dealing with the inherent dynamics of a network as a
research setting (Easton, 1995; Halinen & Trnroos, 2005). Given the
networked nature of shipbuilding and the environmental targets in the
project, the studied case well represents the theoretical background of our
Designers and Environmentally Sustainable Design in a Business Network: a case study on
the development of a passenger ship
1827
study by providing an example of sustainable design in a business network
(on theoretical sampling, see Silverman, 2010).
Business networks are seldom clearly visible constructs to outsiders.
Therefore, the theoretical foundation and empirical findings of the study
were developed iteratively during the research process (as recommended by
Dubois & Gadde, 2002; 2014). In case boundary setting and sampling, we
utilised a dyad-network perspective (Halinen & Trnroos, 1998), i.e. we
focus on the relationship between the shipyard and the shipping company
that ordered the new ship. We also accounted for the network surrounding
this core dyad through inclusion of suppliers and external design consultants
working in the project.
It is often difficult to define who belongs to a network from the outside.
Therefore, we located interviewees through chain-referral/snowball
sampling, starting from the contacts the first author had with industrial
designers working in the shipyard. We also located interviewees based on
media reports and other publically available materials to avoid personal bias
common to snowball sampling (Heckathorn, 1997). The final sample
extended beyond the personal networks of the initial interviewees. Our
sample is comprehensive in terms of design, covering the main designers
from the organizations working with design of the different areas of the ship
(i.e. the main exterior, interior and cabin designers have been interviewed).
The interviews were semi-structured and revolved around the
involvement and work of the interviewees in the project (i.e. their tasks,
collaboration and influence of environmental objectives). Free speech was
encouraged in the interviews to benefit from the increased accuracy
typically associated with free reporting in retrospective reports (Miller,
Cardinal, & Glick, 1997).
The interviewees were in different phases of the project at the time of
interviews. Some had already finished working with the project while others
were in the middle of it. We asked the interviewees to bring documents
made during the process to the interview in order to enhance recall. This
was deemed particularly important with interviewees who had already
finished their work in the project. This practice also enabled us to access
documents otherwise unavailable to us such as internal presentations made
in the process, schedules and meeting minutes. We complemented the
interview data with secondary data about the project including professional
press coverage, available interviews and official documents.
MURTO & PERSON
1828
The final main dataset of our case study are interviews with 23
designers, managers and coordinators involved in the project. We see
designers as individuals actively creating new design proposals for how the
ship would look and feel to passengers. Managers are seen as being more
concerned with leadership and control tasks in the project. Coordinators are
seen as individuals who aligned different tasks and activities but with no
clear leadership or design duties. Instead, they supported designers,
managers and other developers in their work. Managers and coordinators
were interviewed to gain a more comprehensive view and contextualise the
work of designers in the study. Follow-up interviews with five interviewees
were also conducted to add depth to the analysis, resulting in a total of 28
interviews in the main dataset.
Data analysis
The interviews were recorded and transcribed for analysis. As a first step
in the analysis, we used temporal bracketing and visual mapping (see Bizzi &
Langley, 2012) for creating an overview of the data. Figure 1 displays a
project overview with the main phases of the project, network location of
each interviewee and when they were involved in the project.
As shown in Figure 1, the interviewees were involved in various phases
of the project. Designers were involved in the project throughout its
duration. Although individual designers rarely worked on the project from
start to finish our data gave us an overview on the work of industrial and
interior designers in all phases of the project. We defined three network
locations based on where the interviewees worked in the project. The
locations in the project were based on our dyad-network perspective,
resulting in three locations: the shipyard, the client organization and
external consultants. We also defined three temporal brackets based on
important project milestones and common shipbuilding procedure. The first
phase was pre-contractual sales (P1), covering the period before the project
contract was signed between the client organization and the shipyard. The
second phase was development (P2), covering the period after the contract
to the start of manufacturing. The third phase was manufacturing (P3),
covering the start of manufacturing until the final delivery of the ship to the
client (for more information on shipbuilding processes, see e.g. Gale, 2003).
To map the role the designers had played in the project, we analysed
how the designers described their contribution in advancing environmental
sustainability of the ship and how they considered that the overall goals to
improve sustainability in the project had influenced their work. Interviews
Designers and Environmentally Sustainable Design in a Business Network: a case study on
the development of a passenger ship
1829
with managers and coordinators were used to contextualise the descriptions
of the designers. Overall, we coded the interviews for instances where
environmental improvements were discussed and analysed how the
designers, managers and coordinators reflected on their contribution to
those improvements. Temporal bracketing enabled us to investigate what
kinds of contributions the designers made and how the network operated in
different phases of the project.
Figure 23. Temporal bracketing and visual mapping of the interview data.
Interviewees are identified with first two letters indicating network position
(Sy=Shipyard, Co=Client organisation, Ec=External consultant). Third letter
indicates role (D=designer, M=manager, C=coordinator). Numbers are used
to differentiate between interviewees belonging to same professional
groups in the same location.
General case context
The studied development project was initiated to replace an older vessel
of the client organisation. The process from sales negotiations to delivery
lasted a few months short of four years. In P1 design work for the whole
ship was performed predominantly in-house in the shipyard. Other
MURTO & PERSON
1830
companies in the network also performed design work in P1 but typically
only for the purposes of generic R&D and marketing of their own services. In
P2, designers outside the shipyard formally entered the project. Their
contributions were mainly in interior and cabin design, the exterior design
being handled by the shipyard. In P3, designers entering the project were
contracted to work on small subdivisions and tasks within the ship.
The interviewed designers had training and/or experience in industrial
design or interior design. All but one designer had formal design education,
with one designer having learned through apprenticeship. The interviewees
seldom had clear-cut professional profiles, e.g. the cabin designer had some
education in industrial design but had worked predominantly as an interior
designer. The common denominator between the designers was that they
worked with the architectural design of the exterior, interior and cabins.
The design work was managed mainly by the client organisation. No
single manager was responsible for the design of the entire ship. For
example, exterior designers developed their work predominantly with the
project manager (CoM1) while interior designers were more involved with
the architectural (CoM2) and product (CoM3) managers. Moreover, the
designers were given much freedom in order to renew the overall cruise
experience. No explicit design guidelines were employed in the project and
the architectural manager in the project (CoM2) described his role as
monitoring the interests of the client company. The distributed nature of
design management was also reflected in the remarks made by the
designers. Design management in the process was frequently described as a
joint activity between the designers and the client organisation (whose
wishes often came to the designers through managers of their own
organisation).
The main sustainability improvements in the project stemmed from
energy-efficiency improvements and the use of liquefied natural gas (LNG)
as fuel. Two drivers behind these improvements can be identified. First,
incentives for improving sustainability have recently been developed at
state and EU-level. This means that companies can receive environmental
aid for solutions going beyond existing regulation. Such aid has been
targeted particularly towards energy-use and energy-efficiency (see
European Commission, 2008). Such aid was successfully applied for in the
studied case. Second, tightening environmental regulation in shipping is
increasingly reflected in marine fuel prices and has resulted in the
introduction of new emission control areas. Consequently, alternative fuel
sources are attractive for shipping companies and an important research
Designers and Environmentally Sustainable Design in a Business Network: a case study on
the development of a passenger ship
1831
and development area for shipbuilders and their contractors. The studied
ship operates within an emission control area in Northern Europe and
regulation was reflected in the client organisation as a desire to find
alternative fuel solutions. Regulation has warranted attention also from the
shipyard in question in recent years. Thus, both a general interest (and
push) towards environmental sustainability in the shipping industry and a
need to comply with regulation in a given area drove in many ways the
environmental improvements in the project.
Results
A general concern for sustainability was present in the work of most
designers. Especially in the first phase of the project (P1), many holistic
concepts highlighting environmental sustainability were developed and put
forward by the designers working at the shipyard and elsewhere in the
network. For example, a designer working in the shipyard (SyD2) suggested
a new operational concept that would decrease environmental impact
through slower operation speed. Similarly, a design office (represented in
the sample by EcD6) with a long-lasting relationship with the client put
forward concepts strongly driven environmental sustainability, particularly
energy-efficiency.
However, from the contract onwards (P2 and P3), the designers
contribution to the environmental improvements became less defined.
When directly asked, most designers also responded that the environmental
targets in the project had weak or no formal influence on their work; this
despite the fact that a strong focus on sustainability was present on a
general level in the project. For example, the main cabin designer (EcD5)
mentioned that [sustainability] had no influence in it [cabin design]. I did
not even of course I knew how the ship is going to work and that it uses
LNG but it did not cause anything that would have been reflected here [to
cabin design]. The main exterior designer (SyD1) stated that [the
sustainability focus of the project] did not really, in terms of the
environment, bring anything to the design, so that we would have somehow
emphasized environmental friendliness in it. That said, a number of
designers saw environmental sustainability as important in their work. For
example, a designer (EcD3) working with a part in the interior in P3 stated
that I have to say that it [environmental sustainability] has not played a big
part. [] But of course, I personally prefer to choose that kind of materials
[that are sustainable].
MURTO & PERSON
1832
The results above are not specifically problematic from the perspective
of environmentally sustainable design. Despite a lack of formalized demand
and design management towards environmental sustainability, the
designers still often took an active (self-initiated) stance in improving
sustainability. However, the problem emerges when we turn focus to the
influence the designers considered to have induced through their work. We
distinguish two challenges the designers faced in trying to improve the
environmental credentials of the ship which are of direct relevance to
design managers in managing sustainable design in a network.
Designing new resource combinations in shipbuilding
The first challenge pertains to the practical possibilities of designers to
design new resource combinations during the shipbuilding process.
Passenger ships need to fulfil many different functions and tasks, ranging
from mobility to food provision to waste management to collision safety.
This makes ships complex products to develop. How this complexity was
managed came to represent a strong challenge for designers to induce and
effect on the environmental improvements in the case of study, and for ship
design in general.
The work of the designers in the project often revolved around designing
new concepts and ideas for the ship to be. In environmentally sustainable
design, as noted earlier, starting design on a clean sheet is a desirable
condition in the early phase of product development. However, starting a
ship project from scratch is seldom practically and financially feasible. As
noted by Gale (2003), completely new designs are slow, difficult and risky to
develop and are therefore rarely pursued. Instead, new ships are often
designed based on a reference ship that eases in determining the overall
technical characteristics (e.g. volume, stability etc.) and in estimating a
more accurate price and quality level for a new ship. Moreover, given the
tight regulation ships need to follow (e.g. fire safety), a reference ship
provides a concrete example where such regulation has been successfully
taken into account. From a business network perspective, a reference ship
can be seen to function as a concrete representation of feasible resource
combinations in a network.
The importance of the reference ship, and the resource combinations
inherent within it, was a salient topic of discussion during interviews. As a
designer (SyD1) in the shipyard pointed out, it [the reference ship] speeds
up and makes the start of design easier. It is intellectual capital that is hard
to avoid using because that is where our knowhow and our shipbuilding are
Designers and Environmentally Sustainable Design in a Business Network: a case study on
the development of a passenger ship
1833
based on. Thus, the design work for the new ship was largely orientated
towards re-designing the reference ship. For example, when the contract
was made, the volume, price and quality level of the interior of the ship
were defined but the final style and material choices were still left open.
The past resource combinations in the network restricted the
possibilities of the designers to have an impact on the environmental
improvements of the ship. Notably, the influence of the early phase design
concepts was rarely definitive. Many designers acknowledged this in the
interviews. For example, a designer from the shipyard (SyD4) described his
own role as throwing in ideas of more sustainable technologies in the early
phase. However, he also noted that it is typically a long way for such
suggestions to become realised. Similarly, in discussing their solar powered
ship concept, a designer consulting in the project (EcD1) mentioned that,
I'm not an expert in this fuel or anything so I wouldn't be able to make that
judgment whether that's good or bad, but what I do think is, that it is
important that you can push technology. So, while the design concepts
utilising solar power designed by external consultants (represented in the
sample by EcD1) were used in reporting about the future visions of the
client organisation, they were not developed further as the technical
assessments showed poor energy yield in the operating area of the ship.
In the later phases of the project (P2 onwards), regulation, price
concerns and influence of past resource combinations made improving the
environmental performance of the ship increasingly difficult from the
perspective of the interviewed designers. A designer working (EcD4) with
parts of the cabin stated that I'd like to say yes, it's all environmentally
friendly, but unfortunately given, given the, [...] certification and this sorts
of, legal entitlements of those fabrics it's difficult to come up with nice
entirely eco-friendly product. Or, as stated by the main exterior designer
(SyD1) in reflecting on his work with material selection, I dont make any
decisions regarding material choices and such, in our organisation.
Challenges caused by past resource combinations were also visible in
introducing LED-lighting as the lighting specifications in the ship contract
were largely based on the reference ship. As described by interior designers
(EcD2, EcD 7), using LED-lighting in the interior required extensive
development to arrive at the right price and technical quality to meet
specifications. In the end, LED lighting was used in the ship but it required
additional work from the designers who had to make two different lighting
MURTO & PERSON
1834
designs, ensure more budgeting for lights and customise the light fixtures to
survive the vibration present on ships.
Role and position of designers in the network
The second challenge concerns the role and organisational positioning of
the designers in the network. This challenge stemmed largely from the
complexity of ships as a product and the need for different expert
knowledge and skills during development and manufacturing.
The new ideas and concepts that the designers developed for the ship
were commonly communicated visually. This core competence of designers
has earlier been framed as expertise in the science of appearance (see
Dreyfuss, 2003[1955], p. 65). The framing of their competence
(contribution) implied that designers were frequently asked to design how
things should look while simultaneously having limited possibilities to
control the realisation of their ideas. For example, as noted earlier, material
selection was seldom completely determined by designers. Consequently,
the designers work only partly determined how the ship was realised.
The limited possibility for designers to manage the realisation of their
ideas was further substantiated by the use of separate companies and
actors for engineering and building different parts of the ship. For example,
the main exterior designer (SyD1) worked with an engineer who translated
his work to the structural ship model. Through multiple iterations, they
ensured that both the structural strength and appearance of the ship were
properly addressed. Yet, technical feasibility (e.g. structural strength)
overruled design appearance as a criterion in decision-making. Similarly, an
interior design company designed the public spaces of the interior but the
areas were engineered and built by multiple turnkey delivery companies.
The turnkey delivery companies were experts in technical realisation and
they often worked under tight budget and weight constraints. The dynamics
of this division of labour was well reflected in comments by a manager in
the turnkey cabin manufacturer (EcM2): well we have it purely so that, you
could say that we have the technical design. The architect [designer] gives
the, the principal ideas how the appearance and things are, and then our
planners just put it into a technical format. He also noted that this typically
meant that the final design seldom corresponded exactly to what the
designers had put forward. Thus, architectural design in the process was
indicative but not definitive of what the outcome would be like.
That said, from the perspective of environmentally sustainable design,
the turnkey managers were often pressed with the environmental concerns
Designers and Environmentally Sustainable Design in a Business Network: a case study on
the development of a passenger ship
1835
in the project. A turnkey manager (EcM1) stated that the environmental
targets in the projects did influence them and mentioned that [in the
nightclub] we changed the wood material on the dance floor to get grown
wood to it. Accordingly, with the responsibility to ensure material suitability
for the ship they were also in a stronger position to influence the
environmental improvements of the ship.
Conclusions
How does one manage sustainable design in a business network? In our
study, design management was distributed over multiple actors and
companies. The complexity of the ship dictated the use of a reference ship
to make the general development task feasible. The reference ship served as
an important example of resource combinations that fulfilled regulations
and would be possible to realise in the network. The complexity of the
product also required specialists for designing, engineering and
manufacturing of which designers were an important part. As a result, while
designers actively advanced environmentally sustainable design in the
project, they rarely had a direct possibility to impact the final solutions
embedded in the ship. Overall, the way design and environmentally
sustainable design was managed in project poses new questions for
sustainable design.
It would be easy to criticize the management of design in improving the
environmental performance of the ship. However, it should be remembered
that the ship has been awarded for its overall design and environmental
improvements. During the interviews, many of the designers also expressed
pride in their work and did not necessarily consider the handling of
environmentally sustainable design as problematic in the project. To this
end, our case provides an interesting example from the reality of managing
environmentally sustainable design and the work of designers as a part of a
larger system. Moreover, following Brunsson (1989), ideas and actions often
become acted upon separately when organisations are faced with
conflicting demands. Our results suggest that connecting design concepts
with realised solutions is not always straightforward, i.e. that ideas would
determine actions. Environmental sustainability often requires changing
existing ways of producing. However, in shipbuilding existing means of
production and ways of operating are often economically rational ones and
also more acceptable in terms of regulation. Thus, environmental
sustainability (or any significant change) and feasibility can become seen as
MURTO & PERSON
1836
conflicting demands in shipbuilding and they are more easily handled when
they are attended to separately. Design managers need to therefore be
aware of the conflicts that suggested new resource combinations may raise
during development. Finally, while much literature in sustainable design
highlights the importance of holistic design approaches and multidisciplinary
collaboration as key success factors in developing more sustainable
products, the responsibilities and roles of individual professions are rarely
discussed in great detail (for notable exceptions, see Lofthouse, 2004; 2006).
Based on our results, we note that a grand strategy of sustainable design
does perhaps not make up for a lack in clear and actionable coordination of
individual professions.
Limitations and further research
Managing and performing environmentally sustainable design in
business networks have only invited limited research interest. Hence, there
are several research opportunities in expanding on the limitations of our
study. First, shipbuilding represents a typical context for large made-to-
order product commonly developed in a business network. The studied
project offers a compelling and theoretically representative case to examine
environmentally sustainable design in a business network. Future research
could fruitfully explore different development contexts and product types to
build more comprehensive understanding of design and design
management in networked development projects, independent of the
specifics of shipbuilding.
Second, the focus of our study was on the work of designers within a
single project. This makes conclusive inferences regarding the entire
development project and the work of designers in general hard to make.
However, as pointed out by Bizzi and Langley (2012), such limitations are
difficult to overcome within single studies in business networks and would
require a more programmatic stance on research. More holistic studies of
networked product development could yield more explanations to the
success factors of environmentally sustainable design in business networks.
Thus, future research could approach studies of product development in
business networks from complementary angles to cover a broader spectrum
of phenomena.
Designers and Environmentally Sustainable Design in a Business Network: a case study on
the development of a passenger ship
1837
Implications for the management of environmentally
sustainable design
Much literature on environmentally sustainable design advocates that
designers should systemically attend to sustainability in the early phase of
design and development. Such advise roughly follows the general discourse
on design management by viewing design as a central integrative function in
product development (e.g. Beardsley, 1994; Borja de Mozota, 2003), by
highlighting the strategic potential of design (e.g. Ravasi and Lojacono, 2005;
Stevens and Moultrie, 2011) and highlighting the importance of a holistic
stance when designing (e.g. Cross, 2011; Cooper, Junginger, & Lockwood,
2009). In exploring a new domain for design management, our case study
points to specific challenges in managing environmentally sustainable design
in collaborative settings such as a business network. In particular, our results
suggest that the early phases of design and development may not always be
as decisive in terms of environmental performance as commonly suggested
or that designers can begin to design from a clean sheet. A business network
structure calls for a focused role for design. Thus, design managers wishing
to improve the environmental credentials of products would need to pay
specific attention to the particular roles that different professionals from
industrial designers to engineers can play in business networks and
collaborative product development.
Additionally, design managers operating in business networks need to
traverse organisational and temporal boundaries in order to attain a
comprehensive picture of how different companies and individuals within
them complement each other. Traversing organizational and temporal
boundaries can stretch beyond individual product development projects. For
example, replacing a material with a more sustainable one might require
extensive work with suppliers and may be hard to change retrospectively. As
different solutions become codified in network connections, design
managers are therefore advised to stretch their perspective on the impact
of environmentally sustainable design both temporally and contextually.
Acknowledgements: This research was partially carried out in
the Innovations and Network research program of the Finnish
Metal and Engineering Competence Cluster. We thank
Advanced Materials and Processes Doctoral School in the
Aalto School of Chemical Technology and Merenkulun Sti
for funding.
MURTO & PERSON
1838
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Design interventions in small- and medium-
sized companies: Initial findings from a case
study
Kirsi NIINIMKI
a
, Oscar PERSON
*a
, Janne PEKKALA
b
and Sanna
PELTONEN
b
a
Aalto University;
b
Design Centre Muova
The business significance of design has made academics, industry
professionals, and policy-makers to all urge companies to use design more
strategically. Still, it remains a well-known fact that design is far from
universally utilized by companies with a marginalized role for design perhaps
most strongly articulated for small- and medium-sized companies.
Introducing designers (or design students) to development processes has
been a common practice for promoting design in the Nordic countries.
Subsidizing the involvement of designers in development processes has also
been a common practice to support the integration of design in Nordic
companies. In this paper, we refer to the early-stage involvement of designers
in such practices as design interventions. We also present preliminary findings
from a case study on design interventions and their capacity to cater for an
increased usage of design in small- and medium-sized in companies from the
Ostrobothnia region in Finland. In presenting preliminary findings from our
study, we describe how design interventions benefited four companies in
acquiring a greater understanding about design. Analyzing a broader set of
design interventions, we also discuss how basic project characteristics
potentially impact the success of design interventions. In particular, based on
the remarks of managers and designers, we note the presence of good
communication and a reflective development process in the studied projects.
Keywords: Design intervention; design understanding; design integration;
industry adoption of design
*
Corresponding author: Oscar Person | e-mail: oscar.person@aalto.fi
Designers and Environmentally Sustainable Design in a Business Network: a case study on
the development of a passenger ship
1843
Introduction
The business significance of design has made academics, industry
professionals, and policy-makers to all urge companies to use design more
strategically (see e.g. Cox, 2005; Nordic Innovation Centre, 2004; Thompson
and Koskinen, 2012). In tandem, numerous research studies and industry
reports have addressed design in product development and company
renewal (for some recent examples see Johansson and Svengren-Holm,
1998). Historical studies on design have also long addressed the work of
designers in industry; pointing to a broader and potentially more strategic
role for designers in companies today (Valtonen, 2007).
Still, it remains a well-known fact that design is far from universally
utilized by companies. A recent industry report by the Finnish Association of
Designers Ornamo suggests that only 30% of all Finnish companies use
design for product development, visual design or brand development
(Ornamo, 2013). While not always unveiling as grim results, a marginalized
role for design is also noted elsewhere. For example, while a recent industry
report suggest that more than 75% of Swedish companies utilize design,
only 30% of the sampled companies reported that they recognize design as
strategic (SVID, 2008). Based on a study of companies in UK, Livesey and
Moultrie (2009) concluded that the average spending on design was 260K a
year. However, they (p. 18) noted a significant skew in their sample with
just over 15% of companies reporting no design spend and 37% of
respondents indicating a spend of between zero and 10K. Moreover, only
19% of the investments in design were non-technical in nature; raising
questions about what constitutes dedicated investments in design in
comparison to general investments in R&D.
A marginalized role for design is perhaps most strongly present for small-
and medium-sized companies where resources are scarce and managers
may only hold a limited understanding about design and the work practices
of designers (Bruce et al., 1999; Walsh and Roy, 1985; SVID, 2008). In the
earlier mentioned report by Ornamo, only 20% of the small- and medium-
sized companies in Finland indicated that they use design. Small- and
medium-sized companies are often seen to lack long-term strategies and,
accordingly, only turning to design in a crisis situation (Cawood, 1997). In
general, they are often also described to lack skills to work effectively with
creative professionals such as designers (Cox, 2005) with external support
systems to cater for the deficancies often are scarce (Nordic Innovation
Centre, 2004).
NIINIMKI, PERSON, PEKKALA & PELTONEN
1844
Introducing designers (or design students) to development processes has
been a common practice for promoting design in the Nordic countries.
Subsidizing the involvement of designers in development processes has also
been a common practice to support the integration of design in Nordic
companies. In this paper, we refer to the early-stage involvement of
designers in such practices as design interventions. We also present
preliminary findings from a case study on design interventions and their
capacity to cater for an increased usage of design in small- and medium-
sized in companies from the Ostrobothnia region in Finland. The growth and
development of small- and medium-sized companies is often recognized as
critical for the competiveness of national industries (Ministry of
Employment and the Economy 2014). Small- and medium-sized companies
are often also seen to be in a prime position to benefit from design in
developing their business activities (Cawood, 1997; Dong-Sung, 2004).
Professional design organizations often present that the use of design does
not only produce products of higher quality and better functionality but also
increase margins and raise profits (see e.g. Ornamo, 2013). Further, by
acquiring a deeper understanding about the potential of design in an
industry, companies are seen granted a possibility to act as a design leader
in the market and to be as successful as, or even more successful than, the
market leader (Zec and Jacob, 2010). Given this, it is not surprising that
many nations have implemented development programs for the promotion
of design to local industry and (financially) support small- and medium-sized
companies in contracting designers (Raulik-Murphy, 2010).
The benefits of participating in a design intervention are frequently
articulated in terms of providing companies a cost-effective way to learn
more about design and the strategic benefits it can bring to an organization.
However, despite their commonness in Finland and elsewhere, academic
scrutiny of the impact of design interventions is scarce with only an
emerging body of empirical studies addressing what capacity they fulfill for
companies (for a noteworthy example, see Matthews and Bucolo, 2011).
The lack of research in the area is not surprising given the fact that formal
impact evaluations of design policies and their associated development
activities often are lacking (Moultrie and Livesey, 2009; Raulik-Murphy,
2010). In presenting preliminary findings from our study, we describe how
design interventions benefited four companies in acquiring a greater
understanding about design. In targeting immediate development needs in
industry, the scope of design interventions is often tightly coupled with the
specific needs of individual companies. As a result, the overall scope of
Designers and Environmentally Sustainable Design in a Business Network: a case study on
the development of a passenger ship
1845
design interventions is not always easily articulated from the outset. The
preliminary results of our study suggest that design interventions can befit
companies in a multitude of ways but that not all companies acquire a
greater understanding about design following an intervention. Analyzing a
broader set of design interventions, we also discuss how basic project
characteristics potentially impact the success of design interventions. In
particular, based on the remarks of managers and designers, we note the
presence of good (open) communication and a reflective development
process in the studied projects.
Design interventions for knowledge formation in
industry
The basic reasoning for participating in a design intervention, as noted
earlier, is often described in facilitating a cost-effective way to learn more
about design and the strategic benefits it can bring to a company. Policy
reports from South Korea (Dong-Sung, 2004) and Welsh (Cawood, 1997) also
suggest that companies can benefit from working with designers in a
multitude of ways. Recent research also suggests that the work of designers
may also be perceived differently depending on who is asked in a company
(Valencia, Person and Snelders, 2013). Accordingly, the impact of design
interventions is likely to be contextual; depending both on the development
context at hand and the experiences and expectations of the professionals
participating in an intervention.
From a policy perspective, design interventions represent an opportunity
to promote design and to support its immediate use in industry through
education and business development (for a more in-depth discussion on the
scope of national design policies, see Raulik-Murphy, 2010). In brief, design
interventions are about equipping companies with the knowledge and
competence needed to start using design in their development activities by
exposing them to the work practices of designers. With a focus on
integrating design in development processes, design management sit
naturally with policy discussions on design and in articulating the added
value of design interventions.
To contract an external design is often presented as the easiest way for
companies to acquire knowledge about design. The main benefit of this
approach, as outlined by Zec and Jacob (2010), is that design knowledge can
be acquired quickly through a direct encounter with a professional.
NIINIMKI, PERSON, PEKKALA & PELTONEN
1846
However, as also noted by the same authors, learning about design through
external collaboration is risky. An immediate risk is that a company will not
actually learn from the collaboration and the new knowledge remains
outside the organization; failing to provide a deeper understanding about
the language of design (ibid, 116).
What is captured by the language of design and/or what knowledge
companies could acquire through a focus on design and design management
is not always clear. Important reasons for this are (1) the broad scope of
design and (2) the evolving nature of design management. For example,
following a general expansion of the design management concept to more
actively also embrace a discussion on the components of design thinking,
Cooper et al. (2009) note that the current state of design management
research and practice spans three different development contexts. The first
development context is manufacturing where design management
concerns itself with management issues that directly relate to the product
development process. (ibid, p. 53) The value of design is framed in terms of
improved competiveness in the market with design management scholars
frequently asking questions about how to assess the added value of design.
The second development context is marketing and branding where design
management concern itself with questions about the perception and
experience of a product by the people defined as the target group. (ibid, p.
54). An emphasis is often placed on the tangibility of products and services
according to Cooper et al. (2009). Questions about visual identity building
and how to communicate a (coherent) message to the market (see e.g.
Svengren, 1997) seem also to be of interest. The third development context
is organization and society where design management is changing its
course from one of designing as managing to one of managing as designing.
(Cooper et al. 2009, p. 54). In this context, design is recognized outside
product/service development. Design thinking begins to be practice
independent of the product and further design activities are used to
characterise the problem and to address new problems (Ibid, 54). In other
words, a new understanding of design is formulating where managers do
not only accept the use of design but further begin to take a more active
part in design and development processes. Design begins to be a major
force in the organization (Dumas & Mintzberg, 1989).
Overall, Cooper et al. (2009) argue that a greater focus on design
thinking and thinking about design has resurfaced discussions on the
importance of a systemic view on design (in contrast to traditionally
thinking of design in individual products). Moreover, in thinking through
Designers and Environmentally Sustainable Design in a Business Network: a case study on
the development of a passenger ship
1847
design, design is no longer only concerned with products (and services) but
the general business system; how business itself is conducted. Thus, while
design management traditionally may have concentrated on product design
and incremental improvements, Cooper et al. (2009) argue that a focus on
design thinking underscore a more radical shift in the way organizations do
business and benefit from design. A broader role for design seems also to be
advocated in many policy documents for design (or reports advocating such
policies) where design is not only seen to befit the development of
individual products but the general process by which companies organize
their business activities (see e.g. Nordic Innovation Centre, 2004; Ministry of
Employment and the Economy 2014).
Method
In exploring the impact of design interventions in small- and medium-
sized companies, we are currently running a case study in collaboration with
Design Centre MUOVA, Vaasa, Finland. The broader objective of our study is
to explore and understand the basic premises by which MUOVA impact
companies through their activities.
MUOVA is a research and product development centre which works in
close collaboration with industry by offering design, research and training
services to companies. MUOVA was founded by University of Art and Design
Helsinki (now Aalto University School of Arts, Design and Architecture) in
1988. Today, MUOVA is organized as a joint research and development
platform between Aalto University, University of Vaasa and Vaasa University
of Applied Sciences.
For the scope of our case study, we are studying the impact of 12 design
interventions at companies in the Finnish Ostrobothnia region. The
interventions are design and development project were designers from
MUOVA have participated in or lead the process. The projects were
executed between 2005 and 2012 and selected in collaboration with
MUOVA to be representative of industrial design. The scope of the projects
covers activities in product developments, service design and image
building. The companies in our sample are mainly from engineer-driven
industries in metal, technology, plastic and textile.
A qualitative and interpretative approach guides our inquiry in locating
attributes and themes on our phenomena of interest (Alkula et al. 2002).
The specific question we ask ourselves in analysing the work of MUOVA for
NIINIMKI, PERSON, PEKKALA & PELTONEN
1848
this paper is: how did the design intervention executed by an external
designer(s) impact the understanding (knowledge) of design within the
company?
The primary data for our study are (1) interviews with company
representative on the managerial level, (2) interviews with the designers
from MUOVA participating in the projects as well as (2) briefs from the
projects provided to us in writing or described to us verbally.
Case background: Design interventions and their
motivations
The initial starting point for the projects and the reasons for contracting
designers differed across the studied interventions. In most cases, there was
a tactical interest in design and effort to develop a new (incremental)
product (or service). Following our initial sampling, there were also a couple
of projects in which the initial starting point for design and development
was more strategic and exploratory in nature. For these projects, the
decision to contract a designer was typically coupled with a clear
development brief for design.
From a management perspective, the underlying reasons to contact
MUOVA and to contract professional designers for the projects were
predominantly described as financial. By using designers in the projects, the
companies had hoped to increase profits, to increase sales, to make the
product more saleable (attractive), to find new business opportunities
and/or to enter new markets. Moreover, the interviewed company
representatives frequently described that improving their companys image
had been an important reason to contract designers. Curiosity and a general
need for new ideas were also mentioned as a reason for involving designers
in the projects.
From a policy perspective, the initial interests in design seemed to have
been based on an understanding that design is important in competition
and for differentiation. Through the use of design, it was described possible
to differentiate a (new) product from those of competing companies.
Further, professional designers were described to bring new knowledge
and/or expertise to a company or a development process. The knowledge
contribution of designers was described to entail everything from aesthetics
to ergonomics to material selection to manufacturing. A number of the
interviewees also commented that the designers had brought in valuable
(new) information about customers during the development process.
Designers and Environmentally Sustainable Design in a Business Network: a case study on
the development of a passenger ship
1849
Results
In most cases, the studied projects were described as highly successful
by the interviewed managers and designers. Most projects had not only
produced the expected outcomes, they had exceeded the companys
expectations. From the perspective of MUOVA, the projects were also
described as successful in terms of, in many cases, introduced the
companies to the value of a use-centred approach to design. From the
studied projects, only one was described as unsuccessful. (MUOVA had been
contracted to design a service concept for a manufacturing company. A
service concept had been designed incorporating the all necessary elements
needed to start offering the service to clients. The company had been
enthusiastic about the results, the collaboration with the designers and the
project in general. Yet, the concept had not been implemented and the
project had accordingly not reached its full potential.)
Two-thirds of the companies indicated that they had not worked with
design or designers prior to the intervention. Still, despite the positive
comments about the use of design in the project, only four of the
interviewees stated that the interventions had changed their understanding
about design. In fact, most of the interviewees commented that there had
been no major changes in their understanding of design. Some of the
interviewees commented that while there company did not have much
direct experience with design at the time of the project they personally had
understood the importance of design because of their education or work
history. Other interviewees noted that, while their company had not had
any direct experience from working with designers, the company had
worked as subcontractor in project involving designers.
Below, we describe the involvement of MUOVA in the four development
projects for which the managerial level of the companies stated a change in
their understanding about design. For the sake of brevity, we focus
ourselves on the role of design in the project and how the contribution of
design was articulated in each project.
Project 1: Going from resistance to acceptance
The first development project took place in a medium-sized
manufacturing company (170 employees) in the metal industry,
manufacturing the products of other companies.
The company had not had any previous design experience before
contacting MUOVA. In fact, there had even been a strong resistance inside
NIINIMKI, PERSON, PEKKALA & PELTONEN
1850
the company towards using professional designers. The company
representative also described how he initially had been strongly against the
idea of using designers. Nonetheless, based on the initial experiences with
MUOVA, the acceptances towards designers had improved within the
company. As example, following the initial project with MUOVA, the
company had hired a design student for a three month internship to further
explore value of in their industry.
The initial initiative to contract MUOVA had come from the board of the
company who had recognized a general need to develop the image of the
company. As a first step, MUOVA had been contracted to develop a
brochure. However, as the company representative noted, the project
evolved to cover a broader discussion on mission and vision of the company:
what we are and what we can offer to the clients. Following these
developments, MUOVA designers did to wide stakeholder interviews,
competitor analysis and general image building to clarify the overall
(marketing) message of the company. The resulting image was also
translated to graphic design materials in accordance with the original
intentions.
With a growing acceptance towards design in the company, the project
was in many ways recognized as successful. The company representative
also described how the general development process initiated by the project
had continued; the project about a four page brochure had turned into
four years project in image building.
In reflecting back on the use (and adoption) of design within the
company, the company representative noted that designers seemed to
approach things differently. The design student had for instance displayed a
totally different way of approaching and communicating with clients; an
approach that seemed to produce more relevant (solution-focused)
information than the information produced by regular (marketing) staff of
the company. The company representative also noted that the work of
designers typically also trespass boundaries by seeing (approaching) things
differently. As concluded during the interview: designers approach is so
different that it can open gates which otherwise stay closed Learning from
the work practices of designers, he also recognized that they had in part
changed their internal processes.
Project 2: Testing the skills of designers
The second development project took place in a micro-sized company,
producing sensor technology for control hydraulics. The company had not
Designers and Environmentally Sustainable Design in a Business Network: a case study on
the development of a passenger ship
1851
worked with designers prior to the intervention. However, the owner of the
company commented that he had heard about MOUVA and had followed
them closely for several years before contacting them. He also described
that the company had been well-prepared for the project by having a good
general understanding about the capabilities and skills of designers.
The scope of the project was described in terms of improving upon an
early-stage technical prototype. The company had been founded in the
beginning of the 1990s. However, it had been inactive for several years at
the end of the 1990s and the beginnings of the 2000s. Accordingly, the
company had only been re-activated a few years prior to the project.
The design task included improving upon the appearance and
ergonomics of the new product, drawing 3D models fort manufacturing,
locating a suitable material and manufacturing technique as well as
determining a suitable place for production. The decision to involve
designers in the project seemed in many was to have been driven by the
curiosity of the owner. The prototype already contained the principle
technical solution for the new product at the outset of the project, which
was recognized to have set a clear frame of reference for design. The brief
was also noted to have been clear and tightly formulated. As described by
the company representative, the products technical solution was innovative
and unique. It had therefore been seen as important that the design of the
new product should be unique as well.
Both MUOVA and the company representative described the
collaboration as pleasant and successful. The company representative
described how they had held several meetings during the development
process. The purpose of these meetings had been to collaboratively
generate ideas and to settle on shapes and material options. The designers
developed these ideas further into product options (concepts) that were
presented and discussed in the following meeting.
In reflecting back on this process, the company representative noted had
brought valuable information to the development process: Designers are
good hovering in new information. The information had not only concerned
the overall shape of the new product or its functioning (ergonomics) but
also addressed its realisation. For example, when a suitable form for the
new product had been determined, the designers had introduced the idea
of using 3D printing for prototyping and testing; a development opportunity
prior untested by the company.
NIINIMKI, PERSON, PEKKALA & PELTONEN
1852
From a business perspective, the project was recognized as success
within the company. The company representative estimated that they had
got what they had ordered. The market response to the product had been
positive. From the perspective of design, the ergonomics of the product was
especially seen as insuperable which was described to provide a clear point
of differentiation from the competition. In addition, a well functioning
design in terms functionality and ergonomics was seen to have added brand
recognition to the company. The company representative pointed out that
he was proud when presenting the product to clients: The designed
product sells itself. He also noted that design had helped them in
establishing a solid market position for the product. To this end, he further
noted that the use of design in the project had boosted a general growth
tendency within the company.
Project 3: Strengthening the brand
The third project took place in small-sized manufacturing company (20
employees) in the textile industry. The majority (70%) of the companys
business comes from business gifts with the remaining business situated in
home textiles. Prior the project, the company had worked with freelance
(textile) designers for over 30 years for product development. The first
designer had entered the company as a summer intern who had continued
to work with the company as a freelancer afterwards. On a general note, the
company representative explained that it was a prerequisite that external
designers understood the technical limitations of production in developing
designs for the company.
For the project with MUOVA, the company had wanted to develop their
packaging. The basic objectives for the project were that the new package
should help the company differentiate its product from the competition and
help them to express the companys (current/updated) image. The company
had heard about MUOVA through other companies and had been compelled
to contact the company based on their positive reputation.
Upon entering the project, the designers from MUOVA soon
reinterpreted the original project objectives, changing the project from
packaging design to image building. In the process, a researcher from
MUOVA was also brought in to the development process to do interviews
with retailers, business clients and consumers. Based on the information
from the interviews, a package design concept was developed which later
was finalized by other graphic design studios.
Designers and Environmentally Sustainable Design in a Business Network: a case study on
the development of a passenger ship
1853
The project was in many ways described as successful, not only in terms
of having produced a well-functioning packaging concept but also more
generally by strengthening the brand activities of the company and its
products. In particular, the company representative vividly described how
the project had even come to change general branding strategy of the
company. In short, the analysis of the companys current operations had
lead to the realisation that the company would need for co-branding the
products in the business gift sector in order to develop brand equity. Prior to
the project, the company had only displayed the logo of its clients on the
products. Following the project, the idea was now that the company would
also add its own logo in order to create wider recognition for their products
among future clients. Following a revised strategy for branding and image
building, the company had also decided to formalize the internal team that
had worked on the project and make branding and image building a
continuous process inside the company.
Project 4: Altering the focus of development
The fourth project took place in a small-sized manufacturing company
(50 employees) producing packaging and manufacturing lines for the food
industry. The company had earlier worked with a designer. However, the
collaboration had in many ways been unsuccessful and it had taken a couple
of years before the company had decided to work with a designer once
more and contacted MUOVA for the project.
The decision to contract a designer for the project was strategic,
originating from the board of the company. The precursor for the decision
was the remarks of a client, who had taught that companys products looked
ugly. There were also some functional problems with the current products
that the company believed would be possible to solve through further
development. The board of the company had therefore decided to initiate a
development project and use design to develop the appearance of their
machines which only engineers could love.
The designers at MUOVA described how they responded to the
challenge through user observations and stakeholder interviews, trying to
pinpoint problems in ergonomics and function. They then created concepts,
and used user and stakeholder feedback for concept refinements. The first
concepts were futuristic looking machines (in line with companys wishes
and expectations), which were refined and simplified as the development
process evolved.
NIINIMKI, PERSON, PEKKALA & PELTONEN
1854
While the initial focus had been on the appearance of the companys
products, the involvement of design in the development process was in
many ways recognized to have pushed for more radical changes in the
company. At the time of the project, the company designed and
manufactured individual machines (solutions) for their clients. However,
based on their user observations and stakeholder interviews, MUOVA
presented modular concepts which enabled the product to partly be built
beforehand and later customized onsite at the client. To this end, in
reflecting back on the development process, the designers described how
they came in some ways to envision a new future for the company in
designing new solution for the company.
The overall results of the project were described as successful. Following
the intervention, the company has also begun selling several machines using
a modular design. As a result, the intervention both met and exceeded the
initial expectations of the company. The company also decided to contract
designers for the next development project. The company representative
also noted design had transformed the overall development and sales
process within the company. Prior to the intervention, the development
process had been linear; engineering plan, technical drawings,
manufacturing and finally sales introduction to the client. However, the
work practices of the designers in the project had inspired the company to
listen more carefully to the wishes of their clients. The company
representative also described how the development process had become
more interactive as the focus had changed from the functions of their
machine to the wishes of their clients. To this end, he in many ways
recognized the main value of using professional designers in their ability to
bring user-centered knowledge to a company. They were also described to
have offered new ways of thinking in development processes; placing
greater emphasis on interaction and continuous development.
Success in design interventions
With only four company representatives stating a change in their
understanding about design, it is hard to draw broader conclusions about
the potential reasons for the added learning process in these interventions.
The situation is further complicated by the fact that the scope and
contribution of the studied project varied. Many of the projects also
changed and/or were altered during the development process in order to
profit to unforeseen development opportunities.
Designers and Environmentally Sustainable Design in a Business Network: a case study on
the development of a passenger ship
1855
In general, from a policy perspective, the studied companies did not only
articulate the value of design in the end result but also from the general
process of designing. To this end, most design interventions were
predominantly seen to have brought knowledge about rather than practical
skills in designing. There was also a risk noted in that this new knowledge
would be dependent on individual people (e.g. designers) and accordingly
not enter a company after a project. As noted in one interview: the know-
how doesnt transfer, while at the end we have the product but not the
knowledge how it was designed and made and why so.
While it is hard to draw broader conclusions about the reasons for the
added learning process in some of the project, it is possible to distinguish re-
occurring themes in what the managers described as characteristic for
successful involvements of design and designers. In particular, across all
project, the company representative typically place great emphasis on good
(open) communication and a reflective process for development. In short,
open communication and a reflective process was seen to establish trust
and to generate agreement on goals and objectives, which was recognized
as important in collaborating with designers.
Remarks about open communication and a reflective process were often
coupled remarks about finding the right people or designers for a project.
Several company representatives noted that the attitude of the individual
designer could in many ways predetermine the outcome of a project.
Similar, a number of representative noted that the basic motivation to use
design should be a strategic decision by senior management in order to
establish necessary commitment within the organization.
Discussion
Design interventions are a common way to introduce design and the
work practices of designers to small- and medium-sized companies. Yet, the
scope of design interventions and what impact they may have on the
participating companies is not always clear. In this paper, design in the
studied projects is perhaps best understood as a tool for collaborative
sense-making (Mozota, 2003) where an intervention at best brought an
alternative (design) understanding of the development context within a
company and/or industry.
Following Cooper et al. (2009), design interventions can target
everything from manufacturing to market and branding to organizational
NIINIMKI, PERSON, PEKKALA & PELTONEN
1856
development. The preliminary results of our study suggest that
interventions may have an impact one or two of these development
contexts or overlap all three; especially when facilitating a holistic learning
process within a company.
The results of our study also point to a multidimensional value of the
interventions. As Mozota (2003, p. 140) points out, an excellent product
often only represent a partial result of a design process. [H]ow to do the
job better, faster, more effectively and how to integrate this knowledge
within an organization is typically of equal value. In harnessing this
extended value, the preliminary results of our study suggest that open
communication and a reflective stance for development form important
factors for success.
Intentionally or unintentionally, the studied companies were through the
interventions frequently granted an opportunity to think outside the box
with respect to their current practices and, in some cases, to engage with a
deeper learning process on the possibilities to use design within their
industry. To this end, the value of an intervention should not only be
assessed in terms of its final (tangible) outcome but also in terms of the new
knowledge that a company may have acquired about its industry and the
possibilities to use design within it. In a smaller number of cases, the design
interventions in our study came to facilitate a holistic learning process
through which a company came to look a new on their mission and vision,
values and business actions in the process of learning more about design.
The scope of this learning process constitutes an important area for
further research in understanding the potential value and effectiveness of
design interventions. Future studies could fruitfully try to more accurately
capture a companys understanding of design before, after and during an
intervention. As an initial study, our findings are unfortunately limited by
the quality of retrospective accounts of managers and designers. Yet, as
preliminary findings from an ongoing study, they suggest a development
potential in design interventions which warrant further attention. We
therefore end this paper with a hope that our study will not only add to past
studies on design but also may stimulate some new ones.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
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Different Models of Design Management
three examples from the Swedish furniture
industry
Justyna STAROSTKA
*
Kozminski University
The role of design in business has shifted dramatically over the past few
years. The responsibilities of designers are increasing, as they become
interpreters of the market changes and very often the driving force behind
innovation. The management of design has never played such an important
role as it does today, yet it still provides serious challenges for many
organizations. This article is based on the results from the exploratory
research that has been conducted among design-oriented companies from
the furniture industry in Sweden and Poland. This project was qualitative
study aimed to compare managers attitudes towards design; to look into
existing processes in companies connected with design and to explore the
different roles that designers play in organizations. 24 in-depth interviews
were conducted among two groups of respondents: managers and designers.
The purpose of this article is to present three different case studies from the
Swedish furniture industry. Cases selected for this article are companies that
use design strategically, yet, in very different ways. Company names are
omitted for confidentiality reasons, but the in-depth description of attitudes
towards design, strategies and practices in the design management area are
provided. In the description of cases, interesting quotes from interviews are
also included. Cases are built around one main strategic objective that was
the most important in each company: Case 1 design for finding new
opportunities; Case 2 design for building strong brand and Case 3 design
for challenging status quo.
*
Corresponding author: Justyna Starostka | e-mail: jstarostka@kozminski.edu.pl
JUSTYNA STAROSTKA
1860
Keywords: design management, furniture industry, Sweden
Different models of design management - three examples from the Swedish furniture
industry
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Changing role of design
The role of design has shifted considerably over the past few years.
Design is now being recognized as a key business asset that can add
significant value to business performance (Press & Cooper, 2003; Kristensen
& Gronhaug, 2007; Brown, 2009). Traditionally, design was perceived mainly
as visual appearance, aesthetics, external form of a product. In recent years,
however, we can observe increased interest in design in a much broader
sense - as a tool to support the creation of innovation, building strong
brand, or even the strategy throughout the organization (Martin, 2009;
Verganti, 2006, 2009). That led to growing attention in design management
as an important business specialization, because, as Bruce and Bessant
(2002) put it: Good design does not happen by accident, but rather as the
result of a managed process. At the same time, very few business
professionals or design professionals, know how to develop a design-
minded organization (Lockwood, 2009). Borja de Mozota (2003) stresses
that design is based on exploration and risk-taking, whilst management is
founded on control and predictability, thus design management can present
significant challenge to many organizations.
The Design Ladder (Ramlau & Melander, 2004; Nielsen, 2004) developed
a framework to assess the degree of design activity implemented by
businesses. The ladder categorises the design activities into four different
levels. The levels are as follows:
Non-design. In these businesses, design is a negligible part of the
business, and is usually performed by other professionals than the
designer.
Design as styling. In these companies design is perceived solely as
relating to the physical form of a product. Design activities may or
may not be carried out by professional designers.
Design as process. Design is not an end result, but rather a method
of work adopted in the new product development process.
Design as strategy. Design is of such critical importance that
designer works with the company's management towards a holistic
approach of doing business. (Ramlau & Melander, 2004; Nielsen,
2004; Frssn & Nielsn, 2008).
The growing interest in design among businesses means also changes in
the roles and responsibilities of designers (Borja de Mozota, 2006). More
and more authors opt for transfer certain competencies related to
JUSTYNA STAROSTKA
1862
management and marketing to designers (Von Stamm, 2003; Leonard &
Rayport, 1997). In this area complementary to The Design Ladder tool is a
work of Perks, Cooper & Jones who identified three roles that designers can
play in manufacturing companies in the area of new product development
(2005). Those three roles correspond with the steps of The Design Ladder
presented above. These are defined as follows:
Design functional actions (which corresponds with design as
styling);
Integration actions (which corresponds with design as process);
NPD process leadership actions (which corresponds with design as
strategy).
In the first case, when the design is considered as a specialized function,
we have the traditional role of the designer, who is contracted to develop
the physical form of the product. The role of the designer is mainly limited
to issues related to the aesthetics of the product and the scope of his duties
is associated with the artistic skills - sketching, modelling, visualization.
In the second case, when the design is treated as an integration, there is
a full integration of the designer in the process of new product development
- from idea generation phase to commercialization. The designers role is
expanding, as he becomes a member of the project team. In this area, the
traditional role of the designer is extended to the issues related to the
integration of various resources of the new product development process.
In the third case, the designer takes over the leadership of the new
product development process. Designers role is to actively participate in the
process, but also to initiate and coordinate innovation process.
To have that theoretical knowledge in mind, it seemed interesting to ask
how companies manage the design processes, how they develop
cooperation with designers and what level of design maturity they present?
To partly answer those questions, research project was developed.
Objective of this study was to empirically explore the nature of the
current role of design within design-oriented companies (design leaders)
from Sweden and Poland (Starostka, 2012). This project was qualitative
research aimed to compare managers attitudes towards design; to look into
existing processes in companies connected with design issues and to explore
the different roles that designers play in organizations.
Weve decided to narrow our study only to design leaders in order to
identify and compare best practices in both countries. In the process of
Different models of design management - three examples from the Swedish furniture
industry
1863
selecting companies, the following criteria have been taken into account:
number of design awards (Red Dot Design Award, The Design S in Sweden
and Dobry Wzr in Poland), industry publications, consultations with
design specialists and designers, companies web-pages.
In this research 24 in-depth interviews were conducted among two
groups of respondents: managers and designers. Interviews were carried
out over a period of six months (from January to July 2010). Interviews were
guided by a semi-structured questionnaire, ranged from one to two hours,
were taped and transcribed. The broad themes of the questionnaire
encompassed the following: company and respondent characteristics,
attitudes towards design, design management, processes and strategies
connected with design, the role of designer in a company and design-
marketing interplay.
In this article we present partial results of this research. During this study
many interesting strategies connected with design were identified, three of
which we present in this article (there were in total 10 companies analysed
in each country). As this article is limited in space, we present cases selected
from the Swedish part of the research, as they presented more mature
approach to design management. Company names are omitted for
confidentiality reasons.
Design management practices
Case study 1: Design for finding new opportunities
This company was established in early 80 and emerged as one of
Scandinavias leading manufacturers of contemporary outdoor products.
Company is managed by two owners, one of which is design manager a
woman who is a good in both sides of design management she
understands business, but at the same time she works very well with
designers. As she admits:
Design management? That is very good that you have theoretical
background, but you have to understand it that this is not only about
products, but about the whole appearance as well, how you
communicate with people, its about graphics, its about everything.
Its an idea how you want the company to be, not only to look like,
but also to be.
JUSTYNA STAROSTKA
1864
One of the most interesting aspects of this company is very unique
structure. This company is quite small, as current employment is around 9
employees. As a furniture producer this firm does not have an internal
production at all. They rely on very close cooperation with external
manufacturing companies that provide technology and production:
We dont have our own production, but we have very, very talented
companies that we work with. With some of them we work with for a
long, long time, but some of them are quite new to us as well. ()
That is one of the strengths of our company, that we had this type of
organization from the beginning.
This company acts like a broker between designers/architects and
production companies, and a crucial part is networking with different
specialists:
You have to remember about personal contact, networking that has
always been important for us. To meet people its really important I
think. Especially when creating new thing its crucial to meet with
people.
From one side they develop very close cooperation with production
companies, from the other with designers and architects. That flexible
model helps to find and fulfil new market opportunities. As design manager
reflects, thanks to that strategy they have the opportunity to be open for
new technologies, new methods of work and new production techniques.
But whats even more important, they are not limited to one type of
production technique, one type of material or process:
I think that this is the best way to work, because if you have your own
production you focus so much on it, you focus on the production,
focus on the machines, and if you have the technology to bend, youre
only thinking about bending things. And then you developing
something with bending tool
This strategy also gives them the opportunity to continuously explore
different market niches and new market opportunities. As one interviewee
was reflecting:
Another advantage is that you dont have to focus on the same
market, for example now we develop bicycle shelters. So we dont
Different models of design management - three examples from the Swedish furniture
industry
1865
have to stay on the same way of thinking, but more thinking about
the trends that are on the market. And you have to be aware of what
is happening all the time (). They are building now infrastructure
with the train stations. And there is also market place for us!
Although this company has no production in-house, they have developed
very wide portfolio of designers they work with. It was also very unusual
compared to the competition, as one manager reflected:
And if you compare my company to others, that can look so strange
that we have been working with so many designers, because they
[competitors - JS] were working with one or two, or three maybe, and
they didnt change their policy during 80 and 90 (). I dont think
that was so good for them, actually. Now I think they changed and
started to work with broader group of designers and with designers
from other countries as well to broaden the design.
This unique approach gave them strong position on the market. In the
opinion of design manager main source of competitive advantage is very
high number of new products and very short cycles of developing them.
Main source of competitive advantage is flexibility the company is
continuously looking for new product ideas. They have developed three
main ways of the design process: (1) cooperation with architects on new
products dedicated for different buildings; (2) product propositions send by
designers and (3) traditional design process initiated by the design brief:
During the year, we have constantly new products on the run.
Initiatives for those products come from different ways. One way is
when an architect is working on a project and have a special product
need so if they have an idea about those products, we build this
product together. And that is what we do a lot of times. () The
second way is that we have this ongoing relation with the designers
that we work with and () sometimes there is 1, or 2 or 3 that I work
with at the same time. And they have lot of ideas what they want to
do. The third way is when we feel that we lack product in a specific
area. I give them [designers - JS] a brief and tell them that actually I
want this type of product.
JUSTYNA STAROSTKA
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To sum up, the design management model in this case study is built
around the concept of broker/networker. This company cooperates only
with external specialists production companies and designers. Main two
advantages are: flexibility and very fast process of new product
development, as a reaction of identified market opportunity or market
need.
Requirements when developing this model: close cooperation with wide
network of (1) production companies, that can produce even very limited
lines of product effectively, (2) designers, and (3) architects that very often
are also furniture designers, and, at the same time, buyers of the final
designs.
Case study 2: Design for building strong brand
The second company was founded in early 1990 by two owners, one of
which has been design manager since the beginning. Current employment is
around 50 employees. Company has been growing rapidly to now become a
leader in contract furniture market, with export to more than 50 countries.
In this company design was used as a tool of building a strong brand. As
manager reflects:
I think good design is reflecting certain brand name. And if the
product fits well into the brand and feels very new and fresh, youre
successful designer. If it feels like a fantastic product but it doesnt
speak with the brand its not a very good project.
This manager also acknowledges that external designers have to reflect
each brand they cooperate with differently, which can raise specific
challenges:
To be external designer is one of the hardest profession, because you
need to understand so many different things in different companies.
You cannot simply go with your old language, you need to reflect the
company you work for.
In the design process, crucial part is to have good communication
between designers and the company management (sharing the same
dream as one interviewee said). Design manager was stressing that product
development is very hard, as good communication with designer is crucial,
but, at the same time, can be very challenging:
Different models of design management - three examples from the Swedish furniture
industry
1867
Without sharing the same dream its really hard to be successful. You
cannot buy understanding. Its not that easy that any company can
call anyone to get the fantastic product you need the dialog in the
company that connects to the external designer. Or if you work with
your own designers, they need to have really sharp communication
with the board, because design is about strategic questions. And in a
lot of companies, they are not connected: design team is going in that
direction and the board is not even interests in the field, they care
only for money.
As design manager was emphasizing, to use design as a tool for strong
brand, you have to develop internal capabilities to manage the design
process and the relationships with different designers. This company
cooperates with external designers only in company portfolio they have
very well-known designers, but also very young, not very recognized ones.
As design manager reflects, its sometimes very hard to cooperate with
those iconic designers, as they are very often focused more on building
their own brands, than on a company they work for:
We have those icon-stars designers () and they act the same, no
matter for what company they work for they are their own brand
marketers. And the real product design is a concern of different
brands you work with.() And that is a problem for us sometimes
that we really like the person, we like what they do, but they
misunderstand the situation and they try to sell their own brand. And
thats not really how product design should be managed.
Respondents were perceiving the role of design as brand-building in
different international markets. When trying to establish a brand in foreign
country, the most successful way is to start a cooperation with designer
from abroad. As an illustration interviewee showed an example of a project
developed by French designer, that was initiated with a goal to gain
recognition in France. In this international context, local designers are very
effective way to have access to local culture and increase local publicity.
In this company, similarly to the first example, ideas for new products
also come from three different sources:
We work in three different ways when it comes to design process.
One is when people send us material, that wants to works with us,
every month is about 500 proposals, and one proposal is like 9, 10, 15
JUSTYNA STAROSTKA
1868
different products, it takes two days to just look through that
products. () Im really rarely happy with things I find in this box, but
very often you see a girls that is making a bowl in silver in a very
special way, and you have that in mind, and you start to speak, you
meet at the fair, and then you start to, not teach, but inform what
your dream is, and if your dreams go together, you usually end up
with a good product. The second step is when designers youve
already worked with, you send them very specific brief in the area
that the designer works with and you continue to work in that
direction. Third way is that we make a lot of special projects: for
hotels, offices, resorts, spas, whatever. And sometimes you see that
this type of language for this specific project actually fits in the big
market, so why dont we take it into standard product?
Except the position of design manager this company developed very
close cooperation with one designer, who is a part of Design Advisory
Board. They meet regularly with him (every two, three months), consulting
current trends, product portfolio and market niches. This designer acts more
like a brand consultant, less like traditional designer. As one design specialist
was reflecting:
They have XY who is a designer for them, but he is also the unofficial
art director of the companyhe leads them, advises them, looks at
the ideas of others.
To sum up, in this company design is a way to build the strong brand,
with international recognition. Responsibility for design is in hands of design
manager, who cooperates with external designers only. Crucial is to have
the right dialog with people and to share the same idea about the product
language, that will be reflecting company brand name and brand values.
Case study 3: Design for challenging status quo
The third company was founded in 1970, its a small family-owned
business. Design in this case is also perceived as a strategic tool, however in
a very unique way as applied art. Company is oscillating at the
borderline of art and design. According to this philosophy good design is a
step forward, breaking the stereotypes and asking questions about the
essence of the product, as one manager said.
As a result of that strategy every product in this company portfolio is
very unique and exceptional. Products are very strong in visual appearance,
Different models of design management - three examples from the Swedish furniture
industry
1869
and some of them are produced and sold in limited editions, more like art
pieces, less like utilitarian products:
We make a lot of items in limited editions, not to rise the market
price, but we are truly avant-garde design company. Our aim is to
take a new step when we produce, to add something new, new form,
new material, not just like another table in another colour. As you can
see our collection is a lot of contradictions - every item is there
because it strong themselves.
In this model designers are perceived as artists, company try not to limit
their artistic creativity. According to this philosophy the best products are
born when designer gets an inspiration from within. When working with
designers, company managers give them a lot of freedom, as one
interviewee admits:
We are not a name buyers (). We never ask a designer to do
something for us. They come to us when they have it, thats when the
best things come. If you ask them order to make a table, you limit
them, then they dont see something else. Because all the creative
activities have a background that starts within the arts. And art is, by
definition, boundary less. So when you start something, then you can
narrow it down, but the start have to be free. So designer come to us,
we like the project, and then we start cooperation.
Good product design was identified with visual quality, understood as
long-term validity. One manager explained this concept in following words:
The most important aspect is the visual quality. You can always
repair, or repaint the chair, or whatever, but you cannot ever repair
the bad form, bad design. So the most important instrument in design
is the eye. () Market research? We ask our stomachs.
Some designers really appreciated this philosophy as trying to develop
something new and interesting, but not really as standard product design:
They are going closer to borderline: design as art. () its more like
turning things upside down, asking questions. () I think they are
really important that they try sometimes they make good results,
sometimes not. I appreciate them that they dare, () that they show
that this is possible to do different things and survive. I dont know
JUSTYNA STAROSTKA
1870
how they are doing economically, but at least they survived for so
many years doing those brave things.
To sum up, design in this company is about applied art. Products are
produced in limited editions, are very unique and very often sold more like
artistic pieces than utilitarian products.
Summary
This paper presents the design management models in three
organizations. Each of them treats design as a tool to build their competitive
advantage, but each uses a design in a very unique way.
In the case number 1 design for finding opportunities the most
important aspect was flexibility and openness for new market opportunities.
In case number 2 design was used as a tool for building strong brand with
international recognition. In case number 3 design was perceived as art, a
tool for challenging status quo, asking questions about the essence of the
product.
Despite the differences presented above, we can find some common
features in all those organisations, three of which appear to be the most
important:
A clear philosophy and the role of design in the company;
Design at the strategic level (each company have a design manager);
Cooperation with external designers only.
This research was exploratory in nature, and identifies some potential
directions for further research. It seems interesting to conduct more in-
depth analysis of the models of design management in various companies. It
could be very valuable to study the effects and results of each of those
different strategies. This study was limited to the furniture industry, so
research among companies from other industries could provide interesting
results for cross-industry analysis.
Acknowledgements: Swedish part of research was sponsored
by the scholarship from the Swedish Institute in Stockholm.
Different models of design management - three examples from the Swedish furniture
industry
1871
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Brown, T. (2009). Change by design: How Design Thinking Transforms
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Bruce, M., Bessant, J.R. (2002). Design in Business: Strategic Innovation
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Lockwood, T., (2009). Design Thinking Integrating innovation, customer
experience and brand value, Allworth Press, New York
Martin, R. (2009). The Design of Business: Why Design Thinking Is the
Next Competitive Advantage, Boston, Mass.: Harvard Business Press
Nielsen, T. (2004). Svenska Fretag Om Design Attityder, Lnsamhet
Och Designmognad, Stiftelsen Svensk Industridesign, Stockholm
Perks, H., Cooper, R., & Jones, C. (2005). Characterizing the Role of
Design in New Product Development: An Empirically Derived Taxonomy.
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Press, M., Cooper, R. (2003). The Design Experience: The Role Of Design
And Designers In The Twenty-First Century, Ashgate Publishing
Ramlau, U. H., & Melander, C. (2004). In Denmark, Design Tops the
Agenda. Design Management Review, 15(4)
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Von Stamm, B. (2003). Managing Innovation, Design and Creativity, John
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Live Prototyping in Microbrands
Tod CORLETT
*
Philadelphia University
This paper will examine the increasing prevalence and importance of "in-
market" or "live" prototyping in hardware product development. Over the
past several decades, product development cycles have shortened radically.
The author will argue that we have arrived at a situation in which there is no
longer a cycle, as such, at all, but rather a condition of "continuous release,"
analogous to conditions found in open-source software development.
Software development methodologies have been applied by Steve Blank and
others to the launch of new ventures, and the paper will trace a further
adaptation to physical products, especially for obtaining and managing
"upstream" user feedback. Hong Kong Polytechnic's Roger Ball has coined the
term "microbranding" to describe product-based business ventures
predicated on small-scale manufacturing, internet-based marketing and
sales, and third-party contract logistics. The paper will document the use of
in-market prototyping in a microbranding context as a powerful new tool for
product development. Several graduate industrial design thesis research
projects will be presented which make the case that this practice has already
become normalized among younger designers. The paper will also review
adoption of these methodologies by innovation consultancies and
corporations, and the barriers they've encountered due to branding concerns
and corporate culture.
Keywords: Microbranding; in-market; live prototyping; prototyping; agile;
industrial design; open-source; crowdsourcing; lean startup
*
Corresponding author: Tod Corlett | e-mail: corlettt@philau.edu
Live Prototyping in Microbrands
1873
Introduction
Product development is generally understood as a cyclic process,
composed of sequential stages. Within each stage, there are subprocesses
which are themselves cyclical and iterative (Thota/Munir, p.55-56).
Developing new products, at least when done well, requires substantial
iteration, and iteration requires time.
The history of product innovation is the history of tension between time-
heavy iterative design processes and the need to compress the design cycle
to reach market. It's a well-tested axiom in industrial design and allied fields
that there's always pressure to shorten the product-development cycle, in
order to achieve greater market agility and ability to respond to
competitors, changing externalities and user needs. This has driven much of
the evolution of the process in recent decades, including concurrent
engineering and growth in the use of cross-functional teams (Cagan and
Vogel, P. 4). This time pressure squeezes all phases of the process, but
industrial design is disproportionately affected, leaving less time for the vital
"front-end" activities of user-based research and insight that make valuable
innovation possible and make product development worth doing in the first
place. (Cagan and Vogel, P. 130).
While a shorter development cycle offers many benefits (better
responsiveness to changing user needs, for one), industrial designers have
tended to see themselves as victims in this compressive process, primarily
because, at least initially, the downstream parts of the process benefited
disproportionately from time-saving and productivity enhancing
technologies such as rapid prototyping and computer-aided design. The
value-generating activities at the front end of an industrial design process, in
contrast, rely on interpersonal activities that are very difficult to time-
compress, such as observational research, iterative prototyping and
interviews.
Now, however, the situation has changed again. This change can be
understood as a convergence of trends, one that redefines how the product
development process is understood, and how designers participate in the
process. Agile and open-source development methodologies originating in
software contexts migrated to business management, and then on to
hardware development. These same methods gave rise to an ecology of
social-media tools, which allow unprecedented disintermediation of the
relationship between product designer, user and customer. Now, a
generation of product designers fluent and comfortable with these tools has
TOD CORLETT
1874
taken them up as a matter of course, prompting a sea change in the rapidity
and nature of the design process.
Software and ID Converge
"Live" prototyping was pioneered in the software industry, due to
certain then-unique qualities of software development.
Traditional "waterfall" software development processes were based on
hardware engineering development processes, many of which were
predicated on the idea of high-stakes and high-investment, with great
downside potential in any failure. (Benington, p.350-361)
Eventually, software coders realized that, in programming, these
strictures did not obtain. Software was easy to test, inexpensive to revise,
cheap to launch and trivial to distribute. Beginning in the 1970s, responding
to insupportable pressures on their own design processes in a notoriously
time-pressured industry, software coders and managers began to challenge
the formal, siloed, highly managed strictures of traditional software
development, replacing it with a process that was productive and
disciplined, but based on quick iteration, prototyping, testing with real
product users, open collaboration, and shared intellectual property. The
new processes created in this effort, generally grouped under the category
"agile development methodologies," got results. They weren't just efficient-
the resulting software was better, less buggy, and more responsive to
customer needs, as well (Blank, HBR). These principles were codified in 2001
with the release of the Agile Software Development Manifesto (Beck et al.).
In 2005, the technologist and published Tim O'Reilly described the effect
of agile development processes on the maturing ecosystem of the World
Wide Web, a development he called "Web 2.0":
Users must be treated as co-developers, in a reflection of open source
development practices (even if the software in question is unlikely to
be released under an open source license.) The open source dictum,
'release early and release often', in fact has morphed into an even
more radical position, 'the perpetual beta', in which the product is
developed in the open, with new features slipstreamed in on a
monthly, weekly, or even daily basis. It's no accident that services
such as Gmail, Google Maps, Flickr, del.icio.us, and the like may be
expected to bear a 'Beta' logo for years at a time. (O'Reilly, p. 4)
Live Prototyping in Microbrands
1875
At the same time as Silicon Valley software companies were busily adopting
"agile" methodologies, venture capital investment was becoming
increasingly focused on software, because the potential returns were huge,
while the investment was low. This infused the app-development
community with cash, but influence also moved in the other direction,
allowing software-development ideas to diffuse into the wider world of
entrepreneurship and new business ventures, through influential figures
with feet in both worlds, such as Steve Blank. (Steveblank.com)
Forgoing the Big Launch
Design, of course, had been using similar methodologies for decades-
but there was a reason why product design hadn't immediately followed
software design methods past the "front end" of the process: Agile
development was about "continuous release": Successively larger groups of
real users and potential customers used the programs, and contributed
feedback on how they could be improved. The process replied on the easy,
cheap replicability of software products. Physical products, however,
needed to be "launched" in order to reach the market. Under the mass-
media conditions that obtained in the late twentieth century, a launch was a
big deal, involving major investments in staff, marketing, packaging, tooling,
manufacturing and distribution. A launch had to go right the first time;
"failing early and often" was not an option.
As Roger Ball recounts in his book Design Direct, the tyranny of the
launch started to fade in the first decade of the 21st century. It happened in
the same way Hemingway described bankruptcy: "Two ways. First
gradually. Then suddenly." New technologies arrived. Widely available
CAD/CAM and 3D printing, third-party logistics, and fast global
manufacturing with low order quantities became widespread. These
combined synergistically with internet-enabled commerce platforms like
Etsy and Kickstarter, which allowed small-scale product rollouts without
recourse to banks or dilution of equity through venture investment. Finally,
social media arrived on the scene, allowing potential users to communicate
directly with designers to connect with, affect and even propose new
products before they hit the shelves. These changes have happened so fast
that many in the design and product development communities are still
operating according to the previous paradigms, because their business
models haven't yet been affected or disrupted by new ways of operating.
TOD CORLETT
1876
Figure 1 Traditional "waterfall" product development, with sequential research and
development. The entire process takes place before the public sees the
product.
Live Prototyping in Microbrands
1877
As Ball relates in his book (p. 32), it took a while for professional
designers to notice these snowballing changes and to understand their
relevance to the process with which they were engaged. Because design
education tends to take its cues from cutting-edge practices in industry, it
could be expected that it would take even longer for these new methods for
product development, which have come to be bundled under the name "in-
market prototyping", to be integrated into design curricula. Recent
observations, however, indicate that this "industry-first" model may be
changing, replaced by one in which grass-roots communities of designers
and product users propose innovations first, and challenge large-scale
industry to catch up.
Product 2.0
Today's product design students are "digital natives." Their generation
never knew a time without the Internet, and they grew up with, and in
many cases embedded in, social media. In place of the mass culture driving
the twentieth century, they can be deeply involved in niche cultures, while
still retaining wide understanding. As this paper will demonstrate, in many
cases this generation is now driving design's move toward "learning by
launching", because it seems natural and obvious to them, rather than
because it's been overtly demonstrated or imposed. Their success, in turn, is
quickly moving in-market prototyping into industry, through the back door.
Students: Alec
Alec is a 26-year-old design student and randonneur. Randonneuring,
for those not familiar with the sport, is self-sufficient, long-distance team
bicycling. The sport has a strong culture that sees itself as based in
camaraderie, rather than competition. (rusa.org) After working at bicycle-
accessory companies for a few years, Alec went to ID graduate school to
launch a career in product design. His instructors noticed a pattern: Along
with whatever medical, housewares or consumer-electronics product he
was working on as an academic project, he was always developing a bicycle
product as well. Mudflaps, cargo racks, brake bosses, light mounts, entire
brazed-steel bike frames: It was all being designed, manufactured in small
runs or fabricated on a custom basis, sold, and continually redesigned. One
man was making many extremely sophisticated decisions, seemingly on his
own. In fact, however, a few well placed questions revealed that, in the
close-knit randonneuring community, Alec was the center of a thriving
TOD CORLETT
1878
virtual product-development community that had grown organically. He had
no need for observational research or focus groups, because people were
continually coming to him on Twitter to propose new ideas or issues, which
were then vetted and discussed by an experienced group of riders. Once
something looked compelling enough to be a product, Alec quickly built a
prototype, then put together buying groups and orders for the finished
work. Foamcore prototypes went out to enthusiasts and clients for sizing
and evaluation; these trials were discussed as though they were
entertainment events. Those who bought from Alec gave him feedback, in
public; others commented on proposed revisions before buying in
themselves.
Figure 2 Alec uses Twitter as a venue for product development.
In its emphasis on soliciting product ideas online, it was much like the
Web 2.0-based product development firm Quirky, but with more specialist
expertise and less expensive infrastructure and overhead.
In conversations with instructors, Alec commented how, in contrast, it
seemed that his academic design work was being done in an informational
Live Prototyping in Microbrands
1879
vacuum. He and the faculty became aware of what a powerful tool he had,
and made plans to exploit it for Alec's graduate thesis project. Currently,
Alec is using several bicycling communities to help him design a new
dynamo-powered bicycle lighting system. His online group has let him find
insights he never would have as an individual designer, weighing in on
everything from the need for a customizable metal case, to the length of
time needed for capacitor backup power at stoplights, to specific parts
specifications for the LED driver circuitry.
Student Thesis: Seth
Seth is 25. He has an undergraduate degree in mechanical engineering,
and previously worked for Rivian, a US startup automobile company. His
time there convinced him that the designers were having all the fun, which
prompted his return to school. For some time, he's been interested in open-
source, community-moderated hardware tools for making things- efforts
like ShapeOko (http://www.shapeoko.com) and the Prusa/RepRap fused-
deposition printer (http://reprap.org/wiki/Prusa_i3).
Figure 3 Seth sold products based on parametric software customization.
For his graduate thesis project, Seth became interested in exploring the
idea of customization and customer participation in the design of products.
As a means of finding out what it was that product users really valued when
offered the opportunity to customize or alter the design of products they
TOD CORLETT
1880
bought, Seth began conventionally, by gathering existing examples of such
systems and evaluating them. He went on, however, by developing small
customized products which he could make on his own using CNC machining,
and sell through an Etsy storefront.
This experience let him understand the crucial balance between the high
level of flexibility he needed to build into his system for product creation,
and the simplicity of concept and interaction the system needed to maintain
in order to be comprehensible and compelling. As he's continued to
develop his project, he's received continuous feedback through comments
on his posted design experiments on his blog.
The final project is a web-based system for "growing" furniture in
software, then allowing users to purchase finished designs and have them
delivered, either fully assembled or as kits. In addition to making use of in
market prototyping and public feedback on the design progress, the design
software itself makes use of many open source components by others,
which have themselves been improved through Seth's participation in their
development and implementation.
Corporate Design: Aakriti
Aakriti is an intern designer at a major US-based appliance manufacturer
(She's asked that the name not be shared due to issues of confidentiality
and company policy). She and her fellow young designers are accustomed
to a culture of sharing and quick feedback. In frequent conversations with
the author via Skype, she reported that these younger designers often feel
frustrated by the lack of immediacy, transparency, and credibility in the
feedback that they receive from others within the corporate hierarchy on
designs in progress. How did Marketing know customers were "interested
in a cylinder" when buying a clothes washer? Had they actually talked to
customers, or were they extrapolating, or simply extemporizing?
Skepticism of corporate priorities, opinions, and design direction has
been characteristic of industrial designers as long as there have been
corporate design departments, but Aakriti and her peers seem to represent
something new in corporate product development- they feel empowered to
challenge the corporate conventional wisdom, because they know they
have independent sources of credible information.
When tasked with developing a line of small housewares products to
accompany a group of kitchen appliances, they proposed to validate and
qualify customer interest in the collection by attempting to crowd-fund
them as a project on Kickstarter. Interestingly, the corporate hierarchy was
Live Prototyping in Microbrands
1881
not reflexively dismissive of the idea; instead, the primary objection was
worry that a bad design- signaled by a potentially unfunded Kickstarter
campaign- could be seen by the public as a failure and attributed to the
appliance brand. However, the corporation had also heard that its
competitors were using similar strategies to gain design and market insight,
and didn't want to miss out. At the internship's end, the company was
looking at various ways to achieve "plausible deniability" and still pursue
"live" prototyping. They were considering various ways to crowdsource
feedback on products, while being able to disavow corporate association
with those products if necessary, by allowing the products to be presented
as the work of individuals rather than as corporate product.
Needless to say, the prospect of competitive pressures forcing
corporations to release products in "continuous beta," potentially through
front organizations or internet "sockpuppets," has interesting and
challenging implications for intellectual property, as well as for consumer
rights.
Design Consultancy: IDEO
The corporation above is not alone in beginning to embrace the practice
of "live prototyping"; according to Anthony D'Avella, a business designer for
the generalist consultancy IDEO, live and in-market prototyping enabled by
social media is revolutionizing the work of product-development
consultancies as well. As David Aycan and Paolo Lorenzoni, formerly with
IDEO, put it:
Live prototyping replaces techniques like surveys, bases testing, and
focus groups. It involves releasing still-rough concepts into the
context where consumers would eventually encounter them during
the course of their daily routinesfor example, on a store shelf, at a
hotel check-in counter, or in an app storewith all the associated
distractions and competing choices. Like all good market research,
live prototyping is ideally both qualitative and quantitative in nature.
.... Ultimately, by testing more ideas in market, with lower
investment, and only piloting the most promising ideas, a company
can radically improve its return on invested capital for new products
and experiences. (Aycan/Lorenzoni)
Design Consultancy: Pensa
In a recent talk to a group of industrial designers, Mark Prommel, design
director of the Brooklyn industrial-design firm Pensa, related recent work
TOD CORLETT
1882
that he and the firm had done to develop a solar-powered public charging
station for mobile devices. Somewhat serendipitously, the project became a
testbed for the firm to explore the benefits offered by live prototyping.
Initially, the firm developed internal concepts- without a client- which
they posted on social media for immediate public feedback. After making
changes, the notoriety they'd gained with this experiment led to a
partnership with a community organization to build a few simple
prototypes, which were placed on the streets for use. These were
successful enough that they led to a contract with AT&T, a major US mobile
communication provider. The solar-products company Goal Zero came on
as a partner to manufacture the charging stations and deploy them at scale
on the streets of New York City, all in less than six months from the initial
idea. According to Prommel, a key development strategy was the
simultaneous rollout of the hashtags #StreetCharge and #ATTStreetCharge
on Instagram and Twitter, which have allowed Pensa to follow reaction to
the new system in real-time, in the form of text comments on the system's
effectiveness, and visual reactions to the design of the objects themselves.
This feedback is currently driving further refinement of the system.
Pensa was impressed enough by the potential of the design strategies
that they'd discovered accidentally and exploited in developing Street
Charge that they have now begun to develop products with live prototyping
in view from the beginning, although Prommel notes that it's necessary to
approach many aspects of business, and especially intellectual property, in a
fundamentally different and more "open" way.
"D.I.Wire" is a computer-controlled shop appliance that bends metal
wire to produce precise 2D and 3D shapes. Initially, the Pensa staff
developed a prototype, which they uploaded as a freely-available set of
instructions and bill of materials to Instructables, a popular site for "maker"
hobbyists, their intended audience. The result was an interesting failure.
For every thousand hobbyists who said they wanted the machine and would
buy one, only one was actually willing or able to build the machine. D.I.Wire
had shown itself to be a bad hobby project- but, ironically, had
simultaneously proven itself a good potential product, due to its complexity-
a natural barrier to potential duplication. The designers at Pensa worked up
a "consumer-friendly" version of the device and posted it to Kickstarter,
where it quickly raised almost twice its $100,000 US funding goal. The first
machines will ship in August, at a price of $3800.
Live Prototyping in Microbrands
1883
Conclusion
As the foregoing examples show, in-market/live prototyping would seem
to have much to offer design processes, both in terms of efficiency, and in
terms of getting better insights into the value gained by users from designs
and design revisions. Experience with graduate student design projects
shows that projects that incorporate in-market prototyping and concurrent
feedback processes are both better informed about the impact of design
decisions, and more able to iterate and adapt to unanticipated user needs.
Figure 4 Near-future product development paradigm, incorporating "live" and "in-
market" development.
In fact, in several cases, the student designers and users have begun to
participate in processes of co-creation (Zwass) in which they are directing
and editing a design effort in which they also participate, rather than being
the sole "authors" of the design. While an older generation of designers,
more accustomed to the idea of the designer as sole creator, may need to
console themselves with the better user feedback they gain from this
process, designers of the millennial "digital native" generation seem already
TOD CORLETT
1884
to be quite comfortable with co-creation and believe it to be a self-evident
strategy in a connected society.
It remains to be seen how long it will take major corporations and other
drivers of professional design activity to adopt these practices, but, as
Aakriti's example reveals, corporate use of in-market prototyping may
begin- in fact, may already be happening as a surreptitious effort, because
of concerns about loss of control, about its effect on branding, or its
potential disruption of existing organizational structures. As social media
and the idea of continuous feedback from a customer/user base become
more familiar concepts to corporate product managers, however, one can
imagine a time in the near future when these processes will be widely
accepted, and in fact, expected as a baseline business practice by
customers.
Acknowledgements: Thanks to Seth Moczydlowski, Aakriti
Chandra, and Alec Burney, for their time and for their work.
Thanks also to Anthony D'Avella at IDEO, and Mark Prommel
and Marco Perry at Pensa, for sharing their exemplary work
and their process.
References
Aycan, David, and Lorenzoni, Paolo (2014) in Harvard Business Review Blog
Network: http://blogs.hbr.org/2014/03/the-future-of-prototyping-is-
now-live/, accessed April 15, 2014.
Ball, R. with Overhill, H. (2012) Design Direct: How to Start Your Own Micro
Brand. Hong Kong Polytechnic University Press, Hong Kong.
Beck, Kent, et al. agilemanifesto.org, accessed March 14, 2014
Benington, Herbert D. (1983). "Production of Large Computer
Programs". IEEE Annals of the History of Computing (IEEE Educational
Activities Department) 5 (4): 350361. doi:10.1109/MAHC.1983.10102
Blank, Steven G. (2013) Why the Lean Start-Up Changes Everything. Harvard
Business Review, Cambridge MA, May 1, 2013, p 3-9, reprint R1305C.
Cagan, J., Vogel. C. (2013) Creating Breakthrough Products: Innovation from
Product Planning to Program Approval, 2nd Edition. Upper Saddle River,
NJ: FT Press.
http://www.instructables.com/id/DIWire-Bender/ Accessed May 3, 2014
https://www.kickstarter.com/projects/1638882643/diwire-the-first-
desktop-wire-bender/ Accessed May 3, 2014
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O'Reilly, Timothy (2005) What is Web 2.0 at
http://oreilly.com/web2/archive/what-is-web-20.html, accessed May 14,
2014
http://steveblank.com/2012/05/21/why-facebook-is-killing-silicon-valley/,
accessed April 2, 2014
http://www.rusa.org/, accessed April 16, 2014
Thota, Hamsa, Munir, Zunaira (2011). Key Concepts in Innovation. Palgrave
Macmillan, Los Altos, CA, 2011.
Zwass, V. (2010). Co-Creation: Toward a Taxonomy and an Integrated
Research Perspective. International Journal of Electronic Commerce.
15(1) pp. 1148.
Design Thinking and Corporate
Entrepreneurship: an exploratory study
Thomas ABRELL
*
and Falk UEBERNICKEL
University of St. Gallen, Institute of Information Management
This study explores the connection between design thinking and corporate
entrepreneurship. As suggested by earlier pioneering studies, the potential of
design thinking for recognising entrepreneurial opportunities is researched. In
addition, the levers and challenges of design thinking are subject to this study
to find other links between design thinking and corporate entrepreneurship.
We conducted expert interviews with eleven interviewees in ten
organisations. The study revealed a variety of approaches that have been
structured. Design thinking is utilised to improve new product and service
development. The study revealed ambiguous results whether design thinking
leads to new entrepreneurial opportunities. Understanding the user can be
one element leading towards opportunities, however, the organisation needs
to be capable to act on them. In addition, design thinking is often linked to
corporate entrepreneurship in other ways, namely the partnering with start-
ups and championing a project. These findings open important avenues for
further research on the connection between design thinking and corporate
entrepreneurship, namely in respect of strategic renewal as well as the
collaboration with start-ups.
Keywords: design thinking; entrepreneurial opportunities; corporate
entrepreneurship
*
Corresponding author: Thomas Abrell | e-mail: thomas.abrell@unisg.ch
1887
Introduction
Users become more demanding and this requires companies to put user
needs at the core of their innovation strategies (De Moor et al., 2010, p.
52). Gruner & Homburg (2000) further argue that involvement potentially
increases new product success as it contributes to the desirability of the
products-to-be (Brown, 2009). A systematic approach to involve users is
needed to get clear insights into user needs (De Moor et al., 2010; Veryzer &
Borja de Mozota, 2005).
Increasingly, both service companies as well as manufacturing
companies strive to become more user oriented. Concepts such as design
thinking, subject to discussion in academia since a relatively long time
starting with Simons (1969) pioneering work The Sciences of the Artificial
and explicitly mentioned by Rowe in his book titled Design Thinking (1987)
gain momentum in the management discourse (Johansson-Skldberg,
Woodilla, & etinkaya, 2013), reflecting the growing interest of companies
to adopt user-centred strategies. However, this transformation is not trivial
for organisations. The notion of user-centricity is opposed to a tradition of
technology-centricity (De Moor et al., 2010) and there remains tension
between a technology-driven and user-centred approach (Veryzer & Borja
de Mozota, 2005). User involvement through design is still a niche topic and
the understanding is still limited (Veryzer & Borja de Mozota, 2005).
New impulses from outside, e.g. from user involvement, often trigger
change inside the corporation, such as in corporate entrepreneurship,
where the impetus to engage in entrepreneurial activities often originates
outside the organisation (Kuratko, Hornsby, & Goldsby, 2004). While
pioneering works have been discussing design thinking in the light of
entrepreneurship (Grand, 2010; S. L. Nielsen, Lassen, Nielsen, & Mikkelsen,
2012), Erichsen & Christensen (2013) note in their design management
literature survey of the years 2000 to 2010 that entrepreneurship is seldom
mentioned in the context of design management and therefore can hardly
be labelled influential. Matthews (2009) however suggests that future
studies will examine the relationship between design thinking and
entrepreneurship in more detail. While Grand (2010) is arguing that design
practices may improve entrepreneurial strategising, Nielsen et al. (2012)
argue that design thinking may help to create or discover entrepreneurial
opportunities. But how is design thinking connected to entrepreneurship
within existing corporations?
1888
More specifically, we address the following research questions:
[RQ 1] What is the potential of design thinking for recognising
entrepreneurial opportunities?
[RQ 2] How is design thinking connected to corporate
entrepreneurship?
In this paper, we are exploring the research question through a series of
eleven expert interviews in manufacturing as well as service companies. The
concept of entrepreneurial opportunities is taken as a starting point for the
inquiry about design thinking and corporate entrepreneurship.
In the next paragraph, design thinking and entrepreneurial opportunity
are defined, followed by a description of our approach and research
methodology. After that, the findings of the interviews are presented,
followed by a discussion about design thinking and corporate
entrepreneurship.
Definitions
Design Thinking
Johansson et al. (2013) distinguish between designerly thinking
highlighting the academic research in the design discourse and design
thinking where design practice and competence are used beyond the
design context (Johansson et al. 2013, p.123), labelled as the managerial
discourse. In the managerial discourse, design thinking is associated with
innovation (Hassi & Laakso, 2011). In their review of the managerial
discourse, Hassi & Laakso (ibid) describe design thinking as a combination of
practices, thinking styles and mentality components. From a practitioners
perspective, Lockwood (2009, p. 30) describes design thinking as primarily
an innovation process part of the fuzzy front end, and a great method with
which to discover unmet needs and to create new product concepts. Design
management is currently undergoing changes from managing the design of
products towards managing the design of innovation (Cooper, Junginger, &
Lockwood, 2009). From the perspective of researching the connection
between design thinking and corporate entrepreneurship, the term design
thinking is used in this study to describe design practices, in particular user
involvement practices used beyond the design context, following Johansson
et al. (2013) as well as Hassi & Laakso (2011).
1889
Entrepreneurial Opportunity
An entrepreneurial opportunity is in this paper defined as perceived
means of generating economic value [...] that previously has not been
exploited and is not currently being exploited by others (Baron, 2006, p.
107). Entrepreneurial opportunities are either discovered or created
(Kirzner, 1973; Schumpeter, 1934).
Ardichvili & Cardozo (2000) found that entrepreneurial opportunities are
discovered through recognition rather than purposeful search. Future
customers may have difficulties articulating their needs (Hippel, 1994).
Ardichvili et al. (2003, p. 108) state that Even if prospective customers
cannot [articulate their needs], they may still be able to recognize the value
to them in something new when they are presented with it and have its
operation and benefits explained. Opportunities seen from the perspective
of prospective customers represent value sought.
Corporate Entrepreneurship
The terms corporate entrepreneurship and intrapreneurship can be used
interchangeably (McFadzean et al. 2005) and describe entrepreneurship
within existing organisations (Antoncic & Hisrich, 2003). This definition
indicates that only the context of entrepreneurship changes (Kuratko,
Morris, & Covin, 2011) and findings from entrepreneurship may be
transferable to corporate entrepreneurship. Guth & Ginsberg (1990)
distinguish between innovation / venturing and strategic renewal of
established corporations. In this study, we utilise the term corporate
entrepreneurship following Antoncic & Hisrich (2003), Kuratko et al. (2011)
and Guth & Ginsberg (1990), researching corporate entrepreneurship from
an innovation, venturing and strategic renewal perspective.
Research Methodology
To explore the research questions, we conducted a series of eleven
expert interviews within ten corporations in Switzerland and Germany. The
corporations the experts are situated in are in the service industries
(banking, ICT and insurance) as well as manufacturing (chemicals and
pharmaceuticals), employing between 5.000 and 120.000 employees.
1890
Table 1 Context and details of the experts interviewed
The interviews were conducted in a semi-structured fashion by two
researchers. Semi-structured interviews are useful when broad issues are
understood by the researchers, but the range of reactions is not entirely
known (Maguire, 2001). To avoid a bias due to poor recall, the interviews
were recorded and transcribed. Each interview lasted between 42 and 83
minutes with an average of 60 minutes. Key informants were chosen to be
interviewed. Following Morse (1994) in Merkens (2007), key informants
have the knowledge and experience about the phenomenon in question, the
ability to reflect as well as the ability to express their knowledge. Thus,
interviewees were selected that applied design thinking for innovation
purposes and had a position related to the innovation process in their
respective organisation. The choice of industries was arbitrary, suggesting
that there may be no industry dependency.
Following the approach of Seidel & Back (2011) in their exploratory
study, the transcriptions were coded based on the research questions,
identifying levers of design thinking, challenges as well as design thinking
and opportunities. After the initial coding, clusters were built according to
emerging themes. The clusters were subsequently coded according to their
connection to corporate entrepreneurship. These clusters formed the
foundation for the empirical findings as well as discussion.
Company
A
B
B
C
D
E
F
G
H
I
J
Position Industry
Category (k
employees)
Length (in
minutes)
Senior Manager Design Telecommunication 20-50 54
Junior Manager IT Chemicals 20-50 51
Senior Manager Purchasing Chemicals 20-50 60
Senior Manager IT Banking 20-50 71
Senior Manager Purchasing Banking <20 83
Senior Manager IT Banking 50-100 62
Senior Manager IT Insurance >100 42
Senior Manager IT Chemicals 20-50 75
Senior Manager Design Banking 50-100 64
Senior Manager IT IT 50-100 53
Senior Manager Marketing Pharmaceuticals 20-50 46
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Empirical findings
Design thinking and entrepreneurial opportunities
In terms of entrepreneurial opportunities, the findings are ambiguous.
On the one hand, experts argued that design thinking brings new
opportunities because of doing things fast and more user-centric. Other
experts raised concerns that there is not one particular approach to identify
profitable opportunities that fit to the organisations capabilities and
culture. Particularly in the light of user involvement, it was highlighted that
it is always the job of the company to say this is what we are going to do.
Another concern raised is that design thinking works in theory, but is not
implemented properly in the experts company, although the subject has
been discussed internally, only limited actions followed.
During the interviews, it was highlighted that outside pressure gives the
impetus to start seeking new opportunities. However, not only pressure was
mentioned, but also that creative sparks come from outside, for example
from start-ups, while the innovation is done inside. To pursue an
opportunity, it was mentioned frequently that a champion is needed, mostly
coming from the middle or lower level of the organisation.
In general, all interviewees mentioned that new opportunities emerge
through having an outside view. It was mentioned that design thinking leads
to new opportunities because it radically starts with the person that is
targeted by a new product or service. This leads to understanding of user
trends as well as to understand weak aspects of the own products that may
be improved both factors have been acknowledged by the experts to lead
to new opportunities. Besides these factors, unmet needs of customers have
been mentioned. One expert emphasised that design is needed to rethink
completely, why the company is in the business, which is related to the core
business of the organisation rather than the periphery. To be more user
centred requires deep changes in the organisation to lead to new
opportunities according to one expert. One expert highlighted the
importance to identify potential users that do not use the products or
services currently through design-thinking which may lead to new
opportunities. New opportunities mentioned are also on the emotional side,
to create products and services that people acknowledge as emotionally
appealing.
It was highlighted by an expert coming from biotechnology that the base
for new opportunities always is formed by new technologies the
technology was mentioned as enabler. However, by combining new
1892
technology with different customer profiles, new opportunities may
emerge. Further, the importance of customer and user knowledge was
highlighted in respect to making the right decisions during new product and
service development. Interestingly, one expert mentioned that sales
adopted a design-thinking approach to get better requirements from users
to identify new opportunities, but also to demonstrate the value the
customer has to the organisation and thus drive sales. In one case, the
expert even mentioned that the customer pays for user-involvement, as it
improves the work of the own employees if the product that is bought from
the organisation is better usable.
Two statements are perceived crucial in terms of opportunities: I think if
you listen very carefully [...] there always are opportunities to uncover
hidden gems, emphasising the importance to involve users. The second
statement It sounds simple. Its a simple statement but its hard to live up
to that ambition reflects that the opportunities that may emerge from
design-thinking and user involvement are not fully exploited yet.
Levers and challenges of design thinking and the connection
to corporate entrepreneurship
To explore other connections between design thinking and corporate
entrepreneurship, a set of questions have been asked to reveal levers and
challenges of design thinking. Subsequently, the results of this exploratory
approach are discussed in the light of corporate entrepreneurship.
Table 2 Approaches of user involvement through design thinking
Structured process Non-structured approach
Start-ups University
collaboration
Mixed
teams
Internal
Consultants
Training and
support of
employees
Bottom-up Top-down
Imposed during organisational
change
Triggered organisational change
Structured process versus a non-structured approach
All experts interviewed are part of large organisations. A serious
challenge for the experts is that in a large company it is difficult to identify
other people who are applying design thinking. Moreover, following a non-
structured approach, a challenge addressed is also that design thinking is
1893
highly dependent on individuals. Thus, individual interest decides whether
design thinking is performed or not.
User involvement as a key activity of design thinking leads to specific
challenges. Access to users demands also demands for a structured
approach as the amount of interactions with users is limited and may
become a burden if accessed too often. One expert mentioned that you
cannot disturb your clients every five days and ask them for feedback,
highlighting the problem. There is the possibility to get feedback from
internal users and front-line employees, but with the challenge that this
feedback may be biased because the employees are belonging to the same
organisation and thus may have an internal view. Furthermore, the concept
of key account managers is a challenge, because if the key account
managers are the only persons allowed to talk to users, it is a challenge to
access users for innovation. As the users are mostly situated within a
customer organisation, it is difficult to access users instead of the persons in
charge of purchasing. This demands for a structured approach in which the
access to the user is defined as well as made sure that users are not
accessed so often that it becomes a burden for them.
Often it was mentioned, that in the fuzzy front-end, a non-structured
approach is favoured, but after the implementation decision a structured
process is followed that needs to fulfil regulatory requirements. Multiple
experts mentioned that they are following a scalable approach that fits the
time available, thus applying elements of design thinking in projects either in
a more superficial manner through a day-long workshop or throughout the
complete innovation project. Others are working with a defined time, for
example two weeks. Further, the interviewees pointed out that it is
important not to use the first solution that comes to mind but to slow down
to understand the cause of the problem, while the development of a
suitable solution is accelerated.
Several experts emphasised that new business development activities
are aiming on the mid-/ long-term future, while producing costs
immediately. Thus, to measure new business development by means of
margin and turnover generated in the short term was seen as a challenge.
The management perception that the process from an idea towards an
innovation takes too long was perceived as a challenge, as it takes time to
do the homework and shortcuts backfire. Expert opinions concerning the
development process of innovative ideas were ambiguous: while on the one
hand experts argued that the same process and philosophy applied to
1894
regular projects does not work for innovation projects, others argued that
the same careful approach is needed for innovation.
Design thinking through external collaboration versus internal
employees
An approach frequently mentioned is the link towards start-ups and
outsiders of the company. Difficulties to reach users due to company policy
as well as regulatory restrictions were expected by the interviewees to be
overcome through working with start-ups, as large companies cannot work
at the fringe of the legal frame, while one expert noted that small
companies may be able to. It was highlighted to establish relationships with
start-ups in the early phase to achieve innovation. Small companies that are
subcontracted in-house are perceived to be fast and resource-efficient.
None of the interviewees mentioned investment into start-ups as a key
approach, but rather to offer an infrastructure where start-ups can work
such as an open space.
It was further mentioned that design thinking is done with outside
entities such as in collaboration with universities. Interdisciplinary teams of
students were used as it creates an informal setup to reach out to users.
Also mixed teams between internal employees and subcontractors were
mentioned.
Another approach is to have internal consultants that are financed by
the business units and take responsibility in innovation projects to
sustainably integrate a user-centred point of view. As the units commit to
finance the consultant, it is made sure that the user centricity is taken into
account. As the consultant is an expert, there is not a standard process to be
followed but methods can be used tailored to the project.
Interviewees mentioned also to coach and train teams about design
thinking methods such as observations in context and early prototyping.
Employees with innovative ideas are trained in design thinking to
understand user problems in the early phase.
Bottom-up versus top-down approach
Most of the experts mentioned that they follow a viral approach to
implement design thinking in the organisation. The viral approach is based
on showing the results to evoke the feeling to participate in similar
activities. This includes having public project presentations as well as events
to let people experience the methodology as one expert mentioned you
need to experience design thinking to understand it. It is crucial to convince
1895
individuals that are in key positions to spread the approach within the
organisation. Furthermore, the positive effect of internal consultants that
are actively involved in projects and bring in a user-centric perspective was
mentioned. The viral approach is supported by having open spaces where
interested persons can participate as well as by including various
stakeholders in design thinking projects.
Top-management commitment is also important since activities that are
regarded non-core by the management are in danger to be stopped. One
expert mentioned that a training initiative aiming to teach design thinking
failed in the organisation, because the framework conditions prevented the
employees to apply the methodology in their daily work. Another example
mentioned by another expert is that innovation traditionally was only
accepted if it came from top management. Further, user needs are not yet
included widely in new product and service development in the experts
organisations. The traditional approach to develop a product or service
centrally and push it to the market was widely reported but subject to
change. Learning lunches, where an employee shares the insights from a
project with fellow colleagues were mentioned to share best practices
among the teams.
These aspects require a culture change that needs according to an
interviewee top-level commitment. In one company, the slogan included to
think like a user, however the expert working in this organisation pointed
out that most people have never seen a user.
One of our.. slogans is, think like the [user]. The problem there is,
that.. you know, and especially (--) most people I know whove never
been on a [users site], theyre a bit confused about which particular
[user] to think like, so they think about whatever they fancy about
how [the users business] works and it works completely differently in
different parts, absolutely completely differently.
It takes time to build the confidence to talk to the users as well as to get
people to leave their comfort zone. However, the danger of a top-level
assignment to use design thinking was pointed out that middle management
subsequently just take superficial measures such as buying furniture to show
they are using design thinking, but without seriously adopting the approach.
Design thinking and organisational change
The application of design thinking is often related to change in the
organisation and cultural change towards a more user-centric organisation.
1896
Design thinking is associated with mindset change, and some interviewees
even emphasised that the mindset building is more important than
innovation. Design thinking was either introduced during an organisational
change or induced an organisational change to the organisations of the
experts, for example from a product-offering to offering services. The focus
is on the philosophy, mindset and culture related to design thinking.
According to one interviewee, this mindset shift requires a top management
mandate to acquire lighthouse projects to showcase the value of user
involvement to the organisation. A key quote is you see design is nowadays
a key critical success factor without it does not work anymore.
Discussion
[RQ 1] What is the potential of design thinking for recognising
entrepreneurial opportunities?
Design thinking has the potential for new opportunities through an
outside view, as it radically starts with the person that is targeted by a new
product or service. This quote by one of the experts emphasises that design
thinking impacts on recognising new entrepreneurial opportunities in
respect of new product and service development. Particularly user
involvement through design thinking into new product development has
been subject to discussion (Junginger, 2008; Veryzer & Borja de Mozota,
2005). Veryzer & Borja de Mozota (2005) argue that user involvement may
affect the range of new product solutions and can aid in envisioning various
possible design direction as well as lead to solutions that are more likely to
be successful on the market and beyond the familiar range of likely
solutions (Veryzer & Borja de Mozota, 2005, p. 136).
Veryzer & Borja de Mozota (2005) discuss the impact of what they call
user-oriented design, a focus on deep understanding of the customer or
user (Veryzer & Borja de Mozota, 2005, p. 128) that provides an orientation
based on what creates value to customers (Veryzer & Borja de Mozota,
2005). The potential of user involvement through design thinking is thus
creating opportunities through envisioning solutions from the viewpoint of
the user, leading to superior solutions from the users point of view (Veryzer
& Borja de Mozota, 2005). Nielsen et al. (2012) propose that concrete and
intentional methods from the field of design can lead to entrepreneurial
opportunities, not only through user involvement but also through design
thinking as a problem-solving approach (Buchanan, 1992).
1897
The interviewees partly agreed to the relevance of design thinking for
opportunity creation or discovery. They agreed that a user-centric outside
view may bring new opportunities, however it needs to be combined with a
dedicated person inside the organisation that develops the product- /
service-to-be further. This is in line with Burgelmans (1980) study of internal
corporate venturing who highlights that a product champion is required for
successful internal corporate venturing. Furthermore, design thinking alone
was not perceived as a source for entrepreneurial opportunities, as
technology was frequently mentioned as an enabler.
[RQ 2] How is design thinking connected to corporate
entrepreneurship?
Guth & Ginsberg (1990) describe two forms of corporate
entrepreneurship: innovation / venturing as well as strategic renewal of the
organisation. Strategic renewal involves the creation of new wealth through
new combinations of resources. This includes actions such as refocusing a
business competitively, making major changes in marketing or distribution,
redirecting product development, and reshaping operations (Guth &
Ginsberg, 1990, p. 6). According to Guth & Ginsberg (1990, p. 6), all changes
in firms' pattern of resource deployment stemming from the carrying out of
new combinations should be considered in the domain of corporate
entrepreneurship. In our empirical findings, a connection between design
thinking and organisational change has been reported. The change was
often induced from outside as proposed by Kuratko, Hornsby, & Goldsby
(2004) and typically related to the new product and service development
process. According to Junginger (2008) product development is all about
change (Junginger, 2008, p. 26). NPD may be a vehicle for organisational
change and user involvement may be a guiding principle by taking into
account what creates value for customers.
Designers can assist organisations to change by bringing the user
perspective to the organisation (Junginger, 2008). A viral approach adopted
by the experts to change the organisation is in line with Jungingers (2008)
argumentation that change starts from the fringe of the organisation.
Matthews (2009) suggests that practices from the field of design may be
useful to generate more entrepreneurial behaviours inside large
organisations. User involvement may lead towards carrying out new
combinations of resources and subsequently result in changes in resource
development and thus may be considered in the domain of corporate
1898
entrepreneurship - the organisational change towards more user-centricity
may thus be an entrepreneurial endeavour. The change towards more user-
centricity indicates a renewal of a key idea organisations are built and
therefore may be seen as strategic renewal in the categorisation of Guth &
Ginsberg (1990).
Another finding is to work with start-ups. While in the discussion of
corporate venturing, external venturing is often seen as investing into start-
ups (e.g. Miles & Covin, 2002), our findings suggest that financial motives
are not crucial for the decision to work with start-ups. Roberts (1980) points
out that besides investment, corporations may team up in new-style joint
ventures, were the corporation provides access to capital and distribution
channels, while the new start-up provides advanced technology and
entrepreneurial commitment. While this approach involves a high
commitment from both sides, Botkin & Matthews (1992) mention the
entrepreneurial partnership, where the organisation collaborates with start-
ups as one strategy of corporate entrepreneurship. According to Molina et
al. (2009) and Antoncic & Hisrich (2003), learning may be an important goal
when engaging in corporate entrepreneurship. Our findings suggest that the
experts seek to learn from working with start-ups in a entrepreneurial
partnership mode. Entrepreneurial strategy includes the entrepreneurial
strategic vision that provides the value justification for engaging in
corporate entrepreneurship (Ireland, Covin, & Kuratko, 2009). Setting these
aims in the corporate entrepreneurship strategy influences the perceived
strategy-outcome relationship, i.e. whether corporate entrepreneurship was
perceived successful (Kuratko et al., 2004).
The interviewees emphasised that working together with start-ups is
important to get impulses from outside that may be developed further.
Moreover, start-ups are less regulated and thus may be able to bend the
rules in terms of product development that may be beneficial to explore a
concept. However, it was emphasised, that after the early phase, innovation
projects need to go through the new product development process to
comply with the regulatory environment. By supporting start-ups through
knowledge and acting as a launching customer, the experts organisations
aim to learn. Also, start-ups were used for fast-track product development
in IT applications. This may lead to new firm-specific capabilities that are
hard to imitate (Backholm, 1999; Dierickx & Cool, 1989).
To summarise, design thinking may either use or lead organisational
change towards a more user-centric organisation. Together with
technological capabilities and product championing, design thinking may
1899
help to create and / or discover entrepreneurial opportunities. The
organisational change as one approach to strategic renewal implies a
connection to corporate entrepreneurship, that can be further seen in the
frequent collaboration with start-ups in product development activities.
Conclusion
This study explores the connections between design thinking and
corporate entrepreneurship through a series of eleven expert interviews in
ten organisations. Our findings suggest that design thinking can contribute
to recognise entrepreneurial opportunities through user-centricity, that can
contribute to new products and new services. However, design thinking
needs to be combined with product championing to utilise the user
perspective as well as build on technological capabilities of the organisation.
Further, our exploratory inquiry into the experts organisations has
shown that design thinking and corporate entrepreneurship are connected
through the concept of strategic renewal by bringing user-centricity into the
new product and service development and thus use new product
development as a vehicle for change, leading towards strategic renewal. In
addition, design thinking was often associated with working with small start-
ups with the objective to learn from them that may lead to new firm-specific
capabilities that are hard to imitate. Partnering with start-ups is seen
beneficial, as start-ups can follow unconventional practices on the fringe of
legal boundaries in highly regulated environments as well as involve users
unbureaucratically. Partnership with start-ups may lead to learning as well
as impulses for new product and service development that may be
developed either inside the corporation or as partnerships with start-ups.
This explorative study contributes to the field of design management by
establishing first links between design thinking and entrepreneurship as well
as organisational change. These initial results open up avenues for further
research. Further research is needed to explore the connection of design
thinking and corporate entrepreneurship in respect of strategic renewal as
well as the collaboration with start-ups.
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Section 4b: Design Management Future
Perspectives
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Editorial: Design Management: Future
Perspectives
Martyn EVANS and Leon CRUICKSHANK
The future of design management is elusive. And rightly so. Design is a
constantly expanding beyond traditional disciplines, crossing boundaries
moving and into new areas. At the same time design is managed at both
macro (cites, systems) and micro scales (object and product), and anywhere
in between. Whilst the breadth of influencing factors and design evidence to
be considered and taken into account in design becomes deeper and richer,
e.g. sustainability, ageing, health, wellbeing, etc. While some see design
crossing boundaries and moving away from its traditional domains and
becoming the driver for expansive organisational change; others seek to
develop better understandings of how design can act as a driver of
innovation and feed product development. The future of design
management is interlinked with this revolutionary and evolutionary nature
of design.
This track explores potential approaches for design management to deal
with the dynamic contemporary business environment. It considers how to
respond to increasing user demands, accommodate technology driven
business models, and keep up with and serve constantly evolving markets
all while acknowledging the increasing collaborative democratisation of
design. Drawing on contemporary design and management literature, future
perspectives on design management are underpinned by empirical research
that suggests how design management will adapt in relation to the changing
nature of design.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Towards a dynamic mode of design
management and beyond
Claudia ACKLIN
*a
and Alexander FUST
b
a
Lucerne University of Applied Sciences and ArtsArt & Design;
b
University of St.
Gallen
In 1965, the need for design management as project management was voiced
at a time when new forms of consumerism became affordable for the masses.
However, in an environment of disruptive change, in which age of less
consumption is propagated, when digital technologies allow for new business
models and distribution channels without intermediaries, design as a
company resource can also become sticky. Today, firms have to
continuously absorb new knowledge and quickly socialise it throughout the
company. Design management may need to lead the way towards more
dynamic ways of doing business. Furthermore, design management may have
to venture strongly into the entrepreneurial side of business, recognizing,
evaluating, and exploiting new business opportunities. This conceptual paper
will look at three different modes of design management: simple design
management or the management of design activities within organisations;
integrated design management or the coordination of all relevant design
activities within a firm across all company levels; and dynamic design
management, which builds on the dynamic capability concept. In addition,
this paper will raise the question of whether there should be a fourth mode,
building on the basics of entrepreneurship, called entrepreneurial design
management.
Keywords: Simple, integrated, dynamic, entrepreneurial modes of design
management, disruption
*
Corresponding author: Claudia Acklin | e-mail: claudia.acklin@hslu.ch
ACKLIN & FUST
1908
Introduction
Almost 50 years ago, Michael Farr (1965) coined the first definition of
design management as the function of defining a design problem, finding
the most suitable designer, and making it possible for him to solve it on time
and within a budget (p. 38). This rather pragmatic and simple statement of
design management as design project management was written at a time
when new forms of consumerism became affordable for the masses (Gorb,
1990). Further on in the text, Farr (1965) elaborates on companies needing
design management to differentiate products and brands through more
sophisticated value propositions. Since then, design management has
become a tool to introduce design into the strategies, brands, identities,
environments, and product/service development processes of companies,
evolving into a fully integrated management agenda responsible for the
orchestration of experiences of their customers (Cooper & Press, 1995).
More recently, design and design management have been recognised as
drivers of organisational change (Junginger, 2008, 2009)for example, by
building new organisational capabilities in NPD (Danneels, 2002). In the early
2000s, Design Thinking (Brown, 2008, 2009) entered the field of (design)
management with a similar proposition, at a time when innovation was the
new battle cry (Johannson-Skldberg & Woodilla, 2011, 2013). By then,
design management had definitely escaped Taylorist concepts of scientific
management to become a resource in its own right in the Resource-Based-
View sense of the word (Borja de Mozota, 2003, 2011).
However, in an environment of disruptive change, in which more than 50
years of consumerism are being questioned and the age of less (Bosshard,
2011) is widely propagated, when digital technologies allow for distribution
channels without intermediaries (Ball, 2012) and for new business models
(Osterwalder & Pigneur, 2010), design as a resource can also become
sticky (Teece, Pisano, & Shuen, 1997), meaning that it is not offering a
solution to imminent changes and threats from the environment. Today,
companies have to develop the capability to continuously absorb new
knowledge (Cohen & Levinthal, 1990; Zahra & George, 2002), to quickly
socialise it throughout the firm, and to lead the way towards more dynamic
ways of doing business.
This capability might include a repertoire of processes, tools, and
mindsets to drive and support change as a core organisational capability.
Furthermore, in the future, design management may have to venture more
boldly than before into the entrepreneurial side of business, recognizing,
Towards a dynamic mode of design management and beyond
1909
evaluating, and exploiting new business opportunities (Shane &
Venkataraman, 2000) as well as effectuating them (Sarasvathy, 2008).
This conceptual paper will look at three different modes of design
management that have developed over the years: simple design
management or the management of design activities within organisations;
integrated design management or the coordination of all relevant design
activities within a firm across all company levels, functions, and touchpoints;
and dynamic design management, which builds on the dynamic capability
concept (Helfat et al., 2007; Zahra & George, 2002), aiming at strategic
flexibility (as an internal result) as well as competitive advantage (as an
external result).
In addition, this paper will raise the question of whether, in the face of
disruption, there should be a fourth mode of design management, building
on the basics of entrepreneurshipentrepreneurial design management
(working title)to accommodate the need to create fully ambidextrous or
even new companies (Tushman & OReilly, 1996; Christensen, 1997). We will
explore this fourth mode in more depth to understand how it fits with the
three modes mentioned above. The paper will then discuss the strengths
and weaknesses of the four modes in the face of disruption and concludes
with an outlook on a future research direction.
(At least) the modes of design management
On the journey from the lesser to greater significance of design as briefly
outlined in the introduction, three modes of design management can be
distinguished with regard to their strategic contribution and direction.
Adapting Gorb and Dumas (1989) notion of silent design, even a (non-)
mode can be identified, named silent design management or non-existing
design management.
58
However, in this paper we will focus on those modes
that are based on a minimal awareness of the usefulness of design and
design management to achieve company goals. These modes have been
extracted from a more extended review of the design management
literature (Acklin, 2013a) but here, due to limited space, only the essential
insights are summarised. These three modes are:
simple design management
58
Companies using, or rather, not using this kind of design management are unaware that they
are making strategic decisions in e.g. engineering design or marketing. Interestingly enough,
design and design management have to accept that this process also seems to work (Gorb,
1990, p. 75).
ACKLIN & FUST
1910
integrated design management
dynamic design management.
Simple design management
The first mode is called simple or basic design management. Companies
adopting simple design management are interested in managing their
processes more effectively and are mainly applying design (project)
management to design projects as part of, for instance, new product
development or corporate design activities. Representative theorists of this
(early) concept of design management are Farr (1965) and, to some extent,
Topalian (1979). The latter made the point that British manufacturers would
be able to escape the mediocrity of their products if design projects and
new product development were managed more effectively and efficiently.
In the sixties, marketing and branding had introduced a fundamental
shift in the way a company presented itself and its products/services to its
customers. To illustrate, Farr offered the example of a supplier of ironed
shirts who was no longer selling a laundry service but pride in appearance
(Farr, 1965). In addition, design had grown more specialised and the training
of designers more diverse and profound, which made it a challenge for
management to pick the right designer for the right job. Farrs (1965)
rationale was already a move away from the concept of unity of all elements
of visual appearance achieved by a single enlightened architect/designer
as in companies such as AEG or Olivetti (Brdeck, 2005) to responding to
companies more strategic preoccupations.
Integrated design management
The second mode, integrated design management, coordinates and
deploys design in all departments, functions, and processes necessary to
create a coherent customer experience and company positioning. Cooper et
al. (2009) characterise this mode of design management as follows:
Design Management is the on-going management and leadership
of design organisations, design processes, and designed outcomes
(which include products, services, communications, environments and
interactions). (p. 50)
Towards a dynamic mode of design management and beyond
1911
Figure 1: Integrated Design Management Model (Acklin, 2011)
This design management mode is called integrated because there is
extensive alignment, communication, education, and even mediation to be
done between conflicting forces before design can fully unfold its power as a
value creator at each touchpoint of the company. This includes the
integration of design at each organisational level, the presence of (visionary)
design leadership (Turner & Topalian, 2002), and a design management
ACKLIN & FUST
1912
function at the operational level. It further entails the coordination of
processes that include design in corporate design, brand design, new
product development processes, and so on, together with the ongoing effort
to align design outcomes at each touchpoint, and to infuse design thinking
in the company (Dumas & Mintzberg, 1989). The visual representation of an
integrated design management model (Acklin, 2011,
59
2013) displayed
below (Fig. 1) is itself an integration of the thoughts of several authors (Best,
2006; Turner & Topalian, 2002; Cooper & Press, 1995; Bruce & Bessant,
2002; Dumas & Mintzberg, 1989; Cooper, Junginger & Lockwood, 2009).
Dynamic design management
Although design has been understood as a (core) competence of the firm
(Borja de Mozota, 2011), design as a resource can also become sticky
(Teece, Pisano, & Shuen, 1997); at least in the short run, firms are to
some degree stuck with what they have and may have to live with what they
lack (p. 514).
60
Authors such as Christensen (1997) or Tushman and OReilly
(1996) have observed that successful companies might even end up with an
innovators dilemma of not wanting to risk their own core business through
innovations of a more disruptive order emerging in the environment.
61
These situations call for a third form of design management, the dynamic
design management mode, in which companies absorb and exploit new
knowledge and resources in order to avoid the stickiness-trap. Zahra and
George (2002) proposed that the capability to continuously absorb new
knowledge is a dynamic capability pertaining to knowledge creation and
utilization that enhances a firm's ability to gain and sustain a competitive
advantage (p. 185). This absorption takes place in discrete steps of
acquisition, assimilation, transformation, and exploitation (see Fig. 2).
Danneels (2002), who researched the product development processes of
five companies through the lens of the dynamic capability concept, comes to
this conclusion:
59
Published in the handbook of the BA Design Management, International course at Lucerne
University of Applied Sciences and Art Art & Design as a further development of the Lucerne
Design Management Model (Acklin, 2009).
60
We might be witnessing the beginning of this effect in the case of Apple, the powerhouse of
design; at this point in time, other companies are offering more functionality along with an
equivalent amount of design.
61
One of the late casualties of the innovators dilemma is Kodak, which invented the digital
photography but failed to exploit it.
Towards a dynamic mode of design management and beyond
1913
My analysis of new products as interconnected through their
reciprocal relationships with the firms competences yields a view of
firms as portfolios of competences, rather than of portfolio of
products. (p. 23)
So, dynamic design management is concerned with the development of
(new) knowledge, (new) design competences, and capabilities rather than
project management of design projects. A process of product development,
innovation, or even marketing can become an engine of renewal (Bowen
et al. 1994; cf. Danneels, 2002) building and expanding organisational
competences over time. These processes might even trigger a change in an
organisations market domain.
In a dynamic mode, design managers are able to decouple and recouple,
or to reconfigure a companys design resources to match dynamically
changing environmental needs. They actively deploy design knowledge at
specific pain points of the company instead of coordinating design as a
company resource throughout each company touchpoint. By proactively
reshuffling core competences, a company has a quicker and less risky way
to grow and to renew itself. A dynamic mode of design management might
be visualised as follows (Fig. 2).
62
Figure 2: Design Management Absorption Model (Acklin, 2013b)
62
The first author of this article has published several papers on the relationship between
design absorption and the dynamic capability construct. Please refer to list of references
(Acklin, 2011a,b, 2013a, b, c) for more information.
ACKLIN & FUST
1914
Towards a fourth, entrepreneurial
63
mode
Schumpeter (1934, 1942) describes the process of creative destruction as
the central fact of capitalism: It is what capitalism consists in and what
every capitalist concern has got to live in (Schumpeter, 1942, p. 83). He
singles out the entrepreneur as the one actor who captures value in
changing environments by exploiting the following elements: new consumer
goods, new methods of production or transportation, new markets, or new
forms of industrial organisation. Since the nineties, Schumpeter has been
received as one of the quintessential authors on innovation, but it is always
entrepreneurship that he is talking about.
To date, the entrepreneurial dimension of design has often been
subsumed in what designers do but has rarely been acknowledged as an
inherent component of design. One reason for this phenomenon might be
that designers perspective and approaches complement the
entrepreneurial expertise of companieswithout actively driving itby
creating new artefacts, services, and experiences. So the risk-taking is
mostly on the entrepreneurs side of the working relationship, even though
designers often share the risk when they are paid through royalties on
products sold.
In addition, designers entrepreneurial contribution to companies during
the process of opportunity recognition, evaluation and exploitation (Shane
& Venkataraman, 2000) is also poorly conceptualised within current
entrepreneurship research and theory, as well as in design studies.
Here, we will propose a fourth modean entrepreneurial mode of
design managementby exploring the overlap of entrepreneurship with
design and design management. This is offered as a point of departure for a
broader discussion that would have to follow. Design management has the
capability to take on a more active role in companies in respect of
entrepreneurial issues in companies as well in new venture creation.
Overlaps of design, design management and entrepreneurship
As mentioned before, Schumpeter (1934) introduced the notion of
creative destruction, in which different actors disrupt markets and introduce
new combinations of, for instance, products or production methods. It
63
Through a policy Delphi, Gartner (1990) established that there is no singular definition of
entrepreneurship, discovering themes of entrepreneurship such as the unique personality of
the entrepreneur, innovation, organisation creation, value creation, company growth,
individuals as owner-managers, and profit and non-profit contexts.
Towards a dynamic mode of design management and beyond
1915
follows that the recognition of opportunities and the creation of new
artefacts, which possibly alter prevailing market logics and might eventually
lead to better world, lie at the heart of entrepreneurship (Schumpeter,
1934; Shane & Venkataraman, 2000). Dealing with uncertainty and being
highly tolerant of ambiguity is another characteristic of entrepreneurs (e.g.
Sexton & Bowman, 1985).
In all of these regards, entrepreneurial and design mindsets resemble
each other, in their ambition to create something new and better or in their
tolerance of uncertainty and ambiguity. Design even deliberately exposes
itself to uncertainty by keeping processes of exploration fluid until the best
solution (rather than just another solution) emerges (Boland Jr. & Collopy,
2004).
Furthermore, the discourses of design theory (Johansson et al., 2011)
overlap at several points with entrepreneurial discoursesalthough not
completely uncontested, as we will see. Among the concepts shared by
design studies and entrepreneurial theory are Herbert Simons science of
the artificial (Simon, H., 1969) and Donald Schns concept of reflection-
in-action (Sarasvathy, 2008). As in a science of the artificial, entrepreneurial
actions are directed towards what ought to be rather than towards what is.
Venkataraman, Sarasvathy, Dew, and Forster (2012) are of the opinion that
opportunities are enacted, imagined, or created. However, some scholars of
entrepreneur research take on a positivist/realist stance, asserting that
opportunities exist independent of the entrepreneur, and that it takes
alertness to discover them as they represent market deficiencies (Kirzner,
1973). Needless to say, design and design management are more aligned
with the first position, even though the discussion is redundant to some
extent because alertness may also very well be a requirement for creation.
The overlap between design theory and Sarasvathys (2008) concept of
effectuation is even more obvious: the iterative process of making things
real and tangible is close to the process of effectuationacting on
opportunities and exploiting them step-by-step in a continuous process of
learning and developing. However, the concept of effectuation is also
challenged by the concept of causation, which implies that the way to
success is the deployment of specific means and tools such as business and
financial planning (Fueglistaller, Mller, Mller, & Vollery, 2012) after a
business opportunity has been discovered (e.g. through alertness, Kirzner,
1973).
With these overlaps in mind, we will now compare in more detail the
entrepreneurial process of opportunity recognition, evaluation, and
ACKLIN & FUST
1916
exploitation (Shane & Venkataraman, 2000) with design and design
management approaches.
Opportunity recognition and creation
A designers ability to monitor the environment brings forth new
entrepreneurial opportunities, creating new offerings as a result.
64
At an
early stage of the design process, designers use various approaches that
include intuition, investigation of user needs explored through empathy or
experiential methods (putting oneself in the shoes of the user),
ethnography, observation of trends, or following personal interests
(Sanders, 2006) to discover opportunities for new offerings. Furthermore,
the awareness of new materials and technologies from other contexts
(Hargadon & Sutton, 1997) or the adaptation and combination of existing
technology to create smart, user-friendly and attractive value propositions
(Pannozzo, 2007) are typical design (entrepreneurial) activities at this stage.
Entrepreneurs are also alert to new information of relevance to the
identification of opportunities (Kirzner, 1973; Kirzner, 1979). Some of their
approaches focus on systematic searchthe deliberate gathering of new
information from the most promising information channels (Fiet, Piskounov,
& Patel, 2005). Clearly, then, recognizing opportunities is not only about
knowledge gathering and related behavior; it is also about the assimilation
of new knowledge. Cognitive processes such as counterfactual thinking
(Baron, 2000), connecting seemingly unrelated dots (e.g. Baron, 2006), or
linking to prior knowledge and experience (Shane, 2000) and learning
(Corbett, 2005) may all foster opportunity recognition. Entrepreneurs
observe (potential) customers and their behavior, exchange information
with other actors (idea networking), experiment physically and mentally, or
question the status quo (Dyer et al., 2008), just as designers do.
Opportunity evaluation
Entrepreneurs evaluate entrepreneurial opportunities by deploying a
range of heuristics. For instance, they perceive whether their existing
knowledge resources are appropriate for the opportunity (Haynie,
Shepherd, & McMullen, 2009); they assess the opportunity in terms of risk
(Keh, Foo, & Lim, 2002); they refer to their feelings and emotions about the
opportunity (Foo, 2011); and they evaluate potential markets as well as
potential financial gains (Ozgen & Baron, 2007). Furthermore, evaluation
64
64
See e.g. chapter on Freitag Taschen in Read, Sarasvathy, Dew, Wiltbank, & Ohlsson, 2011
Towards a dynamic mode of design management and beyond
1917
processes may be nested in actions, social interactions, and retrospective
sense-making of actions, especially when markets are newly created
(Sarasvathy et al., 2003; Sarasvathy, 2001; Weick, 1995).
Design evaluates opportunities by making, or turning ideas into
innovations (Cox, 2005) through a conscious decision-making process in
which information (an idea) is transformed into an outcome that may be
tangible or intangible (Von Stamm, 2008). In addition, experimentation,
prototyping, and visualization are used to evaluate and test ideas, concepts,
strategies, and so on. The evaluation of ideas in general, and of
opportunities in particular, is an intertwined process of experimentation,
visualization, and testing, during which diverse evaluation criteria are used.
Venkataraman et al. (2012) state that both processes of making and finding
are intertwined in the practical reality of how opportunities come to be (p.
26), stressing Schns point that doing can lead to reflecting, leading to
better doing, and so on.
Opportunity exploitation
Opportunity exploitation often involves risk-taking, as financial means
and individual efforts are invested and future outcomes (financial gain or
loss) remain unclear at the outset. At this stage, entrepreneurs experiment
both physically and mentally (Corbett, 2005; Dyer et al., 2008) and use trial
and error to find solutions to problems (e.g. Deakins & Freel, 1998), and this
demands imagination, inspiration, and protracted endeavour (Sarasvathy,
2001). This process is iterative in nature as, through actions, new
opportunities emerge or other solutions appear and the ideal typical
planned process may become obsolete (e.g. Sarasvathy, 2008).
As already noted, design processes are also iterative and integrative,
mirroring the concepts of reflection-in-action (Schn, 1983) and effectuation
(Sarasvathy, 2008). However, at this point of the entrepreneurial process,
design management starts to take a strong lead. Beyond new product
development, design and design management are engines to
commercialise new offerings. For instance, the launch of new offerings
might include feedback from customers or other stakeholders, leaving room
for adaptation, or exploitation of new business opportunities might be
accompanied by a careful orchestration of other company touchpoints
(Cooper et al., 2009).
ACKLIN & FUST
1918
Entrepreneurial design management
Based on the theory reviewed above, how can we now conceptualise design
management as an entrepreneurial activity? The core elements of
entrepreneurship consist of a business opportunity that is recognized or
created, evaluated, and exploited; the resources necessary to act on the
opportunity; and an organisation that fits the envisioned company future to
its market environment (Fueglistaller, Mller, Mller, & Vollery, 2012).
Depending on the positions of design managers in a company, they will be
able to influence most of the above-mentioned areas. If, for instance, the
design manager is in charge of trend monitoring or product development,
then opportunity recognition, evaluation, and exploitation might be
precisely the core of his job description. They may also be in a tactical
position to exert some influence on decision-making with respect to
resource allocation and organisational change.
While all these considerations are already the bread and butter of a design
management function, they may at times disappear into the background of
daily operational pressures. To then ask very simple and focused questions
may produce the frame of mind necessary to react to disruptive change.
Stevenson and Gumpert (1985) list the following questions as typical of the
entrepreneurial approach:
Where is the opportunity?
How do I capitalize on it?
What resources do I need?
How do I gain control over it?
What structure is best?
An opportunity to execute entrepreneurial design management might, of
course, also present itself when design managers or leaders are involved in
the founding of new ventures or spin-offs. However, the opportunity to
create an organisation from scratch may also often mean limitations on such
things as access to financial means, access to markets, the possibility of
cooperating with partners, and so on. The following visualisation (Fig. 3)
adapts the key elements of entrepreneurship (Fueglistaller, U., Mller, C., &
Vollery, T., 2012) to represent an entrepreneurial mode of design
management.
Towards a dynamic mode of design management and beyond
1919
Figure 3: Adaptation of key elements of entrepreneurship (Fueglistaller, U., Mller, C.
& Vollery, T., 2012)
Discussion
Design management and its modes have changed over time. While a
historical contextualisation would offer an interesting perspective on the
modes, we argue that all of them (and probably more) coexist today,
depending on the awareness, needs, and organisational capabilities of a
firm. Categorizations change over time, depending on the moment we
choose in the history of design management. In this paper, however, we
have chosen to look backward and forward from a perspective of disruptive
economic change, and this will also be the main focus of the discussion.
The following taxonomy of design management modes (Table 1)
compares the four modes, using the categories of goals, mode/attitude,
organisational processes in which design is involved, design capabilities,
people, and contribution to corporate strategy.
Oppor-
tunity
Organi-
sa on
Resour-
ces
Design
Leader
Fit
Focus
Configura on
recognize
evaluate
benefit
develop
manage
bundle
combine
Environment
Environment
Environment
ACKLIN & FUST
1920
Table 1: Taxonomy of design management modes
DM-Modes Simple Mode
(1)
Integrated
Mode (2)
Dynamic
Mode (3)
Entrepreneu-
rial Mode (4)
Goals
Effective/
efficient
design
(project)
management
Orchestrati
on of
touchpoints
across
functions
Sustainable
competitive
advantage
through
mediating
between
inner and
outer worlds
Exploiting
new business
opportunities
Mode /
attitude
Selective
design use
Integrated
design
Transforma-
tion by design
Exploration
and exploita-
tion by design
Organi-
sational
processes
Single design
projects
connected to
NPD,
corporate and
brand design
activities, etc.
All
processes
contributing
to the
customer
experience
Strategic
management;
innovation
management;
process
design;
change
management
Strategic
management,
strategic level
of design
management
Design
capabilities
Sourcing,
briefing,
designers;
managing and
evaluating
design
projects
Planning,
coordinatin
g, aligning,
infusing
design
Designing the
capabilities of
the firm; de-
/re-linking;
(re-)configu-
ring resources
Creating,
recognizing,
evaluation,
exploiting
opportunities
People
Marketers,
product and
design
managers
Design
managers
Design
leaders and
managers,
senior
managers
Design
leaders and
managers
Contribu-
tions to
corporate
strategy
Improved
products,
appearances,
etc.
Coherent
positioning
Strategic
flexibility and
competitive
advantage
New business
segments,
new business
ventures (e.g.
spin offs)
Towards a dynamic mode of design management and beyond
1921
The comparison of the modes as summarized in Table 1 makes it
apparent that modes 1 and 2 focus more directly on how to manage design
inside the company. Although there is a movement from efficiency and
effectiveness (mode 1) to a more infused state of design at all levels and in
all aspects of a company in mode 2, both of them represent inside-out
approaches. In its most elaborate form (mode 2), design management
fosters and strengthens design as a company resource that makes itself felt
at each touchpoint and in the overall positioning of a firm. In its worst form,
mode 2 turns into the notorious design police, hunting down corporate
identity trespassers.
Mode 3 takes an active step away from merely coordinating internal
processes and resources towards the environment of a company. A dynamic
mode of design management mediates between the inside and the outside
systems of a firm by actively facilitating knowledge absorption and
exploitation. Mode 3 ultimately aims at changing a company and at un-
stucking design where it may have become stuck or sticky as a resource.
However, for companies trapped in the innovators dilemma (Christensen,
1997) that dont want to endanger their core business by integrating new
disruptive technology, the decoupling and recoupling of design resources
may be too slow a way out of their current situation.
Mode 4 builds on mode 3 but represents a more radical departure from
the inside-out approaches of mode 1 and 2. In an area of disruption, a swift
response to environmental threats is called for. If executed in an existing
company, mode 4 would adopt an external, market-oriented perspective as
opposed to being an administrator of internal design resources. For
instance, Steven & Grumpert (1985) make a distinction between the
promoter and trustee types of manager; the former is active and alert,
able to seize new opportunities and capitalize on them, while the latter
fears change. However, disruptionwhich typically unfolds through new
technologies or changes in consumer economics, social values, political
actions, or regulatory standards (Stevenson & Grumpert, 1985)affects
different organisations in different ways. It follows that another option, as
suggested by Christensen (1997), might be to activate even more basic
entrepreneurial modes of management such as the exploitation of new
technology by founding company spin-offs.
Conclusions
This article has described three modes of design management and a
fourth entrepreneurial mode, required in an area of disruption. While
ACKLIN & FUST
1922
modes 1 and 2 unfold their strengths in a stable economic situation, modes
3 and 4 are more suited to dealing with uncertainty, ambiguity, and
disruption. In particular, mode 4the entrepreneurial mode of design
management, reinforcing well-known basics of entrepreneurshipbuilds on
the capability to not only recognize but also to create new business
opportunities. In this mode, design managers leverage entrepreneurial
thinking throughout the company by exploiting opportunities, allocating
necessary resources, and altering organisation and company culture where
needed.
The entrepreneurial mode of design management also emphasises two
dimensions essential for any creative enterprise: the dimension of design as
a creator of new opportunities and the dimension of design management as
a driver of the exploitation of these opportunities. These two dimensions
can be applied with a view to new forms of creative entrepreneurship and
intrapreneurshipto escape the inertia of established companies or to
create a new form of indie capitalism (Nussbaum, 2013).
65
Today, there is
in fact a visible trend towards more creative entrepreneurship (Giesa &
Schiller Clausen, 2014).
For now, however, this paper can only speculate about this future mode
of design management by observing trends. A future research direction
would have to look for empirical evidence of this new mode of design
management by studying design managers responses to disruptive change.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 2 4 September 2014
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Design Thinking in Managing (and designing)
for Organizational Change
Liisa NAAR
*a
and Marianne STANG VLAND
a
Centre for Management & Organization Studies, University of Technology, Sydney;
b
Department of Organization, Copenhagen Business School
Increasing interest in design thinking in the fields of management and
organization has resulted in a concern with using design-oriented approaches
as means to support organizational change and innovation. To this end,
conceptual ideas such as Boland and Collopys managing as designing have
aimed at exploring how design thinking can inform managers and the work
done in organizational contexts. However, these concepts tend to be
discussed theoretically with little grounding in empirical studies of practice
that might inform managing according to a design thinking approach. In this
paper we look at one attempt at facilitating organizational change through
design thinking. The context is the design of a new building for the UTS
Business School, Sydney by architect Frank Gehry. User participation was
applied to engage stakeholders in ways that would produce valuable input for
managers as well as architects. We consider how architectural design and
organizational change are constructed and accomplished and to what extent
the managers approach can be considered design thinking. Our findings
suggest that while design thinking may be one approach to managing
complex change processes, a deeper engagement between designers,
managers and users is needed.
Keywords: Design thinking, user participation, organizational change,
management, architectural design
*
Corresponding author: Liisa Naar | e-mail: Liisa.Naar@uts.edu.au
Design thinking in managing (and designing) for organizational change
1929
Introduction
Burgeoning interest in design and design thinking in the fields of
management and organization has led to a focus on managerial applications
of design thinking to bring about organizational change. This might seem
sensible after all, design is concerned with change (Cooper & Junginger
2011, p. 38). Concepts like managing as designing (Boland & Collopy, 2004)
involve ideas that aim to unfold (or at least suggest) what design thinking
may mean for managers and how it can inspire and inform work being done
in organizational contexts. Even though more recent management interest
in design thinking was initiated in the context of understanding and
drawing upon how expert designers work (Boland & Collopy, 2004;
Johansson-Skldberg et al, 2013), there has been a propensity within certain
management and organizational literatures to view design thinking and its
practice as emblematic for new ways of thinking in organizations. Like
others, we see managerial applications of design thinking and design
thinking embedded in design practice, as two distinct theoretical and
analytical discourses (Cross, 2011; Johansson-Skldberg et al 2013) that
have different implications for practice. To date, however, the management
and organization literatures have typically explored concepts such as design
thinking and managing as designing as a theoretical approach or attitude.
If such concepts are to be grounded in practice more empirical studies are
needed to provide deeper insights into what it means to manage according
to a design thinking approach.
In this paper we offer preliminary results from an empirical study that
provides insights into what it means to manage according to a design
thinking approach, why it is difficult and how it may be a fruitful path,
nonetheless. The context for our research is the design of a new building for
the UTS Business School, Sydney by architect Frank O. Gehry; a project in
which the client anticipates that a new building of radical design will
facilitate organizational change. User participation was applied as a way to
engage stakeholders and key users in this process to produce valuable input
for the managers as well as for the architect. Rather than seeing this as one
context within which organizational and architectural design thinking take
place, we see it as two separate design processes with distinct
methodological differences, tensions and contradictions between the ways
managers and designers work. We consider this as the management of a
double design process (Stang Vland & Georg, 2014) of organizational
change and architectural design. The management of double design
processes requires two contingent enactments, in which the architecture is
NAAR & STANG VLAND
1930
viewed as symbolic for the new organization. Acceptance of a building
design that is unconventional and radical is seen as analogous to the
changes sought for the organization itself. In this way, agendas for both
architectural design and organizational change are considered as entangled
and interdependent (de Vaujany & Vaast, 2013). We illustrate a few of the
features that characterised the user participation activities in the case, and
discuss how the UTS Business School management worked with design
thinking in the initiation and accomplishment of this organizational change
process.
Theoretical underpinnings: design in management
and organization, user participation in design
For more than half a century, design has played a role in organizational
studies (Galbraith, 1973; Thompson, 1967). In much of this work, however,
the understanding of design has largely reflected the organizations formal
design (Burton et al., 2006). Involving aspects that are often considered as
the structural and strategic configuration of the organization, organization
design is seen to make the organization capable of achieving its goals. While
this approach has been widely recognised in structural contingency theory
(Donaldson, 2001) another strand of research that further supplements the
idea of design in organizational contexts was forming. If design was seen as
a state of being in structural contingency theory, as a literal and static
design, immovable, structural and determinate, the newer focus
emphasised a verb rather than a noun: designing as a process rather than
design as a thing in itself (Weick, 2001, 2003; Garud et al. 2008). While the
first approach focuses on design as a structure, the latter attends to
designing as emergent; a process that can be understood and facilitated but
not controlled. Contributions within this research family involve studies of,
for example, organizational practice (Romme, 2003), management (Boland
and Collopy, 2004; Boland et al., 2008; Yoo et al., 2006), organizational
development and change (Bate et al., 2007), and change management
(Bevan et al., 2007). One interest among some of these has been to learn
about designing through studying the work and practices of expert designers
(Mohrman, 2007; Michlewski, 2008). Another has been to make reference
to design thinking, reflecting the view that a design oriented way of
working can constitute a productive approach to the handling of uncertain
organizational issues or the augmenting of organizational innovation
(Kimbell, 2011).
Design thinking in managing (and designing) for organizational change
1931
It is not clear, however, what design thinking means in managerial
contexts. Johansson-Skldberg et al (2011) provide a helpful overview to
explain central differences between designerly thinking, referring to the
theoretical conceptualizations by design scholars of the work done by expert
designers and design thinking, referring to the ways in which for example,
managers (or others without design training) can make use of a design
approach in their work. Although the latter first established as design
management in the 1970s was followed by design as a strategic tool
conceptualized in the 1980s (Johansson-Skldberg et al., 2011: 127) it
wasnt until this century that design thinking came into the management
debate as a way of working with change and innovation inspired by expert
designers.
One way of taking an approach based on design thinking is to engage
different actors in the design process, and to facilitate the ways in which
inputs to the design solution can be produced (see for example
contributions by Wagner, Suchman, or Jnsson in Boland & Collopy, 2004,
who base their ideas on actor-network theory, also Latour, 2009). These
actors can be either users who in some way have a stake in the building or
various objects employed in the design process (Suchman, 2004). For the
purpose of this paper we suggest this approach be labelled organized user
participation (Stang Vland 2010), focusing particularly on users and
stakeholders. By organized we mean activities that are purposefully
planned and facilitated to engage stakeholders as part of the design process,
and that stretch further than users are generally involved in through their
everyday work encounters.
User participation has long been considered a way of structuring
stakeholder interests in internal processes of organizational change and
innovation (von Hippel, 2007), as well as in public service administration
(Bryson et al., 2013). As a method, researchers of user participation draw on
several methodological frameworks and practical techniques. Such
frameworks include ethnography (Blomberg, 1993; Forsythe, 1999; Ivey and
Sanders, 2006), participatory design (Greenbaum & Kyng, 1993; Schuler &
Namioka, 1993), human computer interaction and Computer Supported
Collaborative Work (Anderson, 1994; Dourish, 2006; Schmidt & Bannon,
2013), as well as user-driven innovation (von Hippel, 2007) and user-centred
design (Dunne, 2011). In many design related areas knowledge about user
behaviour has been considered central to the development and design of
new products (Norman, 2002; Heskett, 2005). In the fields of architecture
and building construction, however, research of user participation has
NAAR & STANG VLAND
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developed more slowly. Although there are exceptions, for example within
healthcare (Luck, 2005; Eriksson et al., 2013), it is rare to find longitudinal
empirical studies that have addressed architectural projects as sites in which
to study user participation. However, as the general tendency to give users
(clients, customers, citizens, stakeholders) a more central position and
status in various types of developments increases, user participation is also
finding its way into contemporary building projects (Stang Vland, 2010;
Storvang, 2012). Our aim in this paper is to look into how user participation
can be applied in managerial practices based on design thinking and how
the context of an architectural design process may support this goal.
In our study, the managerial aspiration was not only to accomplish the
establishment of a new business school building, it was to also facilitate a
process of organizational change in relation to what the future university
might consist of (and look like). To support this ambition, issues such as
work practices, cross-disciplinary collaborations, and the physical settings of
workspaces that would support these practices played a prominent role in
the user participation activities. User participation was seen to present
opportunities for the designers (managers as designers and expert designers
alike) to engage with staff in developing the double design agenda. To
understand more about how participation can be employed in a
management/design perspective, we suggest looking for inspiration in
recent research studies that discuss resistance to change in organizational
contexts (Ford et al., 2008; Courpasson et al. 2011; Downs, 2012). These
contributions propose that resistance can be considered constructively as
a means to engender commitment to support change. Below we
preliminarily introduce a few of these ideas, looking at how user
participation was organized and facilitated in this case and considering how
such contexts (of architectural design and organizational change) can
provide a resource in similar projects in the future.
Methodology
The research we report upon is part of a large longitudinal case study of
the design and construction of a new building for the UTS Business School,
Sydney. The context for the study is the social and material construction of a
new building for postgraduate students and staff of the UTS Business School
designed by architect, Frank O. Gehry. Undertaken by the first author, the
study commenced in October 2011 and is due to be completed in the fall of
2014 when research into the post-occupancy stage of the new building will
Design thinking in managing (and designing) for organizational change
1933
commence. The organizational re-design of the Business School began with
the appointment of a new dean in 2008 and the architectural design process
with the initial appointment of the architect in late 2009.
In the course of the study, the first author has collected participant and
non-participant observational, interview and documentary data including
more than 40 semi-structured interviews (with representatives from the
client organization, consultants, and architects) as well as observations of
over two hundred hours of meetings between the university, the architects,
consultants and staff. The data for this paper comprised eight semi-
structured interviews, conducted jointly by the two authors (of which the
first has a background in design while the second has a background in
organization studies), as well as document analysis. Though small in
number, the interviewees represent a cross sample of client representatives
involved in the user participation phases, albeit with different roles in that
process. They were chosen because they had been directly involved with the
project: as executive managers, project managers, and staff representatives.
Further criteria that influenced our selection of these key people included 1)
that they had protracted and influential involvement in the early stages of
the design commission of the project, and/or 2) that they were either
responsible for implementing the changes proposed in the project or that
they held status as long-term academics within the Business School. The
interviews lasted between one to one-and-a-half hours and were recorded
and professionally transcribed.
Our main interest in initiating and conducting these particular interviews
was to explore how stakeholders and faculty were engaged in the
architectural and organizational design processes. We wanted to find out
how design and organizational ideas were generated in the project by the
executive management, the architects and/or the involved users, as well as
how these ideas were adopted or resisted by the organization as part of the
participation activities. The project involved not only the development of a
new building to accommodate the activities of the UTS Business School; it
was also precipitated by a discussion about the identity and profile of the
schools organization. Set off by discussions about what kind of building a
business school needs in the twenty-first century and whether the
refurbishment of [the current] building would meet those objectives
(interview with executive manager #1, 2014), the project involved both
substantial organizational change initiatives as well as a complex building
construction. The appointment of Frank O. Gehry, already the subject not
only of design books but also, increasingly, of organizational and managerial
NAAR & STANG VLAND
1934
texts, was viewed by the Business Schools management as an opportunity
and a catalyst for changing the organization. Given the impetus of the
project, the interviews covered the topics that we have canvassed in the
literature review: first, the projects overall rhetorical aim of combining the
creation of a new building with changing the organization; second, how the
concept of design thinking was translated into the respondents
understanding and impressions of the workshops that were held and the
collaboration between architects and client organization; third, the
respondents sense of processual involvement in the project and their
understandings of what resulted from that involvement.
Methodologically, our approach is based on thematic analysis (Braun and
Clarke, 2006). In this approach, themes are selected (and the keyness of
themes decided, Braun and Clarke, 2006: 82) in relation to the overall
research interest in this case the potential reciprocity between an
architectural design process and the re-design of the client organization, and
the application of design thinking as a managerial handle for these
processes. As this was a concern we shared prior to the process of collecting
the data, the analysis for this paper was driven both by a mutual theoretical
interest as well as by the substance of the data. The interview transcriptions
as well as the available documents regarding the user participation activities
and the appointment of Gehry Partners, LLP as the design architects were
first read by each researcher independently and organized into broad
categories. Such as, the selection of participants, types of user activities,
resistance to change, the understanding of design thinking, the architects
role, and the processes of translation and feedback between designers and
users. These categories were then jointly re-evaluated by the authors and
the data clustered into three key thematic areas of interest for analysis. We
have titled these i) rhetorical moves (aimed at aligning views), ii) translation
effects (through participatory engagement) and iii) processual iterative
loops (emergent or missed opportunities). We now turn to analyse a few of
the central events illustrative of each theme.
Rhetorical moves
Three somewhat independent engagement processes were orchestrated
by three different external consultancies on behalf of the Business School,
each involving a number of staff in cross-disciplinary workshops. These
exchanges (between staff, management and consultants) were all
articulated as interactive. Although some workshops seem to have been
more interactive than others, according to our data, we considered them all
Design thinking in managing (and designing) for organizational change
1935
as examples of organized user participation and in that way as opportunities
for management to structure dialogues with organizational members.
The first of these processes was facilitated in late 2008 and focused
predominantly on an audit of the Business Schools current workplace
design and office environments. Concerning the schools future spatial
organization, the consultants final report concluded that:
[T]he kind of teaching rooms and the kind of office structures [in the
current building] were not conductive to the kind of interactive
environment that most organizations are looking for. [] You can't
have a proper integrated business school in a building which is
completely fragmented and labyrinthine which is this one
(interview with executive manager #1, 2014).
Words such as labyrinthine and fragmented became key rhetorical
terms in the argument to support the universitys investment in a new
building.
The second process took place in 2009 and focused primarily on the
schools strategic development; how academic work might change in the
future and what the implications these shifts would have on the
organizational structure and on academics work practices. This phase
commenced with the entrance of a new dean. To this end, a series of
workshops titled Strategic Conversations were initiated with key staff
across the schools different disciplines and became an organizing principle
for the new dean a way of initiating change. Rhetorically, terms such as
cross-disciplinary collaboration, knowledge integration and design
thinking were brought centre stage in these exchanges, aspiring to break
with the traditional silos that existed between disciplines and to discuss
how the new building should accommodate this. Although there arose a
number of disputes about the strategic aspirations of what to do and how to
get there, these workshops ended up with integrated and design
thinking [as key words] and resulted in some commitments around the
reorganization of the Business School (interview with executive manager
#1, 2014).
The third process involved the design of the new building by Frank O.
Gehry and his firm Gehry Partners, LLP. Gehrys engagement in the project
was a result of the Business Schools strategy process, described just above.
One of the partners of the consulting firm facilitating the Strategic
Conversations, who was a long-time friend of Gehrys, introduced the
architect to his potential client. Known for his architectural approach
NAAR & STANG VLAND
1936
designing from the inside out (Rice, 2009) and based on a kind of design
thinking discourse (Boland and Collopy, 2004: 5), the headlines from the
strategic conversations were transformed into the architectural brief for
Gehry Partners in designing the new building. In addition, the Business
School managements idea of engaging staff in both defining as well as
accomplishing the new vision for the school fitted well with Frank Gehrys
approach: involving the client as partner in the design process (Gehry,
2004: 19).
Thus design thinking became a rhetorical device and a central cue for
management; it was to be a partner in actively engaging both the
architects and the organization in a change process. One manager linked the
notion of design thinking to thinking about and planning the academic
curriculum in a more cross-disciplinary manner, thereby introducing a
distinctive shift in the way work in academic disciplines have traditionally
been organized:
In order to get breadth where we have introduced other ways of
thinking into curriculum, this is going to be at the cost of depth in the
individual subject. So a number of staff were quite concerned about
the potential whittling down of what they would see as just how well
trained individual students were being in a particular discipline area
as a cost to getting them thinking across (interview with executive
manager #2, 2014).
The statement reflects a few of the potential implications that such an
understanding of design thinking might have on academic institutions in
terms of organizing educational programs to form competent candidates
and holding on to the classical way of working with research, thereby
securing intellectual depth. The idea of introducing a more integrative
approach into working with education and research reflects current societal
tendencies but doesnt say much about what might constitute getting them
thinking across. Another executive manager related design thinking more
closely to his approach as a manager:
[It is] a way of re-imagining the future: of thinking of management
and strategy, not as a choice between a variety of previously
determined options but the imagining of options that would not
otherwise [have] occurred to us. Starting with a blank page as
opposed to one full of these predetermined ideas []. Some of it gets
a bit ethereal, some of the design thinking ideas, and it's very hard to
Design thinking in managing (and designing) for organizational change
1937
pin down and people have their own interpretations but that's the
way I see it (interview with executive manager #1, 2014).
One might get the impression from this statement that this manager has
made a close reading of Boland and Collopys book on Managing as
Designing of which design thinking is one of the central tenets. Taking his
statement seriously we might return to our own definition of the concept
from the introduction of this paper; that [f]rom this viewpoint,
management is as much about designing alternative courses of action as it is
about deciding among known options and preset ideas. Below we return to
the idea of letting new alternatives emerge as the result of a user
participation process. But first we provide a few more details to describe the
interactions that took place in the process of designing the new UTS
Business School building.
Translation effects
Gehry Partners was engaged in many stakeholder workshops in which
staff representatives from across the Business School were invited to discuss
various aspects of the workplace design. These workshops were held every
six weeks over a 12-month period during what is called the schematic
design phase of the Gehry Partners design development process (Rice,
2009). In some workshops participants were organized around small tables
where they discussed specific ideas in relation to the workspace layout a
dispute about open office versus private space is one central example. Other
workshops were more like presentations in which Gehry Partners would
come back and show something for comment (interview with project
manager #1, 2014). In any case, the exchanges between designers and users
revolved around different types of spaces and engaged different types of
staff, according to the content of the workshop. Executive directors,
administrative staff, senior and junior faculty members, as well as the
occasional student were involved, representing the buildings most central
stakeholders. According to the universitys project manager these
representatives were picked, in part by rank, in part by random selection,
and in part in order to be constructive. She recalls:
[The executive managers] probably chose people that would be quite
constructive. [] There are some people who have conflicting views
on certain spaces but I think the workshops were chosen to be
productive. There's no point having one person there who you know is
going to hate something about it because it doesn't really help the
NAAR & STANG VLAND
1938
process and also you can't design by committee (interview with
project manager #1, 2014).
In this statement the project manager describes what she calls filters in
the selection process; in this case inviting certain people in order for the
process to be productive. These filters not only referred to the process of
selecting participants but also to the ways in which stakeholder feedback
was given to the Gehry Partners architects. Such processing, engaged in by
the university project manager, also included obtaining clearance from the
university executive management. The project manager recalls: I never sent
anything to anybody apart from [the executive managers]. It was up to them
to distribute that as they saw fit. She emphasizes the projects political
nature, being both more costly than usual and in the limelight of a famous
architect, and on this basis being watched from all sides at all times. In this
way the project manager held a central role in the chain of communication
between architect and client: handling and processing input from users and
stakeholders, clearing these with management, and controlling and holding
responsibility for communication to the architects.
To the users, involved in the user participation workshops, the concept
of design thinking and its role in the project was characterised as rhetoric
or simply as a linguistic device. Although the staff we talked with clearly
recognised the schools current building as one that maintained and
reinforced traditional disciplinary silos, they also emphasised that the
outcome of their engagement in the new architectural and organizational
design seemed to run a preset course:
I think the building was conceived as the test tube in which the
incubus of change would ferment and happen. So there was.. I don't
think all the design thinking stuff was manufactured after the [user
participation activities]. I suspect that was [the deans] story which
got him the job, and that [that] narrative was already unfolding. []
He began materialising it though the strategic conversations
(interview with staff member #1, 2014).
By indicating that the result of the interactions between designers and
staff formed a precondition, rather than an outcome, this statement
punctures one of the core ideas that concepts like design thinking or
managing as designing are based upon. In the discussion below, we look
more closely into the managerial aspiration of involving users in the process
Design thinking in managing (and designing) for organizational change
1939
of organizational change and how this relationship between input and
feedback can be handled.
Processual iterative loops
In the project, design thinking was seen as the managers approach to
facilitate the development of a building design that would enhance cross
disciplinary work and integrated thinking. User participation was applied as
means to support the emergence of a particular kind of design outcome: it
was to be productive of alternative input and an opportunity to discuss and
interpret managements vision of becoming a business school of the
future. As one executive manager points out:
I didnt want to do it in the traditional way of having someone coming
in and writing a report. We wanted to do something much more
reflective, and much more engaged, and one that would bring light to
the vision of everyone within the business school in a coherent way.
(Interview with executive manager #1, 2014)
While such statements reflect the idea of producing a shared vision
(Senge, 1991), our data reports of a case highly political and expensive, and
that attracted a lot of internal and external attention. In consequence, the
level of control exercised over the project agenda, organizationally and
architecturally, conflicted with the tenets of design thinking. Although
based on collaborative intentions, user workshops were not so much
concerned with discussing future prospects for organizing academic work;
rather, these workshops seemed concerned with translating a new rhetoric
to the school and introducing staff to its new vocabulary. We might think of
what happened as a number of translations: translating the organizational
goals to the stakeholders in the user participation process, translating
feedback from those stakeholders to the architects via executive filters,
translating organizational goals into architectural outcomes. Through such
translations the executive managers hoped that the anticipated
organizational changes would take place. As one executive manager recalls:
The journey was we're moving towards a new building. We are
going to change. These are the themes that we want. If these are the
themes we want what might that look like in the context of space?
(Interview with executive manager #2, 2014)
NAAR & STANG VLAND
1940
Considering this statement, however, along the lines of actor-network
theory (see for example Latour, 2005), the approach we see in the project
does not reflect translation. If we recall this concept as a displacement,
drift, invention, mediation, the creation of a link that did not exist before
and that to some degree modifies the original two (Latour, 1999: 179), the
exchanges at hand seem too preoccupied with ideas already established.
While many aspects of a design (organizationally as well as architecturally)
go through a number of iterations in the course of their establishment, the
overall design idea in this project seemed to have been formed by
management prior to the interactions with users and to have been kept in
shape throughout.
What does this tell us about how the double design process between
organizational change and architectural design was enacted in the project?
As it occurred, these two processes did not take place synergistically:
organizationally ideas were seen to fold faster than they did architecturally.
While ideas for randomly assigning offices across discipline groups; having
more open plan areas; breaking down traditional hierarchical office layouts;
co-locating the dean with staff; creating centralized administrative hubs, and
creating stronger more integrated research centres failed to materialize
organizationally (in the user participation process), some of these ideas kept
proceeding architecturally through the predetermined ideas held by the
managers. Only to collapse at the construction stage when they had
already been costed and the floor plans approved by the University
executive management. One of the executive managers describes how the
responses from participants brought about this situation:
If I had to characterize it, I would say that one of the things which was
most difficult in this was getting engagement. [] To getting the
conversations going and connecting to the ideas. (Interview with
executive manager #2, 2014)
Although those invited to the workshops largely accepted the invitation
to participate in order to be involved in the thinking and planning for the
new building, their ideas did not necessarily align with the ideas presented
by management. These are the ideas referred to in the above statement.
What the executive manager seems to indicate is that the participants
expressed resistance. Below, we provide a preliminary discussion of how
such resistance might be considered fruitful in working with complex design
processes perhaps particularly in projects that claim to be based on
design thinking.
Design thinking in managing (and designing) for organizational change
1941
Discussion
Looking back at the case and the managerial aspiration of facilitating
organizational change through a design thinking approach, our analysis
indicates that closer relationships between managers, users and designers
are needed for such approaches to be useful. When the double design
process of organizational change through architectural innovation is based
on ideas that are defined prior to these encounters, as it seems to be in this
case, the potential of user participation is likely to get lost in
miscommunication and unproductive resistance.
While resistance is often portrayed in negative terms (Downs, 2012),
recent studies have proposed alternative interpretations that suggest
resistance can be a resource in complex processes of organizational change
(Ford et al, 2008; Courpasson et al, 2011; Downs, 2012). Ford et al (2008)
suggest that resistance is not only about those affected by the change: it is
rather about the relationship between change agents (those who initiate
and facilitate the change, in this case managers and architects) and change
recipients (staff and other users of the Business School). While change
agents often focus on the recipients (negative) reactions to the central ideas
of proposed changes for example, the failure to get staff connecting to
the ideas (cf. interview with executive manager #2), we need to better
understand the role of the change agent. Rather than ignoring the impact
change agents have on these processes we suggest focusing more attention
on the exchanges between stakeholders, users, managers and architects
as opportunities not as staging posts. As a more designerly oriented
approach, this might also counterbalance the traditional power dynamics,
which in itself can be considered a way to support organizational change
(Courpasson et al 2011).
Based on a design thinking approach, a way forward might be to loosen
up the established conceptions that surround such projects. If we consider
resistance as a resource then the quality of the process more than the
energy of the resistance itself needs to be considered (Ford et al 2008). This
is not to suggest designing by committee but that more attention be given
to exploring the productive affordances of engaging with users if the two
discourses of design thinking are to be meaningfully synthesized in ways
productive to both managers as designers and expert designers. As others
have found, an idealized interdisciplinarity [is] more complicated than its
proponents suggest (Kimbell, 2011: 163).
Using architecture as a means to bring to life (pre-determined)
managerial aims conflicts with the notion of using user participation to
NAAR & STANG VLAND
1942
discuss (and produce new ideas for) organizational change through engaging
with architectural design processes. Our findings suggest it was the
managers who defined the key themes for change that, in turn, became the
central tools for user involvement in the architectural design process. More
focus is needed on providing the opportunity for collective engagement in
the initial stages of formulating the design and the organizational briefs than
on establishing the legitimacy of what has already been decided.
It is the organizing of this double design process that makes up the
change opportunity: it is to be found in the encounter between the strategic
aspirations of managers (and the ideas they represent often formed by
expectations beyond their control), the process frameworks of consultants
(for example, architects and strategic advisors) and the ideas produced
(through exchange by the affected users and stakeholders). The problem is
not that the themes and headlines that often organize user participation
may be (and are often) pre-determined, or that the input produced in these
processes is not reflected in the subsequent building or organizational
design. The problem is rather that the exchange situation is not handled as
the opportunity it represents. We suggest that for design thinking to be
useful in management, managers need to make use of the opportunity for
dialogue that user participation offers. It is in these opportunities for
dialogue that alterations to and dislocation of pre-determined managerial
(design) aspirations may occur.
Conclusion
We consider architectural design processes as relevant sites to explore
organizational change and resistance as a potential resource in all kinds of
design processes. Instead of seeing resistance as counterproductive we see
it holding a strong act of commitment that can help in establishing new
stories for, and about, organisations in their ongoing adjustments.
Considering change as a process not an event we suggest that organizational
re-design requires more than the twin processes of managing as designing
and architectural innovation to occur: it requires their synergistic
intersection in the playing out of problems, issues and productive resistance.
This does not make the idea of a double design process less valuable.
Rather, it suggests that new repertoires are needed if the opportunities of
design thinking as a managerial approach to organizational change are to
be fully grasped by managers, organizations and architects.
Design thinking in managing (and designing) for organizational change
1943
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
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on each copy. For other uses, including extended quotation, please contact the author(s).
Design as Change From Teleology to Guided
Evolution?
Hans ANDERSSON
*a
and Per MAN
a
a
Dep. of Management and Engineering, Business Administration Division
Linkping University
Design is connected to change. Whether we start from Herbert Simons often
cited the transformation of existing conditions into preferred ones (1996, p.
111) or design as linked to innovation, design is a future oriented, change
inducing activity. But how is design thinking (in a wide sense) different from
traditional managerial thinking in terms of change? This paper explores and
identifies change perspectives in design literature, very selectively
represented by classic views, design thinking, and C-K theory. By using Van
de Ven and Pooles (1995) four basic types of process theories that explain
how and why change unfolds; Life Cycle, Dialectics, Teleology, and Evolution,
and Pettigrews (1987) distinction between process and content of change,
we find that design processes are commonly described as similar to an
evolutionary process with gradual development (divergence), combined with
some characteristics of teleology (convergence), that together constitute the
motor(s) of the process. By using Hesketts (2002) distinction between utility
and significance it is possible to further dissect design processes. Processes
aiming for utility eventually must converge into a solution, but is it
necessarily the same for processes by which significance is designed, created
and maintained? Further, the uncontrollability and emergence aspects of
evolutionary processes are interesting challenges from a managerial
viewpoint. A generative way to frame design processes may be to see them
as guided evolutionary processes (Lovas and Ghoshal, 2000). Guided
maintains manageability, while evolutionary provides essential variety.
Keywords: Change; process; content; guided evolution
*
Corresponding author: Hans Andersson | e-mail: hans.andersson@liu.se
ANDERSSON & MAN
1948
Introduction
Design is connected to change. Whether taking departure from Herbert
Simons often cited the changing of existing conditions into preferred ones
(Simon, 1996) or design as linked to innovation (Brown, 2008; Verganti,
2008; Norman and Verganti, 2014), or even Hesketts (2002) betterment of
the human condition, design is a future oriented (Buchanan, 1992), change
inducing activity.
The last decades or so design has become an increasingly influential
concept in the fields of fields of management and strategy. Apart from the
well-known Design thinking (Brown, 2008; Martin, 2009), design-related
approaches as management planning based on design science (Pries-Heje
and Baskerville, 2010), strategic management as a design activity (Liedtka,
2000; Hatchuel et al., 2010), and design for strategic renewal (Ravasi and
Lojacono, 2005) has been proposed, just to mention a few. Even if Liedtka
and Parmar (2013) argues that design often has been more of a metaphor
than practice in the field of organization science, design definitely has had
an increased impact in the fields of management in many ways, often in
relation to change in one way or another.
But what can be said of design as change from some established
management theory viewpoints? By what process(es) are the existing
conditions transformed into the preferred ones, i.e. how is the change
process conceptualized in design literature? How does the general concern
of change in the design community relate to the advances in strategic and
organizational change theories?
By using some widely accepted models and concepts from the
organizational and strategic change literature the purpose of this paper is to
explore and identify the change perspectives, explicit or implicit, in design,
thus aiming to contribute to a more robust understanding of change in
design and design management.
There are two starting points for this reflection, the first one contained
in the notion of change in relation to design, the second in the nature of the
thing designed. These will be introduced in the following section. Then, from
the management and organizational change literature, a set of ideal types of
change processes are presented and discussed. This is followed by a very
selective review of process descriptions from design literature. In the final
section the design processes are framed in terms of the ideal change types,
and guided evolution (Lovas and Ghoshal 2000) is proposed as a fruitful
way to understand design in terms of change.
Design as change - from teleology to guided evolution?
1949
Design process and content
First, returning to Herbert Simons seminal definition, where the full
sentence reads: Everyone designs who devises courses of action aimed at
changing existing situations into preferred ones. (Simon 1996, p. 111), the
concept of change is inherent in the foci of attention for design activities
and design research. However, in the ongoing, necessary and welcomed,
debate to come to grips with the complexities of the design concept
(Hatchuel, 2001; Hatchel and Weil, 2003; Borja de Mozota, 2008; Johansson,
Woodilla and etinkaya, 2013), arising from the combination of the
difficulties of definition and the potential importance of the concept, change
has not received the attention it merits. Because important it arguably is.
Simons fundamental ambition is to distinguish natural science research
from the sciences of the artificial. Natural science research has the
ambition to discover, understand and explain, and endeavours to develop
and formulate knowledge. The sciences of the artificial, which includes fields
as engineering, architecture, business, education, law, and medicine (Simon
1996, p. 111) has the ambition to improve conditions.
Design thus becomes the basic human capability to be studied. Design
is the human ability to create the artificial, which Simon goes to great
lengths to rescue from the demeaning connotations of the word and instead
see in a neutral light as creation of artifacts; objects not of natural origin,
but man-made.
Change, thus may be approached in a very basic way. Simon can hardly
be accused of being a very poetic writer but at one point he states one of his
most important thoughts in a rather poetic language; that the peculiar
properties of the artifact lie on the thin interface between the natural laws
within it and the natural laws without. (Simon 1996, p. 113). Creating the
artificial is concerned with attaining goals by adapting the inner
environment (of the artifact) to the outer. Change is the alteration of the
existing solution, subject to conditions formulated in rules of the natural
sciences, perhaps for most the Newtonian universe, by the purposeful
problem solving capability and creativity of human beings. These conditions
are both external and internal. Perhaps Simons (1996) view should be seen
as change as transformation of the knowledge gained by the natural
sciences using the combinatory capability of human beings (Kogut and
Zander, 1992) for purposes of improving the existing situation. Change and
design are inherently linked. Design is the intentful activity to improve
existing situations, thus to induce change.
ANDERSSON & MAN
1950
Second, Simons argumentation rests on artifacts being subject to rules
of science, the natural was without and the natural laws within. However, if
the notion of artifacts is not restricted to physical objects (which is also done
in constructive research, for example in Gagliardis (1996) definition of
artifacts), but include immaterial objects, and immaterial properties of
objects, the reasoning might need to be broadened, with consequences for
how to understand change. Borrowing some material from Karl Popper
(1978) and his view on how to solve the mind-body problem, there are
physical objects of which natural and man-made, as well as cultural
objects, such as theories. Man made things, by definition the result of a
design process, may be material/physical or immaterial or a combination
of the two. As example of the latter a Ducati motorcycle is a physical object,
to which the users the subculture of consumption (McCracken, 1986) -
ascribe a significant amount of meaning. In the design field the argument is
proposed for example by Norman and Verganti (2014), in their delineation
of innovation in a two-dimensional space of technology and meaning. The
issue here is the different ontologies and epistemologies of technology/
physical object and meaning/cultural object. Cultural objects are the
socially constructed (Weick, 1979; 1995) and are changed through
interventions in the social construction processes
66
.
There are however many different views on design, what it is and how it
is done. A rather different approach to design from Simons, at least at a
first glance, is the one presented by John Heskett. In his book Thoothpicks
and Logos Heskett argues that if considered seriously and used responsibly,
design should be the crucial anvil on which the human environment, in all its
detail, is shaped and constructed for the betterment and delight of all
(2002, p. 2).
Heskett makes clear that the world we inhabit to a large extent is an
outcome of human design and that design is not determined by
technological processes, social structures, or economic systems, or any
objective source. (2002, p. 8). Instead Heskett emphasizes human agency
and the role of the human factor in design decisions. Heskett expands the
view of design contributions by explicitly discussing artefacts as having both
utility and significance as a way to clarify what objects functions are. By
utility Heskett mean the quality of appropriateness in use (p. 39) while
66
To which extent a theory, one example of a cultural object in Poppers (1978) deliberation, is
the result of objective rationality or objectified through social construction has obviously been
the scene of considerable discussion, not to be revisited here.
Design as change - from teleology to guided evolution?
1951
significance is about meaning and expression (p. 40). Heskett thus pays
another kind of attention to the (end) user of objects and the individual as
well as social aspects of using and owning objects. In addition to the
practical and efficiency aspects, the social and the aesthetic, i.e. the users
and the use of objects, are important to Heskett in a way that is not to be
found in Simon.
Interestingly, Heskett also talks about an interface, which he describes as
the interplay between users needs and perceptions, and designers
intentions. It is at this interface that meaning and significance in design are
created (p. 54).
Even if different in many ways, the two authors reach a similar position
that design is about the artificial (non-natural) and that designs impact is
huge and thus its potential to, which is central to both Heskett and Simon,
improve our world. That is, change it to the better.
But what is meant by change? What to change, i.e. the content of
change, and how do design change, or by what process(es) does design
change? Design may be seen as a somewhat elusive concept, and change is
almost as hard to pin down. Change is, just as design, both a noun and a
verb, and there is an obvious need to discuss and make clear(er) what we
are referring to regarding change.
Process and content
Van de Ven & Poole (2005) write on two approaches to the study of
change in organizations as observed difference in something over time,
and as sequence of events the two representing different epistemologies,
methodological implications, etc. Leaving the methodological aspects out of
account, Van de Ven and Poole indicate that change can be observed and
studied both by comparing something in the present with how it was in the
past, and by the way the events that brought the change about evolved. The
first focuses on what has changed and in what way, while the second is
concerned with the change process. The content and the process of change.
These are two of Pettigrews (1987) three related elements in his model
for studying (strategic) change in organisations. Broadly speaking, the
what of change is encapsulated under the label content, much of the why
of change is derived from an analysis of inner and outer context, and the
how of change can be understood from the analysis of process. (Pettigrew,
1987, p. 657). Inner context refers to organizational structure, culture, etc.,
and outer context means the social, political, competitive, and economic
environments. While Pettigrew is very careful to emphasize that not only
ANDERSSON & MAN
1952
must the three be related to each other, it is also necessary to have a multi-
level approach to change, here context is left out of the discussion. In any
real world situation the context is of course highly relevant, but for present
purposes the betterment ambition of Heskett and Simon is a sufficient
reason for why change/design.
It is primarily the properties of the process that is at our forefront of
attention, but a short word about the content may be useful. While Simon
(1996) rests with improvement of the situation without largely qualifying
the type or direction of the improvement, Hesketts definition of design
introduces a qualification: The human capacity to shape and make our
environment in ways without precedent in nature, to serve our needs and
give meaning to our lives. (Heskett, 2002, p. 7). Innovation (and design) may
improve our situation in two fundamental directions: in material solutions
oriented towards our needs, and in immaterial developments towards our
quest for meaning.
Those could also be referred to as outputs of design, the two last
designs in Hesketts definition of design: Design is to design a design to
produce a design
67
(2002, p. 5). In Hesketts sentence design is both
noun(s) and a verb.
Figure 1 Hesketts definition of design taken apart.
67
Heskett does not in any way mean that the seemingly nonsensical sentence (p. 3) is
conclusive on the meanings of design. See e.g. Ralph and Wand (2009) for an overview of
design definitions.
Design as change - from teleology to guided evolution?
1953
Hesketts pun is a cryptic but insightful way to approach our topic. The
first design is the topic, the last is the output. The two in the middle are,
first, a process, and second, a content. Both of these can be seen as artifices,
and thus designed. For the moment that aspect is left aside and instead
focus is on the process aspect of change.
Types of change processes
Change research and propositions has moved from a preoccupation with
structure and corresponding change process as transportation, for example
in the punctuated equilibrium view (Tushman, Newman and Romanelli,
1983), to recognizing change processes in their own right (Pettigrew, 1985;
Pettigrew and Whipp, 1983), and eventually with continuous change (e.g.
Brown and Eisenhardt, 1997) morphed into a highly generalized process
perspective (e.g. Langley, Smallman, Tsoukas and Van de Ven, 2013).
There is a respectable amount of research done on various aspects of
change and there is a body of knowledge general enough to be applicable to
the design management field. In addition to the already mentioned, for
example how change processes can be understood in terms of
sensemaking and sensegiving (Gioia and Chittipeddi, 1991), or how
change does not has to be framed by Lewins (1951) well-known unfreeze-
change-refreeze model, but instead can be an instance of freeze-
rebalance-unfreeze (Weick and Quinn, 1999), which e.g. carries different
ideas of what intervention is about and consequently change agents roles.
Change, and the process perspective, is not a simplistic notion, and a
limitation of perspectives is fruitful for some clarity of consequences and
implications. The chosen point of departure avoids being simplistic and
overly synthetic while organizing change in a common framework.
The here proposed starting point is a model of change suggesting four
fundamental or ideal types of change processes; evolutionary, teleological,
life cycle and dialectic, organized according to whether the change is a
multi- or single entity issue and whether the change is prescribed or
constructive. As this classification has its origins in management studies we
see it as applicable to the design management discourse. For one,
management includes organization design and is certainly included in
Simons concept of sciences of the artificial. I.e., this perspective has its
starting point in studies of change in and of the artificial, here organizations.
ANDERSSON & MAN
1954
The model was developed by Van de Ven and Pole (1995) and its details
has later been further refined in relation to strategic change (Garud and Van
de Ven, 2002), and to innovation processes (Poole and Van de Ven, 2004).
Figure 2 Process theories of organizational development and change [arrows does
not indicate causation but likely sequences among events].
source: Van de Ven and Poole (1995, p. 530)
The model needs some clarifications both regarding the axes and the
four ideal types.
Constructive and prescribed change. The x-axis in the model contains one
of the fundamental delineations, arguing for two levels of agent
involvement; first, that change may be constructive, meaning the result of
the actions of an agent of change, for example the executive team of a
corporation. Such is the case for the teleological and the dialectic modes of
change. Second, that change may be prescribed, i.e. innate and built into the
logic of the change process itself. Hence, there is really no room for an agent
of change. That is the case for the life cycle and the evolutionary modes,
which both are biological metaphors. The latter two can be expected to
produce rather incremental changes, while constrictive modes are more
likely to generate unpredictable and discontinuous change.
The constructive argument finds the designer in the high seat, whether
the object to be designed is a product, a process, a house or an organization.
The constructive models are change by design, while the prescribed models
Design as change - from teleology to guided evolution?
1955
are change without design. Already at this level there are questions to be
asked to the design discourse: To what extent is change amenable to
design? Under what conditions?
Multiple and single units of change. This dimension refers to whether the
change involves one or several entities. As the model is based on the
organizational change literature, it is easy to assume that the lower half of
the model is about intra-organizational matters and the upper about
interorganizational affairs. It is though not that simple. A single entity may
mean a number of individuals acting together towards a common goal, just
as there may be dialectical tensions between individuals or groups within an
organization. Which the relevant units are that in a specific case is thus not
predetermined in any way, neither whether the entities are formal
organizations or constellations within organizations.
Teleology is the goal-oriented model where a certain classic rationality is
prevailing, despite the claims for social construction and consensus. Issues
are derived from dissatisfaction, i.e. a problem identification. From there a
cycle of analysis formulation implementation leads to a resolution
through change. The motor of change is the goal-orientation and according
to Van de Ven and Poole, it is the most common approach in the
management literature. Teleology is a constructive mode of change as it
does not seek to conform to the present order. It is the process that is
characterized, not the preferred outcome which can be set in any way.
A teleological process would most likely be a managerially controlled,
goal oriented process, where goal specificity is at the centre and where
progress may be monitored in evaluating the steps in the process against
the goals stated. But with an analytical perspective in the classic form of
analysis formulation implementation come the fallacies of planning
(Mintzberg, 1994). While control is in the high seat, the degree or level of
innovation might be on the side-lines.
Evolution is in a strict interpretation the contrary to teleology. It is a
prescribed mode of change involving multiple entities. It leads off a classic
Darwinian evolutionary model of variation selection retention. The
motor of change is the competition between multiple options, which
surfaces in the selection process as the variants are field-tested. The key
issue from a managerial or design perspective is the non-controllable
aspect of evolution in its strict form. Blind variation is the driving force,
which creates unexpected newness, and fundamental creation of something
new. But as blind, this is outside of managerial space and control (Campbell,
1965). Evolution is fundamentally biological metaphor and the application of
ANDERSSON & MAN
1956
biological metaphors on organizational life and managerial action has been
elegantly argued to be highly dubious (Penrose, 1952).
An evolutionary process would, in a strict sense, be uncontrollable from
a managerial perspective, piecemeal and incremental, partial and local,
iterative, gradual and slow but potentially generating frame-breaking,
unexpected change.
Regarding cultural objects, Weicks (1979) model of social construction
and sense-making is fundamentally a Darwinistic evolutionary model,
although the basic model now reads enactment selection retention. In
a social context, variation is the result not of random mutation of genetic
material, but of the ingenuity, or non-ingenuity, of human agents in the
generation of ideas. However, to serve as raw material for the selection
stage of change processes, the ideas must be more than random remarks,
they must be enacted in the social context. Variation may thus be planned
and characteristics or traits can be acquired by learning and imitation within
a generation. A Lamarckian view of evolution is therefore more reasonable
in the fields of management and organization than a Darwinistic one.
In the dialectic change model, contention is the motor of change, as an
antithesis challenges the thesis and the ensuing conflict, in the ideal
situation, leads to a synthesis. It is also modelled as constructive mode of
change as it, while emergent and uncertain, often generates novel forms
that, in retrospect, often are discontinuous and unpredictable departures
from the past (Van de Ven and Poole, 1995, p.522). Struggle or conflict does
however not have to induce change. As long as the forces balance each
other, stability or status quo will prevail. It is when the antithesis is
sufficiently strong to challenge the thesis a synthesis may be produced
(Garud and Van de Ven, 2002). There are though reasons to be somewhat
cautious regarding the outcome of conflicting, opposing forces. There is no
guarantee that it will be a creative synthesis as one side may win and wipe
the other away.
A related approach is the tension dialectic where a never-ending series
of tensions between the opposing sides of dualisms drives the process
(Poole and Van de Ven, 2004).
Life cycle. While a common concept in business and organizational
literature, for example in marketing as product life cycles or in strategy in
industry life cycle stages (e.g. Porter, 1980), what does it mean in the design
based change discussion? A too deterministic view where everything is
predetermined, cf. the dangers with biological mentioned above, seems to
be incompatible with the generative and creative aspects often associated
Design as change - from teleology to guided evolution?
1957
with design. It is though not the content that is predetermined, it is the path
of development (or process pattern).
The life cycle concept implies that a) change is immanent, and b) that a
changing entity follows a sequence of phases or stages that are conjunctive
and cumulative (Van de Ven and Poole, 1995). The requirements that
regulate the process may be natural, logical or institutional, where the latter
is less deterministic than the former ones (Poole and Van de Ven, 2004).
Summing up, remembering Pooles and Van de Vens words that
theories of organizational change and innovation tend to be complex, often
combining several different generative mechanisms (2004, p. 375), the
different ideal types and their characteristics are the analytical tools we are
about to put to work. Table 1 summarizes the for our purposes most
important characteristics of the different types of change.
Table 1 The ideal types
Based on Van de Ven and Poole (1995, p. 514) and Poole and Van de Ven
(2004, p. 377)
Characteristic Life-Cycle Teleological Dialectical Evolutionary
Generative
mechanism
regulated planned conflict/tension competition
End-state
defined at
outset
yes yes, by the
goal
no, emerges
from process
no, emerges
from process
Process
pattern
convergent convergent divergent divergent
Processes of Design
The purpose of this section is to introduce and discuss a few selectively
chosen approaches to design and design related thinking, with the ultimate
ambition to explore the usefulness of change theory for the design
management discourse.
As mentioned in the introduction, we have over the last decades or so
witnessed a design invasion in the fields of strategy and management. As
design is no stranger to strategy and management, organization design has
been a core theme in the literature for a long time (e.g. Lawrence and
Lorsch, 1967; Thompson, 1967), it is reasonable to assume that the current
invasion is a call for something else than what used to be meant by
ANDERSSON & MAN
1958
design. As design is about change, how can the different approaches be
framed in terms of change?
Early views of design processes
Almost 50 years ago Archer (1967) carefully listed the categories of
requirements that normally has to be considered when designing artifacts
function, ergonomics, mechanism, structure, production, economics, brand
presentation, aesthetics, and motivation and then he wrote that The
design act consists of a problem-solving activity which is goal-directed and is
identical in kind with those problems familiar to management students and
decision theorists (1967, p. 49). He describes that there often is a complex
of goals which make the process more complicated, but that the
overarching aim is to work out the optimum value for all these variables so
that the objectives are best achieved (p. 50). Archer also describes what he
calls the Classical design method.
1. Collect information;
2. Analyse information;
3. Postulate a design idea;
4. Develop the design idea;
5. Construct mathematical, drawing or prototype models; and
6. Prepare working drawings and schedules. (p. 50)
A straightforward, ordered view. In his conclusion Archer writes that
design management is about giving the right instructions to the right man at
the right time, and that decision making within the fields of design and
management respectively, will have so much in common that the one will
be no more than the extension of the other (p. 51).
Archers approach is reflecting the teleological change process almost in
all aspects. A rationalized perspective on the managerial task, including the
task of design management with linear and sequential phases or steps. A
hierarchy of tasks in a pre-ordered sequence from issue identification, over
analysis, to goals and planning and finally execution through
implementation. In Van de Ven and Pooles (1995) terms, the motor of the
process lies in the goal orientation and plan.
A few years later Jones (1970) reviewed a number of new design
methods and found that most of them were concerned with externalized
thinking and therefore based on rational rather than on mystical
assumptions (p. 49). Jones proposed that the mystical was like a black box
while the rational was more like a (transparent) glass box.
Design as change - from teleology to guided evolution?
1959
Jones in his investigation found that most design methods agreed upon
three essential stages; Analysis or breaking the problem into pieces,
Synthesis, or putting the pieces together in a new way, and finally
Evaluation or testing to discover the consequences of putting the new
arrangement into practice (p. 63). He named the three stages divergence,
transformation, and convergence.
Divergence: the act of extending the boundary of a design situation as to
have a large enough, and fruitful enough, search space in which to search a
solution. (p. 64).
Transformation: the stage of pattern making, fun, high-level creativity,
flashes of insight, changes of set, inspired guesswork; everything that makes
designing a delight (p. 66)
Convergence: reducing the secondary uncertainties progressively until
only one of many possible designs is left as the final solution to be launched
to the world (p. 68).
Jones did not propose a three-phased linear view, instead the sequence
could be retaken many times and not necessarily in a narrowing fashion.
Joness emphasis on a divergent analysis phase is interesting. He writes that
it is the designers aim is to increase their uncertainty (p. 64), an idea not
commonly found in the management thinking at the time (or later).
Design thinking
Design Thinking, both in itself and as a concept, has been widely used
and discussed over the years and this is not the place to give a full view of
what it is or can be. Instead the discussion is very selectively based on just a
few authors works; Brown (2008), Brown and Katz (2009; 2011), and Martin
(2009; 2012), as examples of design related ideas that explicitly relate
themselves to the fields of management and organization.
According to Brown, there have always been design thinkers around. It is
thus not a novel phenomenon. Neither is design thinking just the same thing
as a designer that thinks. This does not mean that design thinking is
something completely different from design. A common feature is the
centrality of the brief. The starting point which gives objectives,
benchmarks, something from which to start. If good, it should both provide
specificity and allow for unpredictability and serendipity in order to release
imagination (Brown and Katz 2009, p. 23, p. 217).
Brown and Katz prefer to talk about the design process as a system of
overlapping spaces rather than a series of steps or phases (2009, p.15 ff.).
The first space is inspiration, the reason that motivates the search for a
ANDERSSON & MAN
1960
solution, be it a problem or an opportunity; next space is ideation, where
ideas are generated, tested and evaluated; the third space is
implementation which is about taking the solution to the market, i.e turning
it into an innovation. A project may iterate between the spaces in different
ways.
From our perspective, a few aspects stand out in Browns description of
design thinking. One is the view of constraints, which should be not only
willingly and enthusiastically accepted, but without which design cannot
happen (Brown and Katz 2009, p. 17). The key is to balance them in terms
of three criteria; feasibility, viability, and desirability. Another one is how
process is described. Even if Brown and Katz prefer to talk about spaces,
there are of course activities and a time dimension. In one of the few
illustrations in the book, there is a picture where a divergent phase precedes
a convergent one (p. 67). That is though not the whole story.
These are the seeds of design thinking a continuous movement
between divergent and convergent processes on the one hand, and
between the analytical and synthetic, on the other. (Brown and Katz,
2009, p. 70)
Divergent thinking is about multiplying options, Given the opportunity,
every design team will diverge endlessly (Brown and Katz 2009, p. 82), while
convergent thinking is the opposite to make choices and eliminate among
competing options. Synthesis is a fundamentally creative act (p. 70), which
normally follows upon some kind of analytical work. The roles of analysis
and synthesis for convergence are however not as explicitly discussed. Is
convergence a simple testing and elimination exercise, or is there room for
creativity and new insights as well? Even if not developed in detail, it is
indicated that evaluation and selecting allows for collective compromising
and creative contributions.
Design thinking pay a lot of attention to empathy, experimentation/
prototyping and fast feedback, and it is in all important aspects a collective
process. Brown and Katz describe it as the opposite of groupthink.
Regarding feedback, it may come in different forms and shapes but there is
an emphasis on tangibility and generativeness, i.e. that prototypes and
suchlikes stimulate further work and/or thought. Empathy, finally, described
as the perhaps most important difference between academic and design
thinking, stand in short for standing in someone elses shoes (p.49). In our
reading, the attention paid to empathy sort of indicate that the what of
design is more important than the how.
Design as change - from teleology to guided evolution?
1961
Brown and Katz also discuss how companies have to balance their
innovation efforts. They present four different combinations of
combinations by combining existing and new users with existing and new
offerings in a two-by-two matrix (p. 161). Incrementally improving existing
offerings for existing customers is called managing. Then there are two
evolutionary combinations. New offerings for existing users is called
extend, while existing offerings to new users is named adapt. The last
quadrant, new offerings for new users is referred to as create and
revolutionary. The matrix is a tool by which firms can map their innovative
undertakings in order to balance them.
Martin (2009) is not quite as focused on the generation of the new as
Brown and Katz are. Instead he emphasizes the companys need to balance
exploration, searching for the new, with exploitation, making money in the
shorter run. The process view he provides is called the knowledge funnel,
which stretches from the relatively wide mystery section, via the narrower
heuristic, to the final, tight, well-defined algorithm. Basically the funnel is
a depiction of how a company can handle generation of novelty by
embracing abductive thinking (mystery), developing and testing prototypes
(heuristic), and turning selected options into regular operations (algorithm).
Martin emphasizes abduction as a necessary element as only analysis,
however important, will just reinforce what is already known (2012). Design
thinking, according to Martin, is the productive combination of the two.
A funnel normally has no divergent section, but as abduction is about
what might be, the not yet known, the really new, the funnel metaphor does
not seem to illustrate all parts of the process..
C-K Theory
Our last example from the world of design (science) is the highly abstract
C-K theory (Hatchuel and Weil, 2003; Hatchuel, Weil, and Le Masson, 2013).
C-K theory is claimed to be domain independent, i.e. that it can be used to
depict and analyse all kinds of design processes, never mind what is being
designed and connects in this respect to Simons (1996) ambitions. But it
also has highly practical applications in the KCP model processes (Elmquist
and Segrestin, 2009).
The basic idea of C-K theory is that it models design reasoning as
interplay between two interdependent spaces; the K-space of knowledge, or
what is known, and the C-space of concepts or undecidable propositions.
The main purpose of design theory, of which C-K is an example, is to capture
the type of reasoning (or model of thought) which is specific to design
ANDERSSON & MAN
1962
(Hatchuel et al., 2013, p. 148). The sole focus on knowledge and concepts
makes C-K a rather different approach to design compared to the ones
discussed above. There are though a few points where C-K in its abstractions
helps making things somewhat clearer. One is that if there were no so called
concepts, there would only be problem solving and optimizing but no
design. Concepts thus represent the generative aspect of design.
In much design literature the brief is mentioned only passingly, but it is
always important. Its function is to orientate the efforts and to give
instructions without telling where or how to go. In the wordings of C-K
theory design requires the introduction of new objects or propositions that
were unknown at the beginning of the process (p. 151). This is where
concepts and the C-space comes in. Concepts are propositions which are
expansions in relation to what is previously known, and that are neither true
nor false. By trying to add new properties from K-space to the proposed
concepts, so called partitioning, C is expanded in testable ways (for example
by prototyping). Partitionings a) revise definition of objects, and b) guide the
expansion of knowledge in new directions that cannot be deduced from
existing knowledge (Hatchuel et al. 2013, p. 154). Expanding partitions
capture what is usually called imagination, inspiration, analogies, and
metaphors. (p. 154, italics in original). Based on outcomes and further
partitioning, Cs expansion is divergent via combinatorial expansion
(Hatchuel and Weil, 2009). The point is that C-K theory makes explicit how
design both is about the hitherto not known, and about previous
knowledge, and that it has a rationality that differs from problem solving or
learning.
The rationality of design is richer and more general than other
rationalities. It keeps the logic of intention but accepts the
undecidability of its target, and it is adapted to the exploitation of the
emergent. (Hatchulel et al. 2013, p. 162)
A logic of intention is not to be confused with an enacted goal in Van
de Ven and Pooles teleological model. That there is intention means that it
is not evolutionary in a blind sense, while emergence still is clearly related to
evolutionary reasoning.
Reflections
In all, with caution for a non-exhaustive literature review, early
conceptualizations of design processes seem to emphasize linear, sequential
problem solving with the designer in control of the process; what in change
Design as change - from teleology to guided evolution?
1963
theory is called teleology. Later propositions from design thinking let intent
be central, and yes, someone has to come up with the design brief. But,
many propositions including the Jones (1970) stages show a less singularly
goal-oriented, less programmatic approach. The process itself has value, the
process is not in full pre-specified (prescribed in the language of Van de
Ven and Pooles change theory), and the output is not fully contained in the
parameters given as input. Clearly the designers/managers task is different,
although not entirely clear how. From a change perspective other questions
may be asked: what is the source of intent and should it be understood from
a strict change theory? How may the issues and observations be
conceptualized? In the next section one possible way forward is proposed
and design content in brought back into the discussion.
Design as Change: From teleology to guided
evolution?
Returning to the approach presented by Archer (1967) it is almost
identical to the one that many of the most common strategy textbooks have
adopted, a logic of Analysis (step 1 and 2) Formulation (step 3 and 4)
Implementation (step 5 and 6). Basically it is a rather rationalistic, problem-
solving approach that in Van de Ven and Pooles terms is fairly close to
teleology, similar to the one that came to dominate the field of strategy in
early 70:ies and onwards. Archers approach to design is thus not what has
caused the design stir in strategy and management. But as shown in the
brief view from Jones (1970) review of then contemporary design methods,
there were other views for the field of management to consider. Before
coming back to this issue, let us first briefly revisit the four ideal types of
change and how design processes seem to be reflected through this
perspective.
Life cycle. As expected, not much. A deterministic view of design is an
oxymoron. Different kinds of stage based approaches could be seen as some
kind of institutionally defined way of working, but the point in life cycle
based thinking that stages must follow in a certain order is not consistent
with iterating design processes. On the contrary, whether stages or spaces,
it is both allowed and often also necessary to move back and forth or to be
at different places simultaneously.
Dialectic. The concept of synthesis is common, but not quite in the
dialectical sense as an outcome of a conflict between thesis and antithesis.
Considering the importance of challenging constraints, and that there may
ANDERSSON & MAN
1964
be vested interests involved, conflict does not seem to be a prominent
factor in design. Tension dialectic where there is less focus on conflict and
instead dualism is interpreted as generative opposition that drive the
process seem to be more promising if we are to understand the
attractiveness of design to the field of management.
Teleology. A design process where the goal is set from the beginning is
impossible. It must though not be forgotten that at some time processes
have to converge towards a goal, however and whenever it has been
defined, in order to actually realize and deliver. Does that make them
teleological? Not in their totality, but convergence seem to be a necessary
feature of design processes.
Evolution. The other, and more discussed feature of design processes, is
divergence. Whether we look at Jones, Brown and Katz, or Hatchuel with
colleagues, emphasis is on divergence or generation of variation, the first
part in Van de Ven and Pooles evolutionary model. Variation in this context
is far from blind, on the contrary. There are design briefs and intentions at
the outset, not to be confused with a stated goal.
The emphasis on variation is though rather strange to a traditional
managerial, teleological approach. Jones view that the divergent analysis
stage is about creating uncertainty is especially interesting. Normally
uncertainty is something to be avoided or at least reduced in managerial
contexts. An issue that is not sorted out is though what this divergence
consists of. Jones describes it as extending the boundaries of a design
situation, Brown refers to generating options, and Hatchuel talks about
expanding the space of concepts. Similar, but not identical. It is the
expanded search space, the number of prospective solutions, and the
concept space (and ultimately also the K space) that diverges. In design
process(es) divergence is central, but in what dimension(s)?
We find a lot of intentions, but rather little of goals (until rather late in
the process). Where does this leave us considering the ideal types of
change? Design seems to combine the generative aspects of evolution,
whatever we call its constituting elements, with a kind of convergence
having similarities with the teleological approach. It thus transcends both of
the fundamental delineations in Van de Ven and Pooles model as it
combines diagonally. According to Van de Ven and Poole (1995), Tushman
and Romanellis punctuated equilibrium model is an example of that very
combination. This seems somewhat surprising, but there are significant
distinctions to be noticed. In punctuated equilibrium the two motors are
mutually exclusive and there is no interplay between them. Design
Design as change - from teleology to guided evolution?
1965
processes differ from this as there is iteration between the two and they are
mutually informing each other. Also the temporal relationship between
them is different from the punctuated case. Design process(es) may thus
have the potential to add to a more general understanding of what drives
change processes.
Does this mean that the part of design processes that differ from
traditional managerial thinking is, like evolution, at least to a large extent,
beyond (traditional) control? Yes, in a way we think it is. Actually, it is the
very point. More variety is needed to be able to meet a world were needs
are multiplying (c.f. Ashby, 1956).
With the perspective of managers being out of control, an interesting
development, conceptually partially in parallel to Weicks (1979)
sensemaking model, is the propositions for guided evolution (Lovas and
Ghoshal, 2000), that try to combine the possible advantages of serendipity
and the organic change process that is Darwinian, but possibly without the
time frames involved in the original modelling, or the potentially great loss
of energy in the failed random mutations being field tested.
Figure 3 The five elements of guided evolution.
source: Lovas and Ghoshal (2000 p. 876)
Guided evolution introduces a managed evolution where a
management function returns in the picture. Lovas and Ghoshal (2000)
enter two factors, alongside a modification of variation, selection and
ANDERSSON & MAN
1966
retention: the objective function (strategic intent) and adminstrative
systems (formal structures and organizational routines). Guided evolution is
in a way a contradiction in terms, but it also could be seen as a synthetic
proposal retaining some, but not all, characteristics from teleology and
evolution, while adding some. In relation to how design processes are
conceptualised, Lovas and Ghoshals model may help us see things in
different ways. It has divergent and a convergent parts, albeit not quite in
the same way as the ones described by Jones or Brown, and the
organizational context is given a role not commonly found in the design
texts.
Design content as duality and change processes
We have so far discussed divergence, convergence, and their guidance.
However, does all design processes converge? Let us reintroduce content in
the form of Hesketts distinction between substance and significance into
the discussion. For material and physical objects the answer to the
convergence question is yes. But is it the same for immaterial aspects as
meanings? Do meaning generation processes converge and do they subject
to guiding in the same way as when we are referring to material objects?
If we take the Ducati motorcycle from the introduction as an example, it
is an advanced object of technical utility that carries a lot of significance and
meaning(s) to users and others. If meaning is as important as Norman and
Verganti (2014) argues, where does it takes us in terms of convergence and
guidance of design processes? This seems to be a not yet sufficiently
addressed issue.
Are content and process two sides of the same coin that only in
abstraction are separable? Motorcycle making and designs is both about
technical problem-solving, aesthetic appearance to individuals, and social
meaning construction.
As meanings can neither be optimized, nor can be constant, due to that
they belong to an ever shifting sphere of knowledge, opinions, news and
proposals (Verganti and berg, 2013, p. 92), there certainly are process
implications to be discussed from distinguishing the design(s) of utility and
significance.
Design as change - from teleology to guided evolution?
1967
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
The Emergent Role of the Social Designer
Anne-Marie MOORE
*
, Angharad E. BECKETT and Raymond J. HOLT
University of Leeds
This paper responds to the Academic Design Management Conference,
Design Management Futures theme. It answers questions relating to the way
in which we think about the future of Design Management, and the way in
which Design Management may need to adapt to the changing nature of
design and new management theories. This piece draws on the work of an
interdisciplinary team of researchers from the fields of Engineering, Sociology
and Graphic Design, and their experience in the areas of user-engagement,
anti-oppressive education/pedagogy and inclusive design.
This position paper is a reflective piece that examines the value of designers,
engineers and sociologists working together. It puts forward the question
What can designers and engineers learn from the emancipatory paradigm of
the Social Scientist? Reflections from a UK-based team of undergraduate
designers and engineers provide insight to their experience of engaging with
the user through an inclusive design project. They cast light upon their
experience of cross-faculty studies, interdisciplinary collaborations and both
the challenges and benefits to working with different user groups. This paper
concludes by examining the practical implications for Design Management,
providing insights for Design Management education, research and practice.
Keywords: Design Management research, education and practice; inclusive
design; social inclusion; interdisciplinary projects; Sociology; Engineering
*
Corresponding author: Anne-Marie Moore| e-mail: mnamm@leeds.ac.uk
MOORE, BECKETT & HOLT
1972
Introduction
Within the Design Management literature, a number of trends have
been noted. For Weick, (1995), Design Management is about sense-making
(Weick, 1995). It is also becoming more process-orientated and socially
responsible (Borja de Mozota, 2011, p. 290). New management theories
suggest that Design Management now requires a learning attitude -
seeking new knowledge and experiences (Borja de Mozota, 2011), and a
willingness to experiment (Meyer, 2011, p. 198).
In education and in the workplace, however, designers and engineers are
encouraged to specialize. Researchers such as Doblin (1987) argue that
designers should be encouraged to specialize, and that different types of
designer should be distinguished and recognized, in order to maintain and
develop competence in a particular area (Doblin, 1987, p. 14). Moving into
organizational life, however, Michlewski (2008) highlights that vocations
become even more specialised, with occupations acting as different
subcultures, with different knowledge-bases and codes (Michlewski
2008, pp. 374-5). As a result, different specialisms operate with different
values and attitudes, ultimately creating a cultural divide.
One of the issues for Design Management, is that Design is a knowledge-
based activity, through which artefacts are embedded knowledge for
designers (Borja de Mozota, 2011, p. 289). Furthermore, as articulated in
Michlewskis (2008) study, Designers dont do it [create knowledge]
through writing papers, they dont do it by looking up references. They do it
by collecting stimuli and tuning their responses to them and striving to be
original in important ways (Michlewski, 2008, p. 384). A particular priority
for Design Management, therefore, is to adapt to consider different ways of
enabling design teams to acquire new knowledge. Knowledge in the area of
inclusive design, according to Imrie (2002), comes in the form of
encouraging designers to interact much more with disabled user groups
(Imrie, 2002, p. 3) and offering continuing professional development for
practicing architects and designers (Imrie, 2002, p. 3).
In order to acquire new knowledge and experiences, however, Design
Management will need to be particularly responsive to, and synthesized
with, changes within education. In 1959, British scientist and novelist C. P.
Snow argued that the education system in England needed re-thinking, and
many argue that his message is still relevant today. Snow (1959) drew
attention to what he referred to as a cultural divide in Western intellectual
circles, between the sciences and the humanities. In his lecture entitled The
Two Cultures, he described this divide as a hindrance to the resolution of
The Emergent Role of the Social Designer
1973
many of the worlds problems (Snow, 1959). He was critical of the way in
which the humanities were favoured over scientific education and
engineering. He was also critical of the way in which scientists failed to
display understanding of social fact, and the way in which insight to
productive industry, such as engineering, was overlooked (Snow, 1959).
Fifty-five years on, and arguably, there is still evidence of the divide
between the two cultures in academia and in society today. Bazaglette
(2014), The Creative Industries Federation, argues that Science, technology,
engineering and maths are important but are underpowered without the
arts (Bazaglette, 2014). Moreover, at the Munich Security Conference,
January 2014, Estonian president Toomas Hendrik IIves emphasized the
need for a more positive discourse across disciplines (Ilves, 2014). He
attributed problems relating to freedom and security in cyberspace, for
example, to the absence of dialogue between the scientific-technological
and the humanist traditions (Ilves, 2014). In the light of this discussion, the
next section explores some of the issues that arise when contrasting
disciplines connect through participatory research. The findings of which are
of relevance to Design Management education, research and practice.
The Together through Play project
Product Design and Engineering Level 4 undergraduate students at the
University of Leeds provide lessons for Design Management by reflecting on
their engagement in a participatory design project entitled Together through
Play (TTP). This interdisciplinary project brought together an all-male team
of Masters level students, consisting of two Engineering and three Product
Design students. The team worked collaboratively with academic
researchers on a piece of Action Research (Reason and Bradbury, 2001),
which explores ways to faciliate meaningful play between disabled and non-
disabled children. Through a process of co-operative inquiry (Druin, 1999),
researchers sought to develop understanding of childrens needs and
aspirations for inclusive play. Co-operative inquiry uses the participatory
process of developing and evaluating designs with children, as a basis for
exploring their views.
Insights to their experiences cast light upon the prevalence of what Snow
(1959) coined the Two cultures (Snow, 1959, p. 1). They noted various
differences between the two disciplines of Engineering and Product Design,
which they attributed to being taught differently and possessing different
skills. Engineers were described by their counterparts as less creative,
being more interested in exact numbers, and getting results right. They
MOORE, BECKETT & HOLT
1974
were also perceived to be more predictable, due to being taught the same
stuff. The product designers were seen as more creative, being particularly
good at generating ideas, picking random stuff up, adapting, and adopting
different approaches to a given task. It was agreed that between them, they
had a different work ethic, with engineers taking a more structured, and
analytical approach.
The TTP students referred to their interdisciplinary collaboration as a
challenging, yet positive experience. They noted that a combination of the
two perspectives led the group to make better decisions. Their initial
assumptions about their counterparts were for some, dispelled, and for
others, further amplified. The more intuitive approach of the product
designers was perceived to be both a hindrance and an asset by the
engineers. Their intuition was associated with both creativity and youth or
immaturity. Conversely, the product designers were switched off by the
way in which the engineers tended to go through the motions. More
superficial assumptions were discarded as a result of the project. For
example, assumptions based on physical appearance led one of the
engineers to assume that the product designers were last minute guys, and
that they were crazy and immature. He soon realized, however, that they
had a diverse range of skills to offer; that they were well-organised; and
that they were capable of demonstrating good leadership skills.
The most significant divide lay in their attitudes towards the value of
design and engineering and the contribution that product designers and
engineers can make to the process of inclusive design. Opinion in this regard
further intensified as a result of the project. One of the product designers
was skeptical about the involvement of engineers, as he found them
particularly difficult to work with. With regard to their studies, he felt that
the assessment criteria for Engineering also lacked relevance, and that
examiners favoured the engineering aspects of the designs over the more
human-centred factors explored by the product designers.
In-depth focus group discussions and interviews with child participants
generated some rich qualitative data for the undergraduate students. This
data, however, was received with mixed response. The engineers found the
qualitative data difficult to work with. They were overwhelmed by the depth
of feedback received, and raised concerns about the time and opportunity
available for such rich data to be processed. Despite supporting the idea of
taking into account everyones views, one student suggested limiting user
feedback opportunities to short questionnaires, in order to generate more
The Emergent Role of the Social Designer
1975
manageable data: arguably, a move that would be detrimental to the
richness of the in-depth qualitative data.
The product designers, on the other hand, felt confident working with
qualitative data. They valued the feedback received, but described working
with it more intuitively. One Product Design student argued feedback is
your results If youre designing for like, people - its not really like a sort
of figures thing, whereas the engineers perceived the interview data to be
wishy-washy. Despite having reservations about the subjective and
wishy-washy approach of the product designers, the Engineering students
were inspired by their counterparts. They recognized the importance of
bringing interdisciplinary teams together. One Engineering student argued
This [project] cant be exact, but theres got to be some, like middle ground
between the two - really intuitive and really exact.
As the TTP project brought researchers from the fields of Design and
Sociology together, the students benefited from the opportunity to learn
about the social model of disability. According to Oliver (1990), the social
model does not deny the problem of disability, but locates it squarely
within society (Oliver, 1990, p. 3). It does not attribute disability issues to
individual limitations, but to societys failure to provide appropriate
services and adequately ensure the needs of disabled people are fully taken
into account in its social organisation (Oliver, 1990, p. 3).
Despite being a well-known model in the area of Disability Studies, the
TTP undergraduates assumed that designers from traditional disciplines
would probably not be aware of this perspective. Instead, in their view,
designers are simply taught about the design of the object. Some of the
students linked their previous understanding of disability to the individual
model, which, according to Oliver (1990), locates the problem of disability
within the individual (Oliver, 1990, p. 3). When introduced to the social
model, however, there was a tendency for the students to simply accept this
perspective.
It is worth noting at this stage that the students did not attend Sociology
modules as part of their studies. They were simply signposted to useful
sources of literature in the area of Disability Studies. As a result, their
understanding of the politics surrounding disability, and the nature of
impairment for disabled people, required further development. Some of the
students focused on impairment throughout the project, assuming that
disability and impairment meant the same thing - a view strongly contested
in the area of Disability Studies.
MOORE, BECKETT & HOLT
1976
When asked to share their views on the idea of integrating Disability
Studies into Product Design, the TTP student team expressed concerns
about time and motivation. In hindsight, they felt it would have been
beneficial to engage with the Disability Studies literature before embarking
on the design process. Rather than being compulsory, however, they
suggested that Disability Studies should be optional, and dependent on the
designers choice of vocation. One student argued that Disability Studies is
not for everyone, as a lot of designers would want to focus on aesthetics.
It was proposed that one module, however, may be potentially quite
helpful, particularly for those looking for jobs in the area of Inclusive
Design.
One of the engineers, on the other hand, suggested that Inclusive Design
or designing for disability should be taught as a discipline in its own right,
alongside Product Design. He did not, however, see the relevance of
integrating the teaching of Inclusive Design with Engineering. He deemed
the engineers work as stand alone or separate. Further, theres enough
to do, and you dont really want to bother with design inclusivity. Its more,
later on, after its, like, done. He felt that engineers have enough on the
plate already. Alternatively, some of the product designers argued that just
as sustainability had been emphasized in the past, and is now taught as a
dedicated module on their course; so too should inclusive design.
The issue of specializing in their studies was a prominent one for the TTP
students. One Engineering student expressed concerns about engaging in
interdisciplinary projects in the future. He feared deviating from his subject
specialism, and going too in-depth into the issues surrounding inclusion.
For him, if you go in-depth, then its not really Product Design, is it? The
teams response to the topic of inclusion in general was, at times, subjective
and the engineers perceived their involvement as an exception to their
typically objective approach.
One of the TTP students suggested that the teaching of Inclusive Design
should be made more accessible to designers and engineers and that it
should be responsive to different learning styles and needs. For example, it
was argued that visual exemplars and Knowledge Sharing opportunities
would reinforce the key messages about inclusive design. One of the
product designers, however, felt that it might already be too late: that
assumptions about disabled people may already be embedded into the
psyche of design students. For him, assumptions should be targeted within
education from an early age, and to make it something that can be
discussed.
The Emergent Role of the Social Designer
1977
The TTP team emphasised the need for a more humanistic approach to
design education in the future. The project became meaningful for them,
when they developed an emotional connection with the data. They were
surprised by the way in which children were left out during play, and at
the realization of how extreme that was. One student noted that he found
some of the childrens experiences hard to have to read. Another student
explained that when child participants were given codes rather than names,
the designers disconnected from their feedback. It made it difficult for
them to empathise with the user, and to identify or remember individual
comments made. For them, pseudonyms may have worked better.
The TTP team recognized the benefits of engaging with the user. It gave
them insight to childrens experiences, their perspectives on play, and ideas
for toys and games. Engaging in the process of co-design brought students
attention to the wider impact of, and social aspects to, inclusive design.
Furthermore, the TTP students found it inadequate to second-guess the
needs and aspirations of the user. They particularly disliked working with
fictional personas, which they felt this led them to more narrow solutions.
One student commented:
I learnt that everyone who will have some interaction with the
products needs to be involved in one way or another in the design
process, regardless of whether it is the child, the parent or the
teacher. They will all interact with the product in one way or another,
thus their needs must be taken into account.
One of the Product Design students felt that child-centred research is
particularly undervalued within the academic environment. He explained
that members of the wider student cohort dismissed the TTP project as a
mere kiddies project and that there is a stigma around this field that
seems to warrant it less merit. With regard to designing with and for
children, he advised the first big step is to actually show designers why this
type of design is important, and the benefits it can have to both the target
users and the designers themselves.
Within the TTP student team, there was mixed-opinion with regard to
the value of user-centred research. Some students found feedback from the
child participants amusing and dismissed some of their suggestions as
comical. In other cases, personal preference or prior experience played a
greater part in the decision-making process than the childrens feedback.
Some designs were also further developed if students could see the
MOORE, BECKETT & HOLT
1978
potential for development or if they were perceived to be feasible. Others
were determined by the skill-base of the students.
Lessons were learnt about the balance of power between designer and
user through the TTP project. The students perceived giving power to the
user, through early prototyping and evaluation, to be one of the most
positive outcomes of the project. By adopting more inclusive working
practices in their teamwork, the TTP undergraduates, in turn, developed
more inclusive solutions. For example, the students promoted equality by
dividing tasks up into areas of interest or expertise, rather than taking
ownership of a specific game. Their aim was to work together, towards a
collective goal, rather than working competitively.
Having time and space for creativity was another positive outcome for
the students. They tussled with the debates, and even talked themselves out
of ideas that conflicted with the user-centred agenda of the project. When
the students were given the opportunity to experiment (i.e. by working with
new softwares), they also found that they came up with more inventive and
innovative solutions. One setback for them was having limited access to new
softwares. They found experimentation difficult initially, as they had little
guidance on programs not included in the curriculum. When experimenting
with new technologies in the future, they suggested that access to a basic
level of training would be both beneficial to them, and necessary for
innovation.
The TTP team found discourse across disciplines beneficial. On
completion of the project, one student explained that he felt compelled to
reconsider the roles and responsibilities of the engineer. Another felt he had
become a more responsible designer, and that for him, TTP had become an
important project. It is noteworthy that overall, the students expressed a
lack of confidence in the power of inclusive design. Some of them assumed
that inclusive toys simply would not have the same appeal as mainstream
toys and games. The majority assumed that it would be impossible to design
an inclusive product for disabled and non-disabled children to play with
together. They had reservations about whether an inclusive product would
work and felt that inclusive design was an idealistic goal.
Researchers from the field of Disability Studies would argue that rather
than an ideal; inclusion is a fundamental right. Moreover, by placing an
emphasis on the physical aspects of impairment in their design solutions,
the TTP students may have overlooked the real issues in disability, which,
from a sociological perspective, are oppression, discrimination, inequality
and poverty (Oliver, 1990, p. 2). In response to student reflections, the
The Emergent Role of the Social Designer
1979
following section discusses the merits of engaging with the emancipatory
paradigm (one of several paradigms within the social sciences) for designers,
and some of the associated mutual benefits for sociologists.
In addition to the literature on Design Management, which Simply
putis the business side of design (DMI, 2014), literature from the areas of
inclusive design and Disability Studies are used to inform discussion.
Inclusive design relates to design practice. It is a process-driven approach by
designers and industry to ensure that products and services address the
needs of the widest possible consumer base, regardless of age or ability
(Coleman, 2010, p. 19). Disability Studies, on the other hand, relates to
theory. It is an academic discipline that examines and theorizes about the
social, political, cultural and economic factors that define disability. It is this
synergy of both the practical and the theoretical approaches to social
inclusion that this paper argues, are contributing to, and further
emphasising, the emergent role of the Social Designer.
What can designers learn from the emancipatory paradigm
of the Social Scientist?
Borja de Mozota (2011) notes that through areas such as eco design,
inclusive design and service design', design disciplines have broadened to
answer societal changes in relation to sustainability, ethics and the digital
economy (Borja de Mozota, 2011, p. 289). The TTP project emphasized the
need for design disciplines to broaden further, to respond to issues of social
inclusion. Borja de Mozota (2011) highlights that on a strategic level, new
meta-disciplines are important, as they act as a bridge between existing
design disciplines, to develop a coherent strategy for the value chain of an
organisation (Borja de Mozota, 2011, p. 289). As an extension to this
argument, this section considers the merit of integrating Disability Studies
and design, to form a new meta-discipline on the sociology of disability,
within design-related fields. An emphasis on Social Design may equip
designers to respond and adapt to both the market-driven and political
forces at play in the area of inclusive design.
Politics have become particularly prevalent in the area of inclusive
design, due to the rapid convergence between the market push of ageing
populations; the consumer pull of equal rights legislation, and a vocal and
demanding disability lobby (Coleman, 2010 p. 11). Where existing design-
orientated research brings a wealth of knowledge on design for the market,
Sociology provides insight to the politics. According to Oliver (1992), the
emancipatory paradigm of the Social Scientist, is about the facilitating of a
MOORE, BECKETT & HOLT
1980
politics of the possible by confronting social oppression at whatever levels it
occurs' (Oliver, 1992, p. 110). When approaching issues of inclusive design,
designers must, therefore, engage with matters of equality and
participation. A degree of reflexivity is required. From a social sciences
perspective, critical enquiry, praxis or emancipatory research involves a
different view of knowledge (theory) (Oliver, 1992). According to Lather
(1987) it must
illuminate the lived experiences of progressive social groups; it must
also be illuminated by their struggles. Theory adequate to the task of
changing the world must be open-ended, nondogmatic, informing,
and grounded in the circumstances of everyday life (Lather, 1987, p.
262).
Inclusive design must, therefore be informed by peoples lived experiences.
It must be honest and capture their struggles. At present, commercial
opportunities are used to promote inclusive design to designers. However,
they cloud issues of poverty. Designers are led to believe that inclusive
design offers an incentive for older and disabled people to spend the now
considerable wealth they control on the goods and services that deliver
independence and quality of life (Coleman, 2010, p.3). However, a
substantially higher proportion of individuals who live in families with
disabled members live in poverty, compared to individuals who live in
families where no one is disabled (Department for Work and Pensions,
2014). Sociological perspectives encourage designers to challenge
assumptions about disabled people and other marginalised groups, and to
address the politics of inequality, oppression and discrimination in their
work. In this regard, Sociology can help to stretch design briefs.
Disability Studies provides insight to the experiences of critical users for
designers in the area of inclusive design, with its roots in the growth of the
Disabled Peoples Movement. It offers a wealth of literature on anti-
discrimination legislation. At an organizational level, British firm, B&Q
exemplifies the way in which anti-discrimination legislation can be used to
inform the process of inclusive design, through its diversity initiative. B&Q
took a proactive approach in their aim to go beyond compliance with DDA
and to make inclusive design a key business strategy and way of developing
the B&Q brand (Coleman, 2010, p. 5). Engaging with issues of Social Policy,
can therefore, lead design-related disciplines to more inclusive practices.
In the area of participatory design, successful design-led organisations,
such as IDEO, currently utilize sociologists, in conjunction with clients and
The Emergent Role of the Social Designer
1981
designers, at the observation stage of the design process (Michlewski,
2008, p.381). This paper proposes, however, that a conversation with
Sociology is useful throughout the design process, and particularly at
brainstorming and refining stages. Oliver (1992) raises concerns about
participatory research as all too often [it] leaves the relationship between
the social and material relations of research production untheorised and
untouchedIssues of politics and praxis need to be considered (Oliver,
1992, p. 25).
Others challenge the rigour of a design approach. For example, with
regard to design practice in the workplace, Doblin (1987) urges designers to
grow up, and to forego their adolescent reliance on purely intuitive
practices (Doblin, 1987, p. 15). Sociology, therefore, may bring rigour to
design, as it provides insight to the structures, methods, and objectives that
Margolin and Margolin (2002) point out are currently missing in social
design. Moreover, as highlighted by Doblin (1987), to avoid dealing with
complexity, most designers drive tasks downscale by simplifying them and
ultimately, consumers get stuck with the results (Doblin, 1987, p. 15).
By engaging in sociological discourse, designers are encouraged to
consider different epistemologies, and to think differently about social
problems, such as disability. Campbell (2008), for example, proposes
alternative ways of thinking about difference, and more positive ways of
looking at impairment. Through the Sociology of Impairment, he challenges
contemporary representations of the medicalised body and seeks
alternative perspectives (Campbell, 2008). Good Grips designers, Smart
Design, first introduced in 1990, attribute their success in the area of
inclusive design to their emphasis on meeting user needs, rather than
product functionality. Their philosophy is that physical design is dead, and
that the design of experiences is now a priority (Coleman, 2010, p. 5).
Of mutual benefit to Sociology; designers have the ability to rapidly
transform a project from something that is very broad, and subjective into
something that is rational and tangible, something that is discussable and
debatable (Michlewski 2008, p. 380). Designers, therefore, have the
potential to bring theoretical ideas to life. Such qualities equip the designer
to play a key role in bringing about positive attitudinal change. According to
Inns (cited in Borja de Mozota, 2011, p. 289), designers now act as
negotiators of value, as facilitators of thinking, as visualisers of the
intangible, as navigators of complexity and as mediators of stakeholders.
Moreover, designers have an important role to play in supporting change
initiatives (Michlewski 2008, p.381).
MOORE, BECKETT & HOLT
1982
Design plays a significant role in many areas outside of the traditional
creative sector. Hunter (2014), Chief Design Officer for the Design Council,
reflects on the social dimension to his own design activities; working with
social enterprises and government by using design to look at youth
unemployment and the ageing population (Hunter, 2014). Researchers in
the field of design have recognised a strong commitment among designers
to make a fundamental difference (Michlewski 2008, p. 384) and the
possibilities for positive action to redress disablist and disabling design
(Imrie, 2002, p. 3). Due to its humanistic agenda (Meyer, 2011, p. 188),
design offers intrinsic benefits to organisational life, providing critical
value, not only in end products, but in the overall culture of an
organisation (Meyer, 2011, p. 191).
Borja de Mozota, (2011) agues that interdisciplinarity, in the context of
Design Management involves respecting differences and not the dream of
the end of the disciplines (Borja de Mozota, 2011, p. 291). Furthermore,
rather than being a specialist area or a specific responsibility of the Product
Designer, The Principles of Inclusive Design (They Include You), published by
the Commission for Architecture and the Built Environment (2006), stress
that Inclusive design is everyones responsibility[it] should be an integral
part of what we do every day (Fletcher, 2006, p. 4). Design Management,
therefore, is a key player in the process of inclusive design (Coleman, 2010).
In the light of this discussion, the next section concludes by examining the
practical implications for Design Management education, research and
practice.
Conclusions and Implications for Design Management
This paper presents reflections from an undergraduate team of Product
Design and Engineering students, on their experience of an interdisciplinary
project entitled Together through Play. It provides lessons for Design
Management by highlighting some of the current issues in design education.
The students gave insight to their experience of engaging with the user;
working as part of an interdisciplinary team; cross-faculty studies and the
challenges they encountered. Their feedback casts light on the practical
implications for Design Management, with regard to embedding inclusion
into Design Management research, education and practice.
Despite their initial reservations, the TTP students found their
interdisciplinary collaboration a challenging, yet positive experience. The
group recognized that a combination of the two perspectives led them to
make better decisions. Some of the students also expressed an interest in
The Emergent Role of the Social Designer
1983
further research in the area of inclusive design and careers in Inclusive
Design, as a vocation. This calls for Design Management to increase
opportunity for interdisciplinary collaboration in Design Management
education, research and practice in the future. Interdisciplinary
collaborations may present themselves in the form of student competitions,
work placements, cross-faculty research and inter-departmental projects.
A particular challenge for Design Management at present is, managing
complexity, and innovation (Borja de Mozota, 2011). As highlighted in the
TTP project, as projects embrace interdisciplinarity, Design Management will
be required to adapt to dealing with increasingly complex data, and data of
a qualitative nature. In doing so, Inns (cited in Borja de Mozota, 2011, p.
289) points out that emergent, more radical routes of exploiting and
importing design knowledge across the traditional borders of design offer
engagement with new design forms that are value driven.
The TTP project has highlighted the need for Design Management to
develop more meaningful ways in which to assess design value in Design
Management research, education and practice. As previously highlighted,
the TTP students were of the opinion that, in the assessment of the project,
the functional, engineering aspects were more highly favoured than the
human-centred aspects. A similar sentiment is echoed in Design
Management research. Borja de Mozota (2011) notes that when assessing
value in design, there is either a reliance on peer reviews as in design
awards for good design or on quantifiable evidence - improving sales
figures, brand market share and reputation, over the value it brings to
society (Borja de Mozota, 2011, p. 278).
The social barriers to inclusion were deemed the hardest to deal with
by students participating in the TTP project. Despite learning about the
physical barriers encountered by disabled people, through the Principles of
Universal Design, they highlighted that the social aspects are not generally
considered. Input from the social sciences may be beneficial for Design
Management in this regard. Coleman (2010) suggests Build appropriate
knowledge and skills within design and marketing teams. This may require
the engagement of specialists, attendance at appropriate conferences and
workshops and collaborations with the research community (Coleman,
2010, p. 13).
As highlighted in the TTP project, there is much to be done in design
education, with regard to building student confidence in the power of
inclusive design. This calls for Design Management to showcase its
successes, to highlight its social impact, and to raise the profile of a design
MOORE, BECKETT & HOLT
1984
approach to social inclusion. Furthermore, the lack of exposure to inclusive
artefacts received by the TTP students, and the way in which coverage on
the topic of inclusive design was limited in their studies, now poses a
creative opportunity for Design Management education. We learnt that
designers tend to develop and acquire new knowledge through artefacts,
rather than reading and writing papers. New ways of acquiring knowledge
through Design Management education in the future, therefore, may
involve more active participation in artist collaborations, exhibitions, inter-
disciplinary projects and modules of an applied nature.
It was suggested by students participating in the TTP project that
Inclusive Design should be taught as a subject in its own right. An implication
of such a move, however, could result is inclusivity being perceived as an
abstraction, rather than an integral part of the work of designers or
engineers. If Inclusive Design is managed as a specialist area, or if it is limited
to areas such as Product Design only, then, as illustrated in the TTP project,
engineers and designers from other fields will continue to remove
themselves from all lines of responsibility. Coleman argues that it is
important to simply see inclusivity on a par with quality (Coleman, 2010,
p. 27). Indeed, one might also ask, therefore: how do the skills of an
inclusive designer differ from those of any other designer?
In response to the attitudinal and cultural barriers to inclusive design
within design teams, Melanie Howard, Co-Founder of the Future foundation
(cited in Coleman, 2010, p. 10), argues that it is essential for all design-
related subjects to provide modules on the topic of inclusive design.
Moreover, in response to issues such as age discrimination, Howard
suggests that All design and marketing curricula should include some
compulsory module on the implications of living longer, and the
requirement to think differently about designing for the future.
A particular problem for Design Management education, at present, is
that it exists in insecure research programmes and poorly funded research
departments (Borja de Mozota, 2011, p. 291). Furthermore, Gorb (1986)
flagged up cultural inhibitions (Gorb, 1986) as a particular barrier to a
design approach to social problems. Design Management must, therefore,
raise the profile of socially inclusive projects. In a bid to attract financial
investment and support for Design Management education, Design
Management must also take responsibility for ensuring that innovative ideas
are delivered to non-specialist audiences, in accessible ways.
The Emergent Role of the Social Designer
1985
The TTP project highlighted the need for more accessible resources on
the topic of inclusive design for designers. This, the students informed the
researcher, would help them to develop a better understanding of inclusive
design. In response, Design Management must now learn to exploit new
technologies, and demonstrate a commitment to promoting and facilitating
Knowledge Sharing and experimentation in the area of inclusive design. In
the light of the findings of the TTP project, and the reflections highlighted in
this paper, work is currently underway to further enhance Knowledge
Sharing at the University of Leeds. A Massive Open Online Course (MOOC) is
currently being developed, which uses the TTP project as a Case Study for
learning online. The MOOC is designed to help students to understand that
innovators come from diverse backgrounds, and to learn about the way in
which people can help organisations to innovate.
Acknowledgements: The Together through Play project was
funded through a Leverhulme Trust Research Grant. The
authors would like to thank the participating children;
teachers; parents and carers for their involvement in the
project, and for enabling the research to take place. At the
University of Leeds, they would like to thank the
undergraduate students for their feedback and participation
in the project, and the technical support department for their
assistance in the manufacture of prototype designs.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Culture Criminals: Social Medias Affront to
Subculture and Design Management
Qian SUN
a
and Dave LOWE
*b
a
Royal College of Art;
b
University of Salford
Due to the advent of the age of social media, youth culture, typically
catalysed by media and fashion movements and bound by geographic
location, is behaving in an entirely atypical manner, changing the way
innovation is diffused among consumers. With this, the methods employed by
marketing practitioners may be in danger of being rendered archaic as the
innovations and trends that they pursue operate in an exaggerated and
accelerated state of flux as the barriers between traditional subcultures
collapse and merge, further challenging the functions of design management
in a NPD project. This paper aims to investigate these phenomena through
primary research (based upon the findings of six case studies and ten in-depth
interviews). A theoretical reworking of Rogers diffusion of innovations model
illustrates the shortening of trends and the increase in velocity of tipping due
to the wider population of innovators and early adopters that social media
allows. This leads to the urgency of involving consumers in the process of
innovation; and participatory design being an important aspect of NPD. The
discussion implies that the function of design management should shift from
acquiring marketing intelligence to facilitating the involvement of consumers
in the process of innovation and NPD.
Keywords: Youth culture, Innovation, NPD, Design management
*
Corresponding author: Qian Sun | e-mail: qian.sun@rca.ac.uk
Culture Criminals: How Social Media Facilitated the Dilution of Subculture
1989
Introduction
In the future, everyone will be famous for fifteen people
(Momus, 1991)
Momus take on Andy Warhols famous quip is in the present age far
more relevant than he would ever have known in 1991. More than a decade
after it was written social media emerged as a juggernaut of communication
and information exchange; terms such as tweeting posting and sharing
no longer immediately conjure images of birds, letters or charity, but of
banal descriptions of an acquaintances meal-time activities, the intrusive
display of anothers holiday photos or the digital exchange of the days
gossip. Frivolity aside, these activities serve as an example of how deeply
engrained in the fabric of modern society social media has become, this in
turn presents an enormous set of implications and opportunities for those
that are willing, and able, to capitalise upon them, as well as threats and
pitfalls for those engage with these platforms carelessly or not at all. Indeed,
social media has been cited as a key tool in the overthrow of governments
(ASMR, 2011), the orchestration of protest (Casciani, 2010), the chief tool of
communication in the gathering of individuals for criminal civil disobedience
(Douglas, 2011), an Orwellian means of generating mass hype and hysteria
(Saarinen, 2012. VC, 2012), the golden goose of marketing, a threat to
national security (Chieh, 2012), the saviour and downfall of economies
(Shore, 2012) and the end of the concept of privacy as we know it
(Rosenblum, 2007). Social media has made heroes, billionaires, celebrities,
villains and so, so, much more yet it is still perceived to be in its infancy and
it is with this that social media presents significant challenges to business
and society. The argument presented here not only is social media allowing
the development of new consumers, who bring with them an
unprecedented wave of materialistic values (Chan, 2010) and distorted
approaches to traditional market ambition (Kremer, 2013), it is presenting
them with the platform to diffuse information across a vast geographic
span, without physical boundaries, at such an accelerated pace that it is
fundamentally altering the business and cultural landscape.
Design Management
The importance of embracing market intelligence into design process as
part of the design management functions has long been recognised in
literature, such as in Bruce and Cooper 1997, Topalian 1980, Cooper and
Press 1995, Perth 2000 and Kotler 1984. In the design management
SUN & LOWE
1990
conceptual framework proposed by Sun et al. (2010), design management is
positioned within the industrys knowledge supply chain and is defined as
the management of the interface between design practice and other
industry forces. Among the five key design management functions (line
management of design teams, management of knowledge input,
management of design output, managing the interface with substitute
design products, and managing and repositioning entry barriers), the
management of knowledge input ensures that required knowledge is
captured and available to inform design. Given that there is a trend towards
an increasingly knowledge based profession, marketing insight is considered
vital to a successful design project.
In NPD, market research is used at all stages of the product life cycle,
from the conceptual stage to maturity, in establishing consumer needs,
estimating demand, pricing, and shaping the specification of the product.
Fain et al. (2011) considered that the more innovative the NPD projects are,
the greater the need to integrate marketing functions within the project;
and technical innovations are considered less important than they used to
be, whilst industries depend more on their intellectual capital than on
production capital alone. The role of design managers is therefore crucial in
informing NPD by unveiling the trends and unmet needs of the market.
Rogers Innovation Adoption Model
One of the frameworks that are widely referenced in the literature of
NPD is Rogers innovation diffusion model (1962), which explains how, why
and at what rate ideas and technology infiltrate popular culture. It shows
the change in the number of new adopters of a product over time, at
different stages of the product lifecycle within a social system. Among these
groups, the innovators are the earliest users of the product/idea who
welcome change. Innovators are risk takers, typically in their teens and
twenties, extremely social and have close contact with other innovators.
They tend to abandon a trend long before it reaches saturation where they
leave behind the current dominating social climate and seek to generate
new trends or recycle old ones. It is impossible to truly test a product or idea
in a market, and thus reach the much more economically valuable majority
of population, prior to release. Innovators provide value at this stage as they
are required to spread initial influence until the trend tips and thoroughly
infiltrates public consciousness (Gladwell, 2000). It is these individuals who,
despite only representing a small proportion of the population in the
context of diffusion of innovations model, explore new generations of
Culture Criminals: How Social Media Facilitated the Dilution of Subculture
1991
popular culture amongst consumers, and it is they who the majority of the
population turn to for inspiration and new knowledge of trends and
emerging culture. Because of their ability in predicting and dictating trends,
this demographic is of particular interest to NPD in testing new ideas and
exploring future trends.
Figure 1: Rogers Innovation Diffusion Model (Rogers, 1962)
Youth Culture
A large proportion of the innovators and to some extent early
adopters are young people, therefore the study of youth culture is
extremely useful to design management. Youth culture was defined by Rice
& Dolgin (2007) as the sum of the ways of living of adolescents; it refers to
the body of norms, values, and practices recognized and shared by members
of the adolescent society as appropriate guides to actions, and can be
further broken down into distinct subcultures, each with their own beliefs,
behaviours, styles, interests and values, the pursuit of which is highly linked
to the exploration of self-identity and individualism in a social group setting
(Brake, 1990. Muggleton, 2000. Bennett et al, 2004). From a marketing
perspective youth culture represents an extremely volatile, vague, and less-
than financially prudent demographic, yet it remains highly valued and
sought after by marketing practitioners. The value of youth culture, as with
over-arching subculture, lies in its ability to present business with new ideas
and trends, offering, often through the process of coolhunting (Gloor &
Cooper, 2007), a yardstick of what is fresh or emerging, and presenting
businesses with creative ways to reach new demographics and focus
marketing activity. Indeed the youth market should be of special interest to
all NPD managers both due to its perceived ability to innovate and generate
new trends that are inevitably adopted by different age groups and because
of the fact that its inhabitants represent the future of consumerism.
SUN & LOWE
1992
The Challenge
The advent of social media has however dramatically transformed the
traditional dynamics of subculture and, consequently, the NPD practices
that surround them. Traditionally, subcultural groups within the youth
demographic were extremely tribal, and often at odds with different groups
whose values, appearance and interests did not mirror their own. These
groups typically formed within local communities as the spread of
information regarding new trends was restricted by the media that united
them, be it specialist magazines, forums or a relatively disorganised internet
that limited two-way, or communal, interaction. This led to the
development of strong local physical subcultural communities or scenes
which slowly shifted over time and are a large factor in the development of
local culture bound by geographical areas. However due to the
advancement of social media platforms, it is now possible for an individual
to follow a particular subculture, and remain as part of that community in a
virtual world, exchanging media, ideas and imagery instantaneously, in real
time, 24/7 (Krotoski, 2011), thus allowing individuals to draw influence from
other cultures extremely quickly as information diffuses over a much wider
geographic span without having to trickle into areas that would previously
be left untouched due to limitations in communication. Examples of this
phenomenon could include the influence of Japanese youth culture upon
the West in recent years (McGray, 2002. Koshikawa, 2003. Nagata, 2012. Ito
et al, 2012), a move that began in the late 90s and was solidified by social
media, highlighting the way, and ease, in which information spreads from
continent to continent. Indeed to be immersed in any area of an extremely
foreign subculture, to have a finger on the pulse of fashion anywhere from
New York to Tokyo, in real-time simply involves being connected to the right
people in the form of blog subscriptions.
Alongside geography, subcultures were typically catalysed by a musical
and fashion movement, another area undergoing change, as it is argued that
in the age of social media it is much more difficult to draw this link and that
lines between different subcultures are becoming blurred as the
characteristics that so set them apart mix (Kjelgaard & Askegaard, 2006). An
example of this could include the way in which tattoos, piercings, hairstyles
and other elements were traditionally associated with punk or alternative
culture have been adopted by the mainstream consumers (Berkowitz, 2011.
Asphodel, 2012). Big business took note, such as in the case of sportswear
multinational Nike and New York based niche streetwear brand Supreme,
both of whom cater to a melange of skateboarding, punk, basketball and
Culture Criminals: How Social Media Facilitated the Dilution of Subculture
1993
urban culture; elements that were traditionally socially diametrically
opposed (Bakare, 2011). Given that subculture is no longer bound by
geographical location, and its development is no longer fully catalysed by
media, be it music, film, art or fashion, its reliability in predicting and
mapping trends, fashions and subcultural movements is in question.
This paper aims to understand this challenge by:
Unveiling new and/or confirming the assumed behavioural
characteristics of the youth demographic in the context of social
media, as described in the literature; and
Relating the behavioural characteristics to Rogers diffusion of
innovations model, to explore the impact of this challenge on the
dynamics of innovation diffusion.
This paper then further explores the impact of the dilution of trends,
fashions and subcultural movements on the practice of design management.
Methodology
The research comprised two stages. This first involved case study
analysis of levels of consumer interaction with six brands regarded as
drawing on high levels of consumer fanaticism in young consumers, namely
Nike, Supreme, Apple, Blackberry and the three major computer games
manufacturers (Nintendo, Sony and Microsoft). This stage also included a
high level of interaction with social media in the form of blogs, forums,
online communities, specialist consumer media and news feeds.
Following the case analysis, the line of enquiry was extended to primary
research that took the form of ten in-depth interviews with a sample group,
collected using the defined generalised group method. Phenomenological
research is concerned with the study of experience and as such is intended
to bring forth the views, perspectives, emotions and beliefs of the
interviewee allowing the researcher to view the perspective of others
objectively, gaining insight into their motivations and actions. The gathering
of this research will be achieved through the execution of in depth
interviews with consumers.
The sampling method used to select suitable participants for interview is
the defined generalised group. Participants were assessed for suitability for
interview against the following criteria:
SUN & LOWE
1994
Holding an active interest in, being a user of, or self-defining as a
fan of one or more of the brands examined in the secondary
research.
Falling into the age catchment range of 16-34 as outlined by
Viacoms research into youth marketing (Viacom, 2008).
Being a regular user of social media platforms.
The intention was to use this group to represent the innovators and
early adaptors in Rogers model, overarching with the youth demographic
in the marketing research context. Each interview took 45 minutes to one
hour in length. In the interviews, the following three aspects of open-ended
questions were used to collect Phenomenological data:
Relationship with and attitudes towards the brands
Relationship with and use of social media
Key influences regarding lifestyle choices
As this study concerns young people, extra consideration was given to
ethical issues. Research participants took part on a voluntary basis and
consents were given. The participants were informed fully about the
purpose, methods and intended possible uses of the data, what their
participation in the research entails, and what risks, if any, were involved.
Alongside interviews, the research process demanded the collection a
significant amount of image data, the main precursor to this was that data
was not to be placed in the public domain and the anonymity of
respondents was respected.
Findings
The findings can be summarised as the following behavioural
characteristics in comparison with the literature:
Disposable Identities
The study reveals that the identities of the individuals represented in
each of these cases are in a state of flux. The experimentation with image,
culture, and the concept of the self, as part of a social group, is not new; and
the formation of an identity is of course a core part of adolescence and early
adulthood (Brake, 1990), though never before has youth and youth culture
been subjected to the pressures, and competitive nature, associated with
the juggernaut of global social networks and information exchange;
pressures which threaten to create new generations of super-consumer.
Culture Criminals: How Social Media Facilitated the Dilution of Subculture
1995
This is consistent with the literature and is exemplified by the fake geek
debate that, in recent times, caused a large storm on social media channels
(Letamendi, 2012). The dispute alluded to the allegations of hijacking of
comic book, computer game and film fandom by young women who were
perceived to have no interest in the culture that surrounds the media
beyond a pretentious attempt at attention seeking, allegations stemming
from those who refer to themselves as true fans of the genres and a
conflict which threatened to alienate newcomers (Brown, 2012. Hern,
2012).
Such accusations of a lack of integrity shown by increasing numbers of
latecomers or posers were dominant themes of the interviews and
extended beyond the realm of comic book conventions into every facet of
subculture with several of the interviewees complaining of a huge influx in
the last few years of consumers jumping on the bandwagon of areas they
had a strong personal interest in, consequently threatening their identities
through misplaced association, a feeling commonly described in fanaticism
literature. This is supported by the images collected, which provide detailed
visual depictions of individual interviewees experimenting with dramatically
different types of subcultural imagery in a relatively short space of time. The
key feature of each is that the photographic record was produced not simply
for personal reference, but for the benefit of the wider world, the social
network. In the case of each participant there are countless jumps between
different noted subcultural groups; including hip-hop, grunge, punk, emo,
hipster and many more. Though each individual appears in some images to
be modelling, implying that the pictures were not entirely for their own
benefit, and it can be ascertained from the medium through which they
were shared, the social network, that they intended to provide a visual
record for other peoples reference, therefore it is impossible to ascertain
his/her true cultural interests.
Individuality
The most common recurring theme of the interviews was the
importance placed upon the concept of individuality, or more specifically
the concept of being recognised as a worthwhile individual as part of a
group. So completely crucial was it that the majority of interviewees visually
separated themselves from their peers that they would go to extreme or
unusual lengths to purchase products that were difficult to attain in order to
achieve this aim. This provided a double boost for the sample group in that
SUN & LOWE
1996
it offered a great deal of psychological stimulation both from the recognition
they received from their peers as well as the affirmation of knowing that
they owned a product that nobody else could get, as recognised in previous
literature (Engs, 1987. Greenwald et al, 1988. Wong, 1997. Garbarino et al,
2010). This desire for recognition and affirmation, the drive to shine as an
individual, whilst desiring to remain as part of a group, to belong, when
coupled with a rapidly expanding social circle, both physical and digital, is a
strong driving force in causing individuals to seek and explore cultures with
which they are unfamiliar. These interactions are permitted by technological
advances and media platforms that allow them access to a visual reference
of anything in the world, instantaneously, thus providing them the
opportunity to draw on an enormous range of sources for inspiration and
chop and change their visual identity as they see fit.
Cultural Gluttons
This idea of disposable identities is further facilitated by one of the key
uses of social media by young people; the exchanging of media and
information relating to it, be it music, film, art or fashion. This ease of access
to different forms of media lowers the barriers of entry to subcultures,
making it much easier for an individual to immerse themselves in a culture
they are unfamiliar with without any real requirement to make a complete
commitment to participate in it. To elaborate; traditionally being part of, or
gaining entry to, a particular subculture required a measure of effort, an
individual would have to physically leave the house, meet people and gather
information, invest time and money and attempt to remain on point as
fashion changed by watching the people around you or drawing inspiration
from magazines or the television. The advent of social media completely
changed this dynamic as the information required to give an individual
enough knowledge to at least feign interest in a particular subculture
became freely available and required little effort to attain, as such
information and media began changing hands with such velocity that the
trends themselves have started to reach social saturation much more
quickly.
Music, often a key catalyst of any subcultural movement, is a perfect
illustration of this and is central to the phenomena (Corgan, 2012). One of
the interview participants stated that:
You used to have to pick a side with music, albums were expensive
If you spent 12 on that album you were getting into it you took it
home and listened to it again and again because you couldnt afford
Culture Criminals: How Social Media Facilitated the Dilution of Subculture
1997
another one then that threw you off to other bands. You couldnt
afford to wake up one day and say I fancy hip-hop today or
dance you had to find a genre, a scene, and stick to it Now you
can just go on YouTube and you can listen to anything with a touch
The same attitude applies to film, fashion, art and all printed media, with
piracy becoming an unfortunate and wide scale by-product of the
phenomena. Consequently, this disposable attitude to music, film, art and
fashion by young social media users is threatening to create a generation of
gluttonous consumers who are used to devouring media at no cost and on
an extremely superficial level. Aside from the obvious issues presented to
the entertainment industry by this, which have been extensively
documented elsewhere, these issues pose an extremely strong set of
challenges to wider business and society which will be revisited and
explored with more depth later in this paper.
Internet Famous
Another factor in the mechanics of this issue is the level of access that
social media allows individuals to have to celebrities, leading to a
crystallisation of the existing fascination that many have with celebrity
culture whilst making it much easier to visually and culturally imitate
celebrities as their lives are essentially tracked in real-time. Alongside this,
social media is responsible for the development of the term internet
famous, used to describe an individual, group or entity who achieve a level
of fame or notoriety almost exclusively online, such as celebrity bloggers or
other personalities.
Impact on Cultural Diffusion
The findings led the researchers to consider how the observed
characteristics of youth culture impact on the dynamics of wider popular
culture. Based on Rogers model, the connectors come in the form of
celebrities and bloggers (Recuenco, 2006) who have the potential for great
influence in tipping ideas by presenting them to innovators and early
adopters who then diffuse the information to early and late adopters
through social media platforms. Due to massive advances in methods of
communication and the free availability of media, this can happen almost
instantaneously on an international scale. This led the authors to assume
SUN & LOWE
1998
that despite the same rate of adoption and timeframe as the traditional
model, the lifespan of the trend is shortened.
The sample population demonstrated that innovators and, to a slightly
lesser extent, early adopters possess a strong desire to separate themselves
from their peers and achieve this by seeking out and experimenting with
new ideas and trends. As the information regarding new ideas, trends and
fashions is so freely available, and is often presented directly to individuals
on social media platforms and blogs this creates not only a very congested,
and extremely fast, platform for innovation, it also gives individuals the
opportunity to become innovators or early adopters extremely easily. This
leads to a much higher population of early adopters than in the traditional
diffusion of innovations lifecycle, heightened by the pressures placed on
young consumers to distinguish themselves from others in ever-widening
social groups, and as such the velocity of the tipping of a trend is greatly
increased.
This is further complicated as innovators and early adopters are highly
likely to dump a trend or idea long before it reaches saturation and seek
out and experiment with new ideas in order to further separate themselves
and consolidate their position as innovators. This leads to the development
of new trends whilst existing trends are in the ascension or approaching
saturation amongst the early and late majority. These new trends are then
adopted by the same early and late majority creating a highly fluid and
accelerated pace of change.
These changes are illustrated in fig 2, characterised as:
The advances of social media and the accessibility of information
significantly shortening the lifespan of trend;
A larger population of innovators and early adopters resulted in an
increased velocity of the tipping of trends; and
New trends emerging before existing trends ascending or saturating
leading to the co-existence of multi-subcultures/glocalisation of
subculture in the same space and time.
This phenomenon is referred to as hyper-trends by the authors, the
contemporary phenomenon of trends, fashion and ideas rising to popular
public consciousness and falling out of favour at high velocity.
Culture Criminals: How Social Media Facilitated the Dilution of Subculture
1999
Figure 2 Hyper-trends
Rogers model was criticized as it attempts to generalise an extremely
complex social issue (McAnany, 1984). The authors acknowledge that the
model developed in this paper shares the same problem. What it offers is an
attempt to explain the merging and erosion of subcultures, as well as the
appropriation of old subcultural styles as innovators are forced to draw
upon wider sources of information to consolidate their position as
innovators. Given this, this model, as with the original diffusion of
innovations model, only serves as an illustration of the phenomena revealed
within the study. The purpose of this paper is to explore the implications of
the challenge on design management roles.
Implications for Design Management
The study has considered the communication and information exchange
amongst young people alongside the issues with which they are faced as
they attempt to develop their identities under a crushing weight of infinite
information and free media. Alongside this, the study has established the
understanding that the barriers between subcultures are eroding and
merging, that geographical boundaries are falling leading to widening social
networks and increased competition and pressure to achieve recognition as
an exemplary individual as part of a social collective. The hyper-trends
model illustrates the way in which these factors, when combined, are
SUN & LOWE
2000
leading to the development of an environment of disposable culture and
identity.
This presents a challenging environment for design management. Given
that the geographical boundaries of lifestyle demographics have eroded, the
traditional marketing methodologies in identifying target user groups and in
collecting marketing intelligence have become less effective. For example,
the previously reliable practice of coolhunting (Gloor & Cooper, 2007) has
become redundant as a rapid turnover of trends has led to a situation in
which brands could be forced to constantly change their position to suit
what is on point in an expensive game of marketing cat and mouse. In such
a turbulent, yet exciting, environment, the management of knowledge
input function (Sun, 2010) of a design manager is challenged as to how to
ensure that required knowledge is captured and available to design.
This reinforces the integrity of consumers in the process of NPD and
innovation. Instead of taking consumers as targeted market segments, a
much more effective approach would be involving consumers into the
process through co-creation, allowing consumers to form a community
around it. A good example of this practice is Nike, who offer a personal
touch by operating in many independent subdivisions each catering to
different clientele; such as Nike SB, who cater to the skateboarding and
urban fashion crowd and Nike Football, who cater to sportspeople and fans
as well as Umbro (who until very recently were a subsidiary of Nike), who
operate an experimental concept, art and culture space in the centre of
Manchester (Umbro, 2009).
Co-creation allows the transcendence of the traditional
consumer/business relationship and the formation of a mutually beneficial
existence that is truly embodied in a trend or movement. This is exemplified
by popular fashion chain Urban Outfitters who, whilst operating as a multi-
national chain, maintain strong cultural links with whichever location in
which they sit through their policy of only hiring staff that hold interests and
knowledge in local art, music and fashion subcultures. The brand
subsequently allows a great deal of creative freedom to the staff that
operate the store thus entrenching the brand in local culture with minimal
effort or expense. This allows each local store alter its position with ease to
suit new trends as it becomes a melting pot for popular culture.
The hyper-trends model also suggests the shortened lifespan of trends
presents a challenge when products become so closely linked to a particular
movement or subculture. When a trend falls foul of popular fashion it
ceases to exist, as it no longer offers any cultural relevance, or becomes
Culture Criminals: How Social Media Facilitated the Dilution of Subculture
2001
stigmatised, as it is associated with a particular type of person. These
factors can result in brands or products running the risk of being dumped
by their fans if they perceive a shift in values and integrity away from what
they initially identified with. Examples include Burberry, heavily associated
with chav culture (Bothwell, 2005), Prada with football hooliganism
(Hamilton, 2004), and Nokias perceived lack of quality (Rushton, 2012).
Involving consumers in the process of innovation enables designers to pre-
empt and embrace changes in consumer attitudes, thus evolving with the
trend.
Social media platforms offer a tremendous opportunity to interact with
the consumer on a level never before experienced. The development of
social media and online communities represents a huge shift in the
traditional power-base from business to the consumer (Krostoski, 2011). It is
now the consumers who dictate their own needs, offering self-initiated
promotion of products they deem worthy through lateral diffusion
(DeSanctis & Monge, 2006) and word of mouth, both digital and in person.
Social media and online communities should be considered as a complex
adaptive system (Miemis, 2009. Ramalingam, 2010), both highly fluid and
susceptible to outside influence, with the users acting cohesively and in
unison to accept or reject the messages they receive. Consumers, in
particular the young consumers who represent the total of future business,
are becoming more highly informed and as such extremely cynical of
traditional pushy methods, preferring to do things on their own initiative
by seeking the information they desire, or being informed from trusted
sources. As a result the traditional top-down NPD models are in danger of
becoming archaic.
These developments offer an excellent platform to design managers for
a complete reworking of the design process, if we return to the ideas of co-
creation we can see that the NPD process can be conducted without
boundaries in real time. The user is, on one hand the source of innovation
and on the other, the evaluator of new products (Fain et. al 2010).
The role of a design manager in this sense is therefore to facilitate the
involvement of consumers in the NPD and innovation process. Instead of
attempting to access the consumer groups it is time to include them through
co-creation and participation. Only through these methods can design move
from the adoption of current culture, whilst attempting to navigate the
minefield of the hyper-trends phenomena, to the creation of current
culture.
SUN & LOWE
2002
Conclusion
The research concludes that the advent of the social media age and its
facilitation of the development of a new generation of young consumers
who, through their interaction with ever widening social networks and their
desire to express individualism through consumption, have eroded and
merged the barriers between traditional subcultures. In turn, this behaviour
has triggered an acceleration of trend cycles and an increased velocity of
tipping in the context of the diffusion of innovations model. Subcultural and
fashion trends disappear much more quickly, and have a far shorter shelf
life, thus threatening the traditional innovation model as well as making the
practices of design management different, whilst representing a shift in the
balance of power away from business and into the hands of the consumer.
Therefore, the paper suggests that instead of attempting to access the
consumer groups it is time to include them through co-creation and
participation.
Participatory design and co-creation have become an important aspect
of NPD; and thus the function of design management has shifted from
acquiring marketing intelligence to facilitating the involvement of
consumers in the process of innovation and NPD.
It is recognised that the limited scope of the sample population may
have limited the implications of the study; and the study attempts to
generalise what is an extremely complex set of factors, influences and
implications. However, presented herein is an exploration of an emerging
topic. Much of the current research into the co-existence of young people
and social media concerns the cultural dimensions of the relationship, such
as the aforementioned safety, privacy and social issues. Very little current
research considers how todays youth demographic will develop as
consumers and what implications of this will be to innovation and design
management practice.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper on this conference proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Transforming organizations Linking Design
Practices to Managing Organizational
Capabilities
Lauri SAVIRANTA
*
and Eero M. ELORANTA
Aalto University, School of Science, Department of Industrial Engineering and
Management
Todays business is challenged by the constant change of technologies,
markets and user preferences. This dynamicity forces modern organizations
to constantly affect and adapt to the environment. Both management and
design literature have explored the potential of design practices in addressing
organizational change. However, the streams still hold in their respective
traditions and fall short in convincing designs capacity. To contribute to this
research gap we explore the intersection of design practices and
organizational capabilities as an avenue to link the literature streams.
Focusing on collaborative activities in the organizations we find five
propositions for future research in the intersection of the domains. The
motivation of this paper is to encourage design scholars to publish in
management outlets in order to justify design practices promise as a driver
of organizational change.
Keywords: Organizational Change; Design practices; Organizational
Capabilities; Dynamic Capabilities; Literature Review
*
Corresponding author: Lauri Saviranta | e-mail: lauri.saviranta@aalto.fi
SAVIRANTA & ELORANTA
2008
Introduction
Todays organizations experience more than ever turbulence in their
operating environment. Institutional settings and legislation change,
competition overarches the entire globe, advancing technologies pose new
threats constantly, and the preferences of users both disperse and develop
in an unforeseen pace. To keep up with and to influence the changes,
organizations need to be able to transform. To address the challenges and
opportunities posed by the changing environment, past research has
explored design as a means to transform organizations (e.g. special issues in
Design Issues (e.g. (Buchanan 2008)) and Organization Science (e.g. (Dunbar
& Starbuck 2006)).
Despite these efforts to prove the benefits of design practices in
transforming organizations, design scholars yet struggle to attain the
attention of management and organization science. One potential reason is
that both streams are padlocked to their respective research traditions.
Organization scholars intend to put increasing attention towards the
processes that enable organizational change, but the underlined findings
still tend to focus on the constellations of teams (Carroll et al. 2006) or
organizations (Jacobides & Billinger 2006) and their fit with the
environment. Similarly design scholars concentrate on their core how
design tools, methods and processes can be applied to drive change in
organizations (see e.g. (Junginger 2008)) and scarcely contribute directly to
managerial challenges.
Overcoming the barriers raised by the differing research traditions (such
as research concepts, methods and epistemology) is a prerequisite for
establishing design practices as viable management devices. For design
research to gain permanent foothold in the organization and management
discourse, it needs to be published in organization and management outlets
addressing applicable management challenges and using the applicable
concepts and methodologies. While the mission discussed is vast and
overarches a plethora of topics, we explore the specific issue of how design
practices can be connected to the management of organizational and
dynamic capabilities as an avenue for future research.
Background
Research on the adaptation of organizations to changing markets can be
dated back to Herbert Simons seminal work Sciences of the Artificial (1996,
1969). To change existing conditions into favorable ones managers need
Transforming organizations Linking Design Practices to Managing Organizational
Capabilities
2009
three essential capabilities: intelligence, design and choice (Boland et al.
2008, Simon 1960). Salient in the design capability is the ability to conduct
under bounded rationality with imperfect information and uncertain
future (Simon 1996). For the illfortune of management and organization
science it has mostly focused on the aspect of choice, i.e., analytical decision
making (Boland et al. 2008). However, increasingly over the past 15 years
Simons work (among others) has inspired a management and organization
science stream publishing over 300 scientific articles annually. This
organizational and dynamic capabilities literature strives to explain the
sustained success of organizations through their ability to maintain and
innovate capabilities that allow them to respond to and drive the change of
the external environment (see, e.g., (Grant 1996a; Teece et al. 1997; Teece
2007).
Organizational capabilities as a research concept stems from the
understanding that an organization is a collection of integrated specialized
knowledge of its individuals (Grant 1996b). Thus, the performance of the
organization is dependent on its ability to coordinate the integration of
knowledge from outside and within the organization (Grant 1996a). The
development of these capabilities actualizes as organizational structures,
activities and hierarchies (Simon 1996; Grant 1996b), which are often the
objects of change in organizational transformation. Dynamic capabilities
focus more on how to change these organizational structures, activities and
skills (collectively titled here as resources). Teece (2007) divides dynamic
capabilities to sensing and shaping opportunities, seizing opportunities, and
reconfiguring the organization. While the first is grounded in the cognitive
and creative capacity of the individuals and organizational processes, the
latter two are enabled through encouraging change and co-specialized
alterable resources (Teece 2007). In both (organizational and dynamic) the
capabilities are inherently linked to collective social activities and aspects of
individuals. For this, we approach the organizational capabilities
68
as the
governance and coordination of social interaction within the organization
and with outside entities (Dosi et al. 2008) and organizational processes,
structures and routines as the object of change.
For design scholars the activities described above are intuitively linked
with the facilitation of social interaction and the design of complex artifacts.
68
For the sake of clarity we use the notion organizational capabilities to refer to both
organizational and dynamic capabilities.
SAVIRANTA & ELORANTA
2010
There exists a vast body of literature that has studied designers capability to
conduct under uncertainty and complexity (Schn 1984b; Simon 1996;
Liedtka 2000; Johansson-Skldberg et al. 2013), designers ability to
interpret and communicate insights as a mediator of knowledge (Stevens &
Moultrie 2011; Stevens 2012), or design tools, methods and processes to
facilitate collaboration and teamwork (Stempfle & Badke-Schaub 2002;
Steen 2013; Kumar 2013). However, to provide more than intuitive value, a
more rigorous approach is needed to collect and analyze the insights in both
streams of literature. Therefore, we undertake a systematic literature
review to connect the two streams of literature.
Current research tends to distinguish design activities as either individual
or collective (Mutanen 2008) or as activities towards the design group or the
content (Stempfle & Badke-Schaub 2002). However, in the organizational
context we assume that both design practices and organizational capabilities
are collective social endeavors that contribute to an organizations ability to
address change. For this end, we narrow our scope of exploration in the
intersection to collaborative social activities, such as, teamwork, co-design,
or inter-organizational knowledge creation. We intend to seek potential
avenues for future research connecting the design literature with
organizational capabilities assuming and utilizing collective action as our
focal concept.
The rest of this paper is structured as follows. We first conduct a
systematic review of the literature in both streams to uncover the
phenomena and concepts in them. Second, we explore the literature to
discuss potential openings of future research for design scholars to publish
in management outlets. Finally we conclude by summarizing the
implications of this paper for research.
Systematic review of current research in the
intersection of design research and organizational
capabilities
We employ a systematic literature review to explore what common
avenues design and management, or more specifically, designs collective
activities and organizational capabilities can potentially take.
Methodology
The paper follows the methods of a systematic literature review (see,
e.g., Helkkula 2011). First, a set of top journals is selected and a pool of
Transforming organizations Linking Design Practices to Managing Organizational
Capabilities
2011
articles is found using search terms. Second, the articles are further
reviewed and some are excluded using criteria. Third, the contents of the
articles are analyzed and they are categorized inductively. Finally the
categorizations are cross-examined and refined jointly between the two
streams of research for analysis.
The initial search of the articles in both streams was narrowed down by
three factors: selecting journal sources, selecting keywords and selecting a
timespan. Two top design journals, Design Studies and Design Issues, were
selected as they are clearly are most valued by the design research
community (Gemser et al. 2012). In addition the Co-Design journal was
included for focusing especially on collective design activities. A search for
articles in these journals was done in the Scopus database using search
terms related to both collective activities and managing organizations.
69
The
time scale was selected to include papers published in and after the special
issue concerning designing organizations in Design Issues, i.e., 2008 and
forward. This search resulted in 51 articles that were first reviewed by the
abstract and if needed by the full content. Criteria for inclusion were to
address collective activities and to have organizational implications. With
the criteria 14 articles were included in the sample.
Similarly five top general management and organization research
journals were selected from the Financial Times list (2012): Academy of
Management Journal, Academy of Management Review, Strategic
Management Journal, Organization Science, Journal of Management, and
Journal of Management Studies. Timescale was spanned from the year and
after the special issues of organizational design in Organization Science in
2006. The search for these articles was done in the Web of Science database
using search terms.
70
This resulted in 44 articles, of which after the review
15 were selected. The criteria for inclusion were to address the capabilities
of an organization and to focus on micro-level phenomena of collective
activities (for example, papers studying firm collaboration using patent data
were excluded).
The content analyses and categorization of the articles were first
conducted independently by the two authors and a third colleague, followed
69
Search terms in the title, keywords and abstract of the papers: OR (collaboration, teamwork,
knowledge creation, co-design, inter-organizational, group, team, interaction) [for both
streams] AND OR (capability, organization, process) [in design search] AND OR (organizational
capabilities, dynamic capabilities) [in management search]
70
ibid.
SAVIRANTA & ELORANTA
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by a discussion session, where the categories were integrated to our
common view. The management research papers were held as the starting
point of the analysis and categorization. First, our analysis found a common
theme in most of the papers, which we considered as a top-level category.
Second, we found five categories under that, which can potentially link the
design research in to the management of organizational capabilities.
Findings Five themes for future research
The common theme found in the management papers concerning
organizational capabilities and especially dynamic capabilities was that all
papers (with the exception of (Lechner & Floyd 2012)) underlined the
importance of utilizing and incorporating external information, knowledge
or capabilities into the organization to be used with its existing knowledge
and capabilities. This interplay of intra and extra organizational knowledge
and capabilities was addressed using different concepts, all emphasizing its
importance in securing the organizations success in the changing
environment.
The discussion of the interplay between internal and external knowledge
utilization was on two levels. First, the heterogeneity of individuals and
especially their access to heterogeneous information (external or internal
for the organization) are suggested to contribute to the organizations ability
to create value (Felin & Hesterly 2007, Samarra & Biggiero 2008, Baer et al.
2013). Second, on the organizational level concepts of ambidexterity and
the ability to sense and seize opportunities are discussed. Ambidexterity
refers to an organizations ability to simultaneously exploit its existing
capabilities and resources and to explore for new ones from outside the firm
(Lubatkin et al. 2006, Jansen et al. 2009, Sammarra & Biggiero 2008). These
two modes (explore and exploit) require the use of different types of
knowledge sets and routines. While the former can be built on codified
knowledge and stable routines the latter requires more tacit knowledge and
collective, creative efforts (Lubatkin et al. 2006, Jansen et al. 2009). Sensing
and seizing opportunities (a dynamic capability) on the other hand build
more on the notion that success of organizations depend on continuous
search of external information for discovering new opportunities (Teece
2007). Sensing requires the utilization of more reflexive and intuitive skills
and decision-making in collective arrangements than the traditional
analytical managerial knowledge (Hodgkinson & Healey 2011, Kor & Mesko
2013). However, to be able to develop those opportunities to actionable
Transforming organizations Linking Design Practices to Managing Organizational
Capabilities
2013
business organizations need to have the capability to flexibly deploy and
invest its resources (Teece 2007).
While the common argument in the management works is in short to
utilize external knowledge to identify and address changes in the
organizations environment, the course of this paper is to identify more
concrete and specific research opportunities for design research in the
domain of organizational and dynamic capabilities research. For this end we
categorized the management research into five groups that each provides
an avenue for future research: (1) teams and individuals, (2) mechanisms,
processes and routines, (3) culture and the dominant logic of the
organization, (4) engaging external parties for knowledge creation, and (5)
managers and the management team. Implications in the design research
papers were categorized accordingly to these groups. The findings of the
categorization are presented in Table 1. It provides an overview of the
research themes in each group. The potential connections in terms of future
research between the groups are elaborated in the following discussion
section.
Table 1. Five themes for connecting design research to organizational capabilities.
DESIGN LITERATURE MANAGEMENT LITERATURE
1. TEAM AND ITS INDIVIDUALS
Designers as individuals have the
knowledge and capability to
understand and translate different
viewpoints from different
stakeholders. (Morelli 2011, Steen
2011, Steen 2013). Essential for
human centered designers is to
balance between user needs and
their own creativity and ideas (Steen
2011).
Collective activities are enhanced
through practices and
communication that help to create,
construct and communicate shared
understanding among the
participants (Kleinsmann &
The firms ability to find and employ
external knowledge depends on
individuals access to
heterogeneous information
(Sammarra & Biggiero 2008,
Rothaermel & Hess 2007, Felin &
Hesterly 2007), on their capability
to sense and seize opportunities
(Teece 2007), and on the cognitive
and emotional capacities
(Hodgkinson & Healey 2011). These
capacities are unevenly distributed
in the organization (Teece 2007).
In addition, on the group level the
ability process unfamiliar
information and to engage in
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DESIGN LITERATURE MANAGEMENT LITERATURE
Valkenburg 2008, Whyte &
Cardellino 2010). Language, text and
verbal communication among
physical objects, roles and spaces
help to mediate ideas, meanings,
intentions and symbols (Buur et al.
2013, Pei et al. 2010, Kleinsmann &
Valkenburg 2008, Whyte &
Cardellino 2010).
Collaborative design is a social
(Steen 2011, Feast 2012) and
iterative (Steen 2011) activity where
the roles, responsibilities and
relationships have an effect (Feast
2012). Design can even be a
strategic activity in organizations,
where the collective activities are
systematically managed and
embedded in the ways in which
organisational actors work, think
and communicate (Mutanen 2008)
creative intuitive processes depend
on the groups social identity
(Pandza 2011, Hodgkinson Healey
2011), cognitive frames (Pandza
2011), team composition (Baer et al
2013, Martin & Eisenhardt 2010),
groups practices and activities
(Pandza 2011; Lechner & Floyd
2012), its autonomy (Pandza 2011),
and on an environment that enable
cognitive, emotional, creative
activities (Pandza 2011).
2. MECHANISMS, PROCESSES AND ROUTINES
Design processes can be used to
enable the integration and
coordination of knowledge creation,
by engaging customers and
employees in co-design (Kleinsmann
& Valkenburg 2008, Steen 2013),
through managing collective
innovation processes (Paulini et al.
2013), by using iterative product
design process as an inquiry to the
organization (Junginger 2008), using
visual practices and prototyping as a
means to trigger communication in
the processes (Kleinsmann &
Valkenburg 2008, Whyte &
Cardellino 2010, Junginger 2008),
and by increasing design ability
The essence of collective
activities in terms of knowledge
are its source in heterogeneity of
the knowledge of individuals
(their access to various sources
of info) (Felin & Hesterly 2007,
Teece 2007), the team (or BU) of
heterogeneous individuals and
capabilities (Lichtenthaler &
Lichtenthaler 2009; Jansen et al.
2009), and heterogenous
routines (ability to change them)
(Teece 2007, Lechner & Floyd
2012). To be productive this
heterogeneity needs to be
integrated and coordinated
through various mechanisms,
Transforming organizations Linking Design Practices to Managing Organizational
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2015
DESIGN LITERATURE MANAGEMENT LITERATURE
through various methods and
processes that should be evaluated
and changed from time to time
(Mutanen 2008).
Design can be also incorporated on a
strategic level to the organizations
work though systematical
management of the collective
activities of the organization
(Mutanen 2008). The development
of design capabilities should be
regarded then both on the individual
and the routine level (Mutanen
2008).
processes and routines (Kor &
Mesko 2013, Jansen et al. 2009,
Teece 2007, Lewin et al. 2011).
Such are, e.g., formal and
informal means of integration
(Jansen et al. 2009), socially
enabled learning (Kor & Mesko
2013, Lewin et al. 2013;),
balancing between internal and
external routines (Lewin et al.
2013), ambidexterous processes
(between exploration and
exploitation) (Jansen et al. 2009)
and cross-functional links
between business units (Jansen
et al. 2009, Teece 2007, Martin
& Eisenhardt 2010).
Concrete examples of integrative
processes are Social and
Creative Framing Practices such
as strategic workshops (Pandza
2011) and the Collaborative
Structured Inquiry process (Baer
et al. 2013)
3. CULTURE AND THE DOMINANT LOGIC OF THE FIRM
Fundamental assumptions of people
form the organizations culture and
behavioral norms, which give
stability to organization (Junginger
2008). The culture of the
organization affects especially the
fuzzy front end of creative activities
(Feast 2012).
Culture (Teece 2007), dominant
logic (Kor & Mesko 2013), and
ambidexterity (Lubatkin et al.
2006) determine the firms
proneness to change.
Managing and reconfiguring the
identities on individual
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2016
DESIGN LITERATURE MANAGEMENT LITERATURE
To be able to change organizations
need to adopt a design attitude
(Boland et al. 2008).
Understanding and articulating the
beliefs facilitate change as it enables
relating the beliefs and implicit goals
to the purposed ones (Junginger
2008). To communicate and
construct the beliefs of employees
visual practices can be used (Whyte
& Cardellino 2010).
(Hodgkinson & Healey 2011,
Teece 2007) and group level
(Hodgkinson & Healey 2011,
Pandza 2011), together with the
corporate culture (Teece 2007)
help organizations be more able
to change.
4. ENGAGING EXTERNAL PARTIES FOR KNOWLEDGE CREATION AND
LEARNING
Designers have the knowledge and
capability to understand and
translate different viewpoints from
different stakeholders especially
users needs, behaviors and
cultures. (Morelli 2011, Steen 2011,
Steen 2013). Essential for human
centered designers is to balance
between user needs and own
creativity and ideas (Steen 2011).
Design tools, methods and
processes are also used to
understand and incorporate user
and market knowledge to the
organization. Such are, for example,
provotypes (Boer et al. 2013),
product development process
(Junginger 2008), and other
participatory design processes
(Junginger 2008). In general
collaborating using design
methodology aims to bring skills and
perspectives of different
stakeholders together (Feast 2012).
Knowledge and insights should
be incorporated into the
organization from the
environment. This entails users,
partners, suppliers,
technologies, changes in the
market, etc. (Sammarra &
Biggiero 2008, Teece 2007).
The means for this are to build
social enabling mechanisms
(Lewin et al. 2013), to develop
individual capabilities (Teece
2007), or to augment the
amount and types of
connections to share knowledge
with partners (Sammarra &
BIggiero 2008).
Understanding customers not
only includes their needs, but
their willingness to pay,
purchase cycles, related costs
and potential competitive
actions in other words the
whole business model (Teece
Transforming organizations Linking Design Practices to Managing Organizational
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2017
DESIGN LITERATURE MANAGEMENT LITERATURE
2007).
5. THE EFFECT OF MANAGERS AND THE MANAGEMENT TEAM
As Simon (1996) already suggested,
design can become one of the key
managerial activities (Buchanan
2008) by shifting away form
analytical decision making towards
empathic understanding of
stakeholders, creative and intuitive
activities (Steen 2011), and ability to
work with unfinished abstract
objects with design capabilities and
methods (Boland et al. 2008).
For managing collaborative (design)
processes managers can use
learnings form product development
processes (Junginger 2008), by
guiding the analytical and evaluative
spaces (broaden or narrow the
scope) in innovation processes
(Paulini et al. 2013) or by facilitating
creative discussion fostering certain
charateristics of the discussion and
culture (Buur et al. 2013).
Managers way of conduct is
affected by their experience and
skills (Kor & Mesko 2013;
Hodgkinson & Healey 2011).
While special skills can hinder
the incorporation of unfamiliar
knowledge (Kor & Mesko 2013),
more general skills allow the
integration of new knowledge
(Teece 2007, Hodgkinson &
Healey 2011, Pandza 2011, Gary
& Wood 2011).
In addition to (even instead of)
traditional analytic optimization
skills in their decision making,
managers should harness
entrepreneurial skills (sense
opportunities, creatively
coordinate specialized elements
(Teece 2007), be able to use
both reflexive and reflective
responses (emotional (intuition)
and cognitive) (Hodgkinson &
Healey 2011), and to employ
more accurate mental models
instead of accurate knowledge
(Gary & Wood 2012).
While each individual in the
management team have their
own way to conduct, also the
SAVIRANTA & ELORANTA
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DESIGN LITERATURE MANAGEMENT LITERATURE
management team needs to be
orchestrated to enable
integration (Kor & Mesko 2013;
Jansen et al. 2009; Lubatkin et
al. 2006).
The tasks of the managers and
the management team are to
synchronize social and task
processes to promote diverse
understanding of issues
(Lubatkin et al 2006) and to
recognize and help to
communicate different
conflicting aspects (Jansen et al.
2009)
Discussion Exploring 5 streams for future research
In this paper we have taken the endeavor to find connections between
the management and design literatures on the specific area of
organizational change. We narrowed down the scope of the research to
study the intersection of design and organizational capabilities literature
and how they address change as a social collective activity. With the help of
a systematic literature review we identified five potential streams for future
research. Those streams and their potential are discussed in this section.
Design(ers) to enhance team work and collaboration
Management literature on organizational capabilities underlines the role
of individuals in sensing and seizing opportunities for business. Both the
individuals skill base and access to heterogeneous information (Sammarra
& Biggiero 2008, Rothaermel & Hess 2007, Felin & Hesterly 2007) and the
ability to collaborate among individuals with differing capabilities (Teece
2007, Felin & Hesterly 2007, Hodgkinson & Healey 2011) are seen as
prerequisites for an organization to creatively sense external knowledge and
combine it with the existing capabilities. What shadows this management
literature is that it mainly develops these necessities theoretically (Teece
2007) or shows that the heterogeneity has a role (Felin & Hesterly 2007)
Transforming organizations Linking Design Practices to Managing Organizational
Capabilities
2019
without investigating in detail how the heterogeneity contributes to the
organizations success. Similarly design literature emphasizes the need to
incorporate various aspects of different stakeholders, in or outside the
organization, for creative activities (Steen 2013, Feast 2012). Design
literature on the other hand focuses on how designers (Morelli 2008, Steen
2011, Steen 2013) or design methods (Kleinsmann & Valkenburg 2008,
Whyte & Cardellino 2010, Buur et al. 2013, Pei et al. 2010) can facilitate this
collaboration and scarcely advance to contribute to whether it affects, e.g.,
organizations competitive advantage.
Steen (2011) suggest that central in a designers skills is the ability not
only to translate viewpoints of different parties, but also to balance
between those and the creative ideas of the designer. Thus we identify that
a designer can have a role as a part of a team in the organization bringing
the heterogeneous capabilities and knowledge into the team, or as an
external facilitator of a team with a set of heterogeneous capabilities. If
management science proposes that a source of competitive advantage is the
interplay of heterogeneous individuals, we can examine how the designers
skills to mediate and translate viewpoints affect a team of heterogeneous
individuals. Thus we propose:
Proposition 1a for future research: How do designers as an integral
part of a team or as facilitators of a team advance its capability to
fuse heterogeneous information and capabilities to identify and
develop business opportunities?
Management research has also identified a set of characteristics for a
team that affect its productivity in terms of collaborative work and ability to
incorporate external information. Such are, e.g., groups social identity
(Pandza 2011, Hodgkinson & Healey 2011), cognitive frames (Pandza 2011),
team composition (Baer et al. 2013, Martin & Eisenhardt 2010), groups
practices and activities (Pandza 2011, Lechner & Flpyd 2012), its autonomy
(Pandza 2011), and an environment that enables cognitive, emotional and
creative activities (Pandza 2011). In the design literature the collective
(design) activities help to communicate and shape the understanding and
even the identity of team members (Kleinsmann & Valkenburg 2008, Whyte
& Cardellino 2010). Such design activities include the use of visual and
verbal communication augmented with physical objects, roles and spaces
(Buur et al. 2013, Pei et al. 2010, Kleinsmann & Valkenburg 2008, Whyte &
Cardellino 2010). Likewise again here the management literature has settled
SAVIRANTA & ELORANTA
2020
to recognize an effect of the characteristics, but trail in examining the
mechanisms of the effect. Design literature has examined how the use of
different visual and physical artifacts advance the collective activities, but
fall short in assessing its significance for the performance of the
organization. To address this gap in the research traditions we propose:
Proposition 1b for future research: How do design methods using
visual and tangible objects to augment collaboration build the teams
capability to interact and engage in creative activities that are used
to identify and develop business opportunities?
Design processes and routines as capabilities
Continuing with the assumption that a source for organizations
capability to sense and seize future opportunities is the heterogeneity of
individuals and the interaction among them, management research calls for
coordination for these activities and routines (Kor & Mesko 2013, Jansen et
al. 2009, Teece 2007; Lewin et al. 2011). What is essential for activities and
routines that contribute to the organizations capability to seize
opportunities is that they are not ad-hoc activities, but purposefully
generated activities that are systematically in use (Teece 2007). Interestingly
both streams of research offer concrete suggestions for processes and
mechanisms to coordinate these creative knowledge creation activities.
Management research has studied integrative processes, such as, Social and
Creative Framing Practices (Pandza 2011) and the Collaborative Structured
Inquiry process (Baer et al. 2013). Both of the examples pay importance to
the problem framing activities that precede problem solving the phase
where incorporating different knowledge and aspects is crucial. Likewise
characteristic to various design processes, such as collaborative design
(Kleinsmann & Valkenburg 2008, Steen 2013), collective innovation
processes (Paulini 2013) and product development processes (Junginger
2008) is a fuzzy front end where insights form various perspectives are used
to frame the challenge or the goal to be achieved.
Management research also emphasizes the need for cognitive and
emotional routines that enable the organization to balance between
exploration and exploitation (Jansen et al. 2009) and internal and external
routines (Lewin et al. 2011). However, it does not describe what kind of
routines or processes would enable such balancing. Design literature on the
other hand suggests that design processes and routines engaging employees
and customers allow the integration of knowledge to the firm (Kleinsmann &
Valkenburg 2008, Steen 2013). It is emphasized that those routines should
Transforming organizations Linking Design Practices to Managing Organizational
Capabilities
2021
not only be incorporated, but also evaluated and changed from time to time
to maintain their validity with the current business (Mutanen 2008).
Mutanen (2008) also suggests that the collective activities and routines can
be systematically managed providing strategic level design capabilities for
organizations. Since both streams of research call for processes and routines
that enable collective activities, we propose that future research should
address:
Proposition 2 for future research: What and how design processes
and routines can be incorporated to organizations activities aimed to
identify and seize business opportunities and how those processes
and routines can be coordinated on a strategic level?
Culture and the dominant logic for the firm
As routines and processes tend to become stable in organizations, they
can be considered a threat for organizational change (Teece 2007). The
proneness of an organization to change its routines and processes is
affected by its culture (Teece 2007), the reigning dominant logic (Kor &
Mesko 2013) and by its ambidexterity (Lubatkin et al. 2006). For example,
managers mental models are often reflected as the dominant logic of the
firm, which in turn helps its members to economize their resources on
information search potentially narrowing the access to heterogeneous
information (Kor & Mesko 2013). In addition to culture, the individual and
group level identities of employees play a role in how resistant to change an
organization is (Hodgkinson & Healey 2011, Teece 2007). While
management research recognized the effect of culture and dominant logic in
organizations, it fails to elaborate in more detail how does a culture that
enables change look like.
The effect of culture and behavioural norms in organizational change has
also been recognized by design research, especially for the fuzzy front end
of creative activities (Junginer 2008, Feast 2012). Design research offers two
alternatives for managing resistance to change. Boland et al. (2008) suggests
that organizations need to adopt a design attitude, which entails being
comfortable with unfinished products (such as organizations) and with
imperfect information. Designers capabilities and design processes can also
be used to understand and communicate the hidden beliefs, norms and
goals and transform them to purposed ones (Junginger 2008, Whyte &
Cardellino 2010). As these implications are also on a conceptual level in
design research we propose to study:
SAVIRANTA & ELORANTA
2022
Proposition 3a for future research: How can design practices and
capabilities help to enhance the culture and dominant logic in the
organization towards one that is more apt to change?
Proposition 3b for future research: How does the adoption of a
design attitude develop the capabilities of an organization to change
in response to its opportunity sensing and seizing activities?
Engaging external parties to knowledge creation
Key for identifying and developing business opportunities is to
understand what is going on in the market. This entails information from
users, partners, technologies, changes in the markets and legislation.
(Sammarra & BIggiero 2008, Teece 2007). Management literature recognizes
that organizations cannot rely solely on analytical information, but need to
engage in activities that involve the different parties in knowledge creation
(Lichtenthaler & Lichtenthaler 2009, Lewin et al. 2011). The organizations
capability to do this depends on social mechanisms (Lewin et al. 2011),
individual capabilities of employees (Teece 2007), and the amount of social
connections the firm has with its partners and other instances (Sammarra &
Biggiero 2008). Knowledge of the user needs is often emphasized. Teece
(2007) reminds that understanding customers not only includes their needs,
but their willingness to pay, purchase cycles, related costs and potential
competitive actions. Management research calls for knowledge from the
external parties but scarcely devises the capabilities or processes needed for
this.
Design research places much emphasis on understanding different
parties. An inherent capability of a designer is to understand especially
users, their behavior and culture (Morelli 2011, Steen 2011, Steen 2013) and
translate that to an industrial offering (Morelli 2011). In addition to an
individual designers capabilities, design research has deviced a school of
tools, processes and methods, which enable and facilitate the incorporation
of user knowledge to the organization and the collaboration among various
stakeholders (Feast 2012). Such methods are, e.g., provotypes that bring up
conflicting views (Boer et al. 2013), the product development process and
prototyping (Junginger 2008). If understanding viewpoints of various
stakeholders is a management need and it is simultaneously one of the key
capabilities of designers and design processes, we suggest to study:
Proposition 4 for future research: How do designers and design
processes affect and develop organizations capability to understand
Transforming organizations Linking Design Practices to Managing Organizational
Capabilities
2023
different stakeholders and thus help to identify and develop business
opportunities?
Managers and the management team
It has already been recognized earlier in this paper that for a firm to be
able to sense and seize opportunities, pure analytical managerial skills will
not serve the purpose. Managers need to employ a skill set that is capable
of decision making in the absence of sufficient information
entrepreneurial skills (Teece 2007), both reflective (cognitive) and reflexive
(emotional, intuitive) responses (Hodgkinson & Healey 2011), and to
practice more accurate mental models over accurate knowledge (Gary &
Wood 2012). How managers act is based on their experience and skills (Kor
& Mesko 2013, Hodgkinson & Healey 2011). Too specialized skills can blind
the manager from unfamiliar knowledge (Kor & Mesko 2013). This is why
managers should harness skills that are more general and focus on
coordinating the integration of knowledge and intuition (Teece 2007;
Hodgkinson & Healey 2011, Pandza 2011, Gary & Wood 2011). While these
propositions of the management literature are supported by some
psychology research, management literature it self doesnt again formulate
what are such skills or how they should be practiced. Design literature
suggests similarly that managers should shift from analytical decision
making towards a more empathic approach to understanding stakeholders
and more creative and intuitive activities (Steen 2011). Such design skills
allow as well the ability to work with abstract and unfinished artifacts
(Boland et al. 2008). If it is innate for designers to balance between their
own intuitive conduct and processed knowledge (as Steen 2011 suggests),
we propose to find out:
Proposition 5a for future research: How does training managers with
design skills (or alternatively employing a designer-manager)
contribute to the organizations capability to sense and develop
opportunities for business?
Management research has paid also attention to the activities of the
management team. Some responsibilities of the management team include
synchronizing social processes with the operational processes, promoting
diverse understanding of underlying business issues (Lubatkin et al. 2006),
and to recognize and communicate different conflicting aspects (Jansen et
al. 2009). While these responsibilities do encompass the organization at
SAVIRANTA & ELORANTA
2024
large, the management team itself needs to orchestrate such activities
among themselves. Being composed of individuals with differing capacities
and viewpoints the management team needs to be coordinated for
integrating those viewpoints (Kor & Mesko 2013, Jansen et al. 2009,
Lubatkin et al. 2006). Design research suggests that to coordinate
collaborative processes and decision making, managers can, e.g., employ
learnings from product development processes (Junginger 2008) or facilitate
creative discussion by allowing crossing intentions to surface (Buur et al
2013). In addition to our proposals concerning general teamwork, we
suggest to pay special attention to the activities and capabilities of the
management team and propose for future research to examine:
Proposition 5b for future research: How does employing design
activities with the management team contribute to the coordination
of their own opportunity sensing activities and activities in general in
the organization?
These five distinct, but interrelated avenues for future research in the
intersection of design practices and organizational capabilities provide a
starting point for the discussion how designers and design methods can
contribute to identify and develop business opportunities in the changing
world. Moreover, it provides a common ground for academia in both
streams to knit the two loose ends together in the pursuit to justify designs
significance as a driver and enabler of organizational transformation and
success.
What is surprising is that our findings imply that both the organizational
capabilities literature and the design literature share perceptions of what is
needed for an organization to stay on the crest of change individuals
with diverse capabilities, working collectively, to understand various
viewpoints, and to be ready to change the course. How the two streams
differ is more in the level of abstraction of the research concepts and
methodology. While management research regards the needed capabilities
on a fairly general, even meta level, design literature aims to uncover more
specific skills, processes and tools that can be employed in driving and
adapting to change. Thus the intersection of these two pose a challenge for
design scholars to extend their discourse beyond providing methodologies -
to studying the specific mechanisms how those methodologies contribute
the firms ability to act in todays changing and ever so competitive
environment.
Transforming organizations Linking Design Practices to Managing Organizational
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2025
A Brief Epistemological and Methodological
Consideration
Indeed, the two fields of research reviewed here build on different
research traditions and assumptions. While it is common for design scholars
to fret the overly positivist stance of some organization and management
research, we dare to maintain that there exists a common epistemological
ground to be explored. In design research knowledge is seen as nested in
actions, processes and objects (Mareis 2012, Cross 2006) as practice as
knowledge (Schn 1984a). Contrary to the common belief, it is not rare for
organization research to understand knowledge in a similar way, as tacit
practices (see e.g. Cook & Brown 1999). Specifically, dynamic capabilities
that are considered to be purposeful routines, actions and processes in
organizations (Teece et al. 1997) are the collective knowledge of an
organization in its practices. To be able to study such knowledge as practice,
like design science, organization and management research is increasingly
recognizing the value of a more constructivist approach where the
researcher is itself an actor in the community and interprets data relative to
the context (Mir & Watson 2000).
To study such tacit knowledge organization science faces the same
challenges as design research in devising applicable methodologies.
Reviewing some of the works of this paper we can again agree that both
fields share similarities: taking an inductive approach, interpreting data as
an observer or participant, and using a vast array of methods to collect
qualitative data (for organization research see Pandza (2011), Martin &
Eisenhardt (2010), Jacobides & Billinger (2006), for design research see
Whyte & Cardellino (2010) and Kleinsmann & Valkenburg (2008). However,
at least two significant differences stand out that can be turned into
recommendations for design scholars in order to publish in management
outlets. Firstly, while the used methodologies are similar, both fields
naturally refer to their respective methods. To address the management
research audience design scholars should apply a research method familiar
to management scholars, such as, Eisenhardts (1989) case-study method or
Glaser and Strausss (2009) inductive theory building. Secondly, design
audience is clearly used to mix the reporting of data collection, analysis and
the interpretation of findings in a narrative way. In order to publish in
management journals we strongly recommend distinguishing data and the
interpretation of data in reporting research (for good examples in design
SAVIRANTA & ELORANTA
2026
research see Stempfle and Bladke-Schaub (2002) or Kleinsmann &
Valkenburg (2008).
Conclusions
The venture of this paper was to provide design research avenues with
which to increase the visibility and credibility of design practices for
management research. With our specific focus to organizational change
through capabilities and design as a collective activity we found five
propositions to be studied.
Those five propositions are naturally only the top of an iceberg. The
propositions provide fairly superficial ideas for design researchers to delve
into. Further research not only should take these found issues, but also
explore more broadly opportunities in the organizational change and
organizational capabilities literature.
This study is limited by the selection of the systematic literature review
process. This selection has potentially excluded existing research that could
have had a significant contribution to our paper. This choice was made in
the spirit of the management publications, emphasizing the credibility and
replicability of the study.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper on this conference proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Corporate Design Germination Model
Yasemin SOYLU
*
and Ozlem ER
Istanbul Technical University
This paper focuses on what design in business entails. For this purpose,
initially existing design management literature is reviewed to reveal various
design classification models suggested by different authors. Secondly, the
paper offers an updated conceptual model for corporate domains affected by
designby analyzing various conceptualizations in the marketing literature.
The goal is to reach a comprehensive, interdisciplinary and updated
classification model that incorporates many of the physical manifestations of
design. For this purpose, design germination is used as a metaphor: Planting
the design seed is not adequate to grow a deep-rooted tree. Similarly, to
benefit all the corporate domains from the shadow of the tree; different
design disciplines are to confront, communicate and collaborate in harmony.
To facilitate collaboration, having a unanimously accepted picture of the
territory of design is important. On the other hand, empirical findings suggest
that such an unanimously accepted territory of design among non-designer
executives does not exist.
Keywords: design in business, design classification, design taxonomy,
physical manifestations of design.
*
Corresponding author: Yasemin Soylu | e-mail: yaseminkoray@gmail.com
SOYLU & ER
2032
Introduction
Design is an important differentiator for all businesses since it is the
main medium of launching new products and services. In this aspect, rather
than merely being instrumental in determining the form and function of
products, design can be regarded as a major element in applying purposive
creativity to establish novel product-service systems.
Today companies strive to innovate constantly to distinguish themselves
from competition. Innovation is driven, either by technology or design.
According to Rampino (2011), design driven innovation results in one of the
following domains: Aesthetic, functional, meaning and typological
innovation. For design driven innovation, a suitable design strategy (DellEra
and Verganti, 2007), top management attitude towards design and strategic
deployment of design become crucial (Ravasi and Lojacono, 2005; Acklin,
2010). Since the design management process should start at the stage of
defining the corporate strategies (Dickson et al.1995; Walsh, 1996; Er, 2005;
Chiva and Alegre, 2009), design awareness of non-designer executives plays
an important role in the successful deployment of design.
What design in business entails is unknown to non-designer executives
because they are not educated in design.On the other hand, awareness is a
prerequisite in order to form an attitude. Top executives with a traditional
business education rarely have a high degree of design awareness. However,
although non-designer executives are not always aware of what design in
business encompasses (Archer, 1967; Topalian, 2002), they are willing to
discover the virtues of design. Cooper and Junginger state that:
Many businesses and organizations want to know what design
means, how it can help them and how they can employ design in a
meaningful and cost effective manner. (Cooper and Junginger, 2011;
p.540)
The teaching of design at MBA level was pioneered at London Business
School in the early 80s (Gorb and Dumas, 1987). A few leading schools
(Rotman in Canada, Aalto in Finland) around the world have also started to
address this issue by means of offering new programs where business and
design education is merged. However, majority of the current top managers
are graduates of traditional MBA programs where the curriculum is intact by
design.
On the other hand, design taxonomy based on three pillars developed in
the early 80s -comprising of product design, environmental design and
Corporate Design Germination Model
2033
information design- has ever since become the foundation of many
classification models until today (Johansson and Svengren, 2003).
Design in business is interdisciplinary. Design management, brand
management and organizational theory deal with design in business to some
extent. However, each discipline has a different perspective. Holm and
Johansson (2005) compare design management with brand management
and conclude that there are five main areas where the two approaches
differ. These are namely attitudes toward the product, corporate identity,
professional identity, relation to value creation and approach to market
research. Concerning physical manifestations of design, particularly the first
two areas emphasized by Holm and Johansson (2005) are relevant: They
claim that design management highlights the need to integrate various
elements from product, graphic and environment design based on
companys true identity; whereas brand management focuses on (the
identity) where the company wishes to be.
Another controversial approach to design in business comes from
organizational theory literature. Hatch (1997; p. 257, 258) - while
elaborating on Olins claim on the importance of coherence between
physical elements to reinforce strategic vision- she states that identity
related components of physical structure are available to other interpretive
readings than those that are intended by designers or by top managers. In
this respect, she emphasizes that there may be a difference between
intended targets and perceived outcomes due to external factors. In
general, marketing management and organizational theory approach (Hatch
and Shultz, 1997; Balmer, 1998; Melewar and Saunders, 2000; Melewar,
2003) treat corporate design as a subset of corporate identity.
Non-designer managers, particularly those in charge of marketing, are
more likely to be aware of design related issues through concepts related to
communication design. Concepts such as Integrated Marketing
Communication (IMC) (Shultz, 2004) and 360 Degree Marketing
Communication (Blair et al., 2003) deal with designing consistent messages
for different media and stakeholders.
On the other hand, professional designers partially know what design in
business entails since they are usually focused merely on a single area of
design specialization. However, design in business is interdisciplinary. A
recent trend observed in the UK, is the establishment of integrated design
agencies and the consolidation of existing single-focus agencies (Lalaounis et
al, 2012) that enable customers do one-stop shopping. The trend provides
evidence that one single business may have multiple design needs related to
SOYLU & ER
2034
different design disciplines. The trend also hints that the fulfillment of these
needs should rather be coordinated.
The fragmentation of design scholars on the definition of design suggests
that the subject is still immature in the academic field. 25 years ago Black
and Baker (1987) stated that design is an emotive concept open to
interpretation.rarely discussed within a fixed frame of reference. Little
seems to have changed since then: Recent on-line discussions between
scholars suggest that there is still no single commonly agreed definition or
description of design (PhD-Design Mailing List Discussion; 2013) and the only
consensus concerning the definition of design seems to be its being open to
interpretation and misunderstanding.
In a business context, it becomes particularly difficult to identify designs
borderlines. Roy and Potter (1993) suggest that design is often
misunderstood because it includes disciplines ranging from engineering,
product and industrial design to fashion, textiles, graphics, interiors,
exhibitions and architectureBruce and Bessant (2002) suggest that design
is the application of human creativity to a purpose, to create products,
services, buildings, organizations and environments which meet peoples
needs. In sum, designers and scholars do not agree on one single definition
of design, thus it is not unexpected that the concept becomes even more
ambiguous for other stakeholders (Walsh, 1996; Candi and Gemser, 2010).
Since there is no agreement on the complete set of activities covered by
design (Candi and Gemser, 2010), it would be nave to expect the business
executives to understand thoroughly what design in business is and to
provide a complete list of corporate domains affected by design within their
company.
As there is not a consensus on the definition of design in business, the
authors of this paper suggest that starting by classifying design related
activities in business is likely to facilitate rendering design more
comprehensible for non-designers in business. In design management
literature so far, however, little attention has been paid to develop an up-to-
date design taxonomy model.
This paper is constructed in four parts. In the second part of this paper,
in order to determine the scope of design in business, existing taxonomy
approaches suggested by various authors (Farr, 1966; Gorb and Dumas,
1987; Walker, 1989; Chung, 1992; Cooper and Press, 1995; Olins, 1995;
Borja de Mozota, 2003; Lockwood, 2006; Kim and al., 2009; Moultrie et al.,
2009) are analyzed in detail. The third part elaborates on the proposed
Corporate Design Germination Model
2035
taxonomy model and suggests future implications. The fourth part provides
a conclusion.
Literature Review
Michael Farrs Design Management (Farr, 1966) is the first book that
elaborates on the issues related to design in business. In accordance to the
needs of the era, the book concentrates on the nature and the content of
corporate/design agency relationships. According to Farr (1966; p.3), design
management is the function of defining a design problem, finding the most
suitable designer and making it possible for him to solve it on time and
within an agreed budget. In the same book, a checklist taken from the
special House Style issue of DESIGN is provided (Farr, 1966; p.114).
Concerning design taxonomy, the checklist is confined to corporate identity,
communication and partly packaging related physical manifestations of
design.
In 1987, Peter Gorb and Angela Dumas (1987) conducted a one-year
pilot research study in 16 companies in UK. They use unstructured
interviews in four industries (apparel, electronics, retail and transport).They
examined all the aspects of the business where design is utilized and try to
indentify how the enterprise organizes itself to make best use of design.
Gorb and Dumas (1987) stated that design and management relationship
appears to be ambiguous and unclear. They also added that design activity is
frequently not classified and even if it is classified there is no consistency in
classification. To reach the ultimate classification, they developed several
matrices. Although the content of the matrices they use changed during
their study, the main design categories remain intact. These categories are
products, environments and information.
In 1989, David Walker developed the Design Family Tree (Figure 1) which
demonstrates the interrelations between various design related disciplines.
The roots of the tree symbolize the influence of various craft (artisan)
techniques on design; the trunk of the tree stands for various crafts
disciplines and the branches of the tree synthesize design specialization with
market needs (Borja De Mozota, 2003; p.23-24). David Walkers design
family tree, rather than being a taxonomy model, serves as a conceptual
model for identifying design related disciplines.
SOYLU & ER
2036
Figure 1: Design Family Tree (Adapted from David Walker, 1989, in Borja de Mazoto,
2003).
Chung (1992) believes that there is a certain semantic difficulty in design
management since it is open to a variety of interpretations. In his paper, his
primary objective is to identify a design management spectrum which
comprises major design activities in the manufacturing firm for proposing a
combined approach to the subject.
Corporate Design Germination Model
2037
Chung (1992) suggested the Corporate Design Mix model (Figure 2)
which is formed by the interaction of many design areas (disciplines) and
various design works (physical manifestations of design). The Corporate
Design Mix comprises of product, packaging, signs, buildings and working
environment.
Figure 2: A Corporate Design Mix (Chung, 1992).
Chung (1992) claimed that the view of design management as a
synthesis of many aspects of a firms design activity leads to the possibility
that design management can be used as a corporate strategic tool. On the
other hand, he also states that the design strategy provides a
comprehensive visual framework in which the firms design activities can be
integrated with the total efforts of the company. According to Chung (1992)
there are certain advantages in having a combined approach of graphic
SOYLU & ER
2038
design, industrial design and engineering design which is based on the idea
of integrating highly specialized designers in order to enjoy a synergy effect
in new product development.
Olins was one of the pioneers in the domain of Identity Consultancy and
in 1985 he depicted what design could potentially encapsulate, by means of
narrating a former colleagues journey:
Michael Wolffs journey encapsulates the various points of contact
which take place sequentially between an organization and those
who come into contact with it The journey starts with the critical
telephone conversation or other initial point of contact. It takes into
account both how long it takes to answer the phone and in what
manner it is answered. It moves on then to the correspondence.
Naturally it takes into account the content of the letter, but it also
takes account of its form the time taken in response, the politeness,
clarity and level of literacy of the reply as well as the physical qualities
demonstrated by the letterhead. The next act in the journey might
well be the meeting, which geographical area, which part of the
town, what kind of signs, what kind of building, the reception area, its
appearance, size, cleanliness, comfort (Olins, 1985).
Olinss audit of 1985 is excellent in terms of capturing most corporate
domains influenced by design by means of revealing all contact points. The
elaboration on contact points- (which will later be referred as customer
touch points in service design literature) also hints how wide the scope of
design in business is.
According to Olins (1995), identity manifests itself primarily in three
main areas. These areas are products and services (what you make or sell),
environments (where you make or sell) and communications (how you
explain what you sell).
Going back to Olinss 1985 audit, it is very successful in conveying the
whole philosophy behind a design audit of the era and it is the first think-
piece that hints to go over all the physical manifestations of design while
auditing. However, Cooper and Press (1995) emphasize its absence in most
texts on audits due to its rather unstructured style which makes it
inconvenient for measurement, comparison and evaluation. Olins must have
realized the structural problem in his former audit because in his book in
1995 (Olins, 1995; The New Guide to Identity) he provides the reader with a
detailed checklist for visual (design) audits (Figure 3).
Corporate Design Germination Model
2039
Figure 3: Checklist for visual (Design) Audits (Adapted from Olins, 1995)
In his classification, Olins treats design as a subset of visual identity. It is
no surprise because his background is identity design and his book is titled
as a new guide to identity. Nevertheless he provides us with one of the
most exhaustive lists of physical manifestations of design.
Another important point concerning Olinss classification is that it
focuses only on visual aspects of design. This is most probably due to the
fact that in the early 90s non-visual aspects of corporate design that are
perceived by senses other than vision (eg. hearing, smelling, tasting,
touching) were not common yet.
In the same period, similar to Olins (1995), Cooper and Press (1995) also
approached the design taxonomy issue from an audit perspective. In the
design audit proposed by Cooper and Press (1995), the term physical
manifestations of design is coined for the first time. The physical
SOYLU & ER
2040
manifestations of design were listed as visual identity, corporate design
standards, product, work environment, pre project.
In 2003, Press and Cooper (2003, p: 54-55) revised both the title and the
content of their prior model. The title became Areas for a design audit and
physical manifestations of design are listed as visual identity, corporate
design standards, products and work environment. The preproject item is
omitted.
In the same year, Borja de Mozota (2003) developed the Design
Integration Matrix. In the columns design areas were presented and the
rows standed for corporate functions. Design areas were listed as Graphic
Design, Packaging Design, Product Design and Environment Design (Borja De
Mozota, 2003). Corporate functions were defined as CEO, Corporate
Communication, R&D and Manufacturing and Marketing. In the intersecting
points of functions, with design areas various physical manifestations of
design were listed.
Lockwood (2006) used design disciplines rather than their outputs to
depict how customer experience is created. The framework provided by
Lockwood (2006) (Figure 4) suggests a wider range of company activity
relating to design: Customer experience comprises of identity design,
product design, environment design, communication design and interface
design. Particularly the inclusion of interface design and the umbrella-like
definition of experience design suggest that not only traditional
manufacturing industries but also service companies engage in design
activities.
Figure 4: Depiction of Customer Experience by Lockwood (2006).
Corporate Design Germination Model
2041
In a private discussion with Lockwood in 2010 in Istanbul (during the
coffee-break of the Design Conference at Kadir Has University), Lockwood
mentioned that he could update his model to include social media in the
activities.
More recent studies on the other hand, relate these physical
manifestations of design to the issue of customer touch points. Touch
points refer to the multiple contact points between service providers and
their customers (Gloppen, 2009). Towards the turn of the new millennium,
as the economy shifted from products to experiences (Pine and Gilmore,
1998), the list of physical manifestations of design got longer. Today,
particularly the number of on-line touch points of a company, used in
contacting with its internal and external customers, is increasing
significantly. Kim et al. (2009), argue that we are living in an era of
marketing where prosumers (consumers that also produce) and
trysumers(teens and twenties seeking new experiences) prevail , due to
the development of information technology. In this era of marketing, sight,
hearing, touch, taste, smell- a brand should take advantage of all of these to
reinforce its presence and deliver its messages. Therefore Kim et al suggest
a model called the Brand Experience Wheel (BEW) which deals with the
integration of sensory branding with brand touch points.
Kim et al. (2009) claim that normally firms utilize as many touch-points
as possible; however in difficult economic times it may not be possible to
maintain all of them. They further elaborate that companies thus need to
carefully evaluate the degree of impact of each touch point in terms of
experiential breadth and depth where experiential breadth is the range of
contact points experienced by customers; experiential depth is the degree of
impact expressed through number and diversity of sensory clues- that each
touch point can have on a customer, whether current or potential.
According to them, designer is not just a creator of objects but also an
enabler of experiences, therefore sophisticated designers must focus on
balancing experiential breadth and depth to move consumers from mere
awareness to true experience.
Kim et al. (2009) claim that the core value/identity of a brand can reach
customers through the five senses of sight, hearing, touch, smell, and taste,
greatly influencing experiential depth. Previous literature on brand-touch
points has not clearly considered the importance of those senses in
evaluating touch point and breadth and depth. Each touch point needs to
appeal to at least some of the senses. They conclude that brand building
done in this way reflects the decision making shift from the rational to the
SOYLU & ER
2042
emotional and experiential. If companies can evolve to orchestrate a holistic
experience with a brand, product , or service in response to the ever-
changing marketing environment, they will be assured of a bright future.
Moultrie et al. (2009) on the other hand, developed a conceptual model
for the classification of design expenditure within companies by means of
conducting a series of case studies. Their ultimate goal is to collect financial
data using this model. Their revised model classifies design expenditures
into three categories:
Design in the creation of products and services.
Design in the communication, promotion and delivery of products
and services and in the creation and communication of the identity
of the business.
Design within the business: Environments, workplaces, processes
and systems.
This classification (products and services, communication and
environment) is parallel to that used by many organizations today (Design
Management Journal; International Design Alliances formation principle,
etc.). The only problem is that identity design is treated under
communication. But anecdotal evidence suggests that products, services,
environments all influence the identity to a great extent.
Existing design in business taxonomy approaches imply that the
classification of design is to be made with respect to corporate domains
affected by design. Once corporate domains affected by design are
identified, it becomes easier to list the outcomes of design activity. From
now on, within the scope of this article the outcomes of design activity will
be called physical manifestations of design. Table 1 summarizes design
taxonomies (branching categories) suggested in existing design
management literature by various the authors between 1966-2009.
All of the taxonomic approaches mentioned above contribute to our
understanding of the scope of design in business yet when it comes to
clarifying the ambiguity on the scope of design in business the non-designer
executive faces today, a more contemporary and more comprehensive
model may turn out to be beneficial.
Corporate Design Germination Model
2043
Table 1: Design taxonomies suggested in existing design management literature
between 1966-2009).
Year Author Product
Service Design
Related
Environment
Design
Related
Communication
Design Related
Identity
Design
Related
Other
1966 Farr packaging communication identity
1987 Gorb&
Dumas
product environment information
1989 Walker product environment graphic enginee
ring
fashion
1992 Chung product
packaging
buildings
working
environment
signs
1995 Olins products
services
environment communication exhibi-
tions
2003 Cooper
& Press
product Working
environments
identity
2003 Borja de
Mozota
Product
packaging
environment graphic
2006 Lockwo
od
product environment communication identity Inter-
face
2009 Kim et
al.
space advertising
promotion
events &
sponsor
PR & publicity
Personal selling
2009 Moultri
e et al.
Products and
Services
environments Communicatins
and Identity
In this respect, analyzing the concepts of experiential marketing (Pine
and Gilmore, 1998) and 360 degree communication (Blair et al.) from the
marketing literature may facilitate to develop a more up to date and
comprehensive design taxonomy model. The former concept suggests that
all the five senses should be taken into account while designing an
experience and latter suggests that both off-line and on-line touch points
should be considered.
The authors believe that this is mainly due to a lack of formal education
in design and the absence of design courses in business and engineering
SOYLU & ER
2044
curriculums. On the other hand, a systematic taxonomy of corporate
domains of design is likely to help the non-designers to grasp the issue more
clearly and develop their own lists of physical manifestations of design more
competently.
In an on-going filed research carried out with non-designer marketing
managers, initial findings revealed that as of 2014, non-designers are not
able to recall fully what design in business entails. The initial findings of the
on-going study are important because even after a decade of intensive
discussions on designboth on the academic side and the business platforms,
non-designer business executives are still not aware of design. Parallel to
the existing literature (Archer, 1967; Topalian, 2002),the study provides
evidence that the hypothesis concerning what design in business entails is
not known to managers is a valid one which needs to be tested.
The Proposed Design Taxonomy Model
This paper suggests a new taxonomy model for design in business. The
model has been derived from existing design management literature and
has been updated by means of using marketing literature. The proposed
model suggests a four category breakdown (products, communication,
environments, identity) instead of the traditional three category breakdown
taxonomy (products, communication, environments) used since 1980s by
the design management literature. In existing literature, identity has been
treated as a fourth category by a few authors (Kotler 1984; Olins 1995;
Lockwood, 2006, Best, 2006). Recents developments in IT have led most of
explicit communication to take place on-line. Consequently, design agencies
that specialize in identity design do not necessarily have an expertise in
communication design. On the other hand, as suggested by Borja De
Mozota (2003), identity design is treated at strategic management level
(CEO) whereas communication is mostly dealt in middle level management.
The new taxonomy model is called corporate domains affected by
design germination. The new taxonomy model is a stylized tree (Figure 5).
The trunk of the tree incorporates five senses that should be taken into
account while designing any artifact or experience for business. The trunk
then branches into two: featuring off-line and on-line outcomes of design.
Each branch has 4 leaves, depicting the essence of the new taxonomy model
ie. the four major corporate domains affected by design germination. These
leaves (domains) are namely product-service systems design, communication
design, environmental design and identity design.
Corporate Design Germination Model
2045
Figure 5: Corporate Domains Affected by Design Germination (Author, 2013).
Product Service Systems Design
A substantial shift from the production of goods to the provision of
knowledge intensive systemic solutions (Morelli, 2002) has occurred
particularly in the last two decades. The developments in information
technology and an increased need for differentiation have triggered the
shift. Products are no longer adequate to satisfy customer needs on their
own. For this reason even manufacturing companies design their offerings
as bundles of physical products coupled with services.
SOYLU & ER
2046
The term product service systems (PSS) refers to a set of products and
services capable of jointly fulfilling a users need (Goedkoop et al., 1999).
Manzini and Vezzoli (2003) claim that the notion of PSS originates from the
shift of marketing focus from products to a more complex combination of
products and services supporting production and consumption. On the
other hand, Buchanan (2007) approaches PSS from a different perspective
by means of asking What is the product of a service design? He claims that
the word product in this context is used to mean the result.
Anecdotal evidence suggests that industrial designer activities have
usually focused on the physical product ie. the material artifact. Traditionally
educated designers tend not to be widely employed in service companies
(Hollins, 2004). However, according to Manzini and Vezzoli (2003) the major
element of a PSS is that a client (both business and final user) demand is
met by selling satisfaction instead of providing a product. The client does
not really demand the products or services, per se, but what these products
and services enable a user to achieve (Manzini and Vezzoli, 2003). Building
on that argument, packaging design can also be considered as part of the
PSS. After all, the satisfaction obtained from buying an IKEA cupboard or a
take-away coffee as in the case of Starbucks depends substantially on the
design of its packaging.
In this study the physical manifestations related to PSS design for all
businesses are identified as: Products, services and packaging.
Environmental Design
Environmental design deals with human designed environment. The arts
and sciences related to environmental design are architecture, geography,
urban planning, landscape architecture, historical preservation, lighting
design and interior design. Most companies have offices, cafeterias, factory
buildings, where their internal and external customers interact. The styling
and the functionality of premises affect how the stakeholders see the
company and how they interact within the premises. Issues regarding
efficiency and image are affected by the parameters of environmental
design. In this study, the physical manifestations related to environmental
design for all businesses are identified as: Buildings, retail points, interiors,
production line, warehouses.
Communication Design
Communication design is the planning of media and messages within an
organization, taking into account the aesthetic and functional attributes of
Corporate Design Germination Model
2047
the information exchange as a single integrated process. In this study the
physical manifestations related to communication design for all businesses
are identified as: Publications, advertising, promotional material,
tradeshows, website, interfaces related to electronic devices.
Identity Design
Identity Design is the design of visual aspects that form part of the
overall brand (justcreative.com). Identity design entails deciding on issues
regarding the image of an organization perceived by all stakeholders. It
usually manifests itself with the logo. However, it distinguishes itself from
communication design in the sense that it comes into being if a strong
organizational culture exists (wikipedia.org). In this study, the physical
manifestations related to identity design for all businesses are identified as:
Logo, signs, uniforms, cars, stationary.
Design germination phrase was used to describe the model because seed
is used as a metaphor to describe design. Theoretically, any seed may be
planted in any soil. However, if the place is suitable for the seed
geographically, the plant grows efficiently. The farmer has the knowledge on
where to plant it; however the hobbyist gardener usually lacks the know-
how and finds it out after several trials. Similarly a design manager may be
well equipped concerning the identification of potential design areas within
a company; however a non-designer business executive is not always likely
to figure out all corporate areas where design implementation may turn out
to be beneficial.
The suggested model facilitates our understanding of design in business
by means of demonstrating the outcomes of design related activities
relevant both for manufacturing and services industries, by means of listing
the physical manifestations of design.
The suggested model is comprehensive because it suggests that sensory
integration of design is also to be considered in the taxonomy. Business and
particularly marketing literature offers insights on the importance of sensory
integration (Pine and Gilmore, 1998). Concerning design management
literature however, Svengren (1995) mentions visual integration and Kim
(2009) deals with sensory integration of design to some extent.
This suggested model is contemporary because it suggests that all
corporate domains affected by design should be analyzed both on-line and
off-line.
SOYLU & ER
2048
Future Implications
In order to test the validity of the model the research is still on-going. In
the on-going research top marketing executives of the largest 1000
manufacturing companies in Turkey, are being surveyed. The first 1000
companies account for 27.1 % of the value added in the manufacturing
output realized in Turkey in 2011. Once the survey is completed, it is hoped
that the comprehensiveness of the model will be tested and industry
specific patterns (if any) will be detected.
Conclusion
The authors of this paper claim that non-designer executives are not
equipped with tools to manage design in business because they are unaware
of what design in business entails. The preliminary results of the study (18
companies) showed that the respondents (who are either MBAs or
engineers and did not receive any formal design education) were not
capable of providing a comprehensive list of physical manifestations of
design. The same executives were able to mention only some of the physical
manifestations of design, depending on their professional experience.
On the other hand, if they had received such a formal design education,
they would be able to provide a complete picture of design in business
remains to be another question mark. As it has been stated earlier in the
article, design in business is interdisciplinary and even design scholars do
not agree on a single systematic list of the basics. However, if the same
marketing executives were asked information concerning other managerial
disciplines eg. details regarding the 4 Ps of Marketing, Net Present Value
(NPV) of a Project or Balance Sheet, the answers were likely to be more
similar. Design embraces differences, however the lack of a holistic point of
view on the design management side, is likely to degrade its potential
performance.
In order to shed some light on the ambiguity concerning the borderlines
of design in business, this study proposes a new design taxonomy model.
The proposed model Corporate Domains Affected by Design Germination
is derived from existing literature.
Design germination phrase was used to describe the model because seed
is used as a metaphor to describe design. Theoretically, any seed may be
planted in any soil. However, if the place is suitable for the seed
geographically, the plant grows efficiently. The farmer has the knowledge on
where to plant it; however the hobbyist gardener usually lacks the know-
Corporate Design Germination Model
2049
how and finds it out after several trials. Similarly a design manager may be
well equipped concerning the identification of potential design areas within
a company; however a non-designer business executive is not always likely
to figure out all corporate areas where design implementation may turn out
to be beneficial.
Although, the classification of design is a very basic step and it is by no
means adequate for the proper deployment of design in business; the
authors of this paper believe that this preliminary step to reach a systematic
and unanimously accepted classification of design will not only contribute to
designs penetration in business but it will also provide the environment for
a holistic design approach to nourish more easily. If product, communication
and environmental designers all know what the big picture in business is like
and how their profession fits into the big picture, designing the business is
likely to be achieved in greater harmony.
Design professionals may utilize the proposed model in establishing a
better communication with their clients. On the other hand, the model may
turn out to be instrumental not only for design education, but also it may be
enlightening for business education in increasing design awareness of
potential business executives.
The deployment of the proposed model may facilitate a more holistic
approach of design. A more holistic approach to design eventually is likely to
render companies to be more unique, reliable and sustainable.
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Section 4c: The Role of Designers in the Shift
Towards Product Service Systems
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2055
Editorial: The Role of Designers in the Shift
Towards Product Service Systems
Christine DE LILLE, Erik ROSCAM ABBING, Froukje SLEESWIJK VISSER
and Dirk SNELDERS
Many organizations are making the shift towards Product Service
Systems (PSS). As products seldom standalone these days, companies have
to make this shift in order to unlock new value, both for themselves and
their customers). They must re-organise themselves. The number of new
phenomena, models and strategies to deal with seems endless, and the
people managing them need flexibility and openness to be able to adapt. In
order to deal with this shift designers, project leaders and senior managers
play an important role.
The following articles submitted within this track include two different
perspectives on designing for Product Service Systems in organizations.
Akoglu discusses these two perspectives based on interviews with industrial
and interaction designers. The first perspective discusses the usage of tools
and methods for designing PSS. The second perspective looks at how
designers can support organizations in dealing with PSS. Papers submitted in
this track tackle both of these perspectives.
Within the first perspective Kim, Nam and Chung discuss the design of a
tool that supports in designing PSS based on the customers activities.
Valencia, Mugge, Schoormans and Schifferstein discuss seven challenges
encountered by designers in the design of PSS and different ways in which
designers can contribute.
The articles in the second perspective provide both an overview of
various organizations that undergo a transition as well as details on one
organization. Straker and Wrigley explore the different ways of being able to
deliver PSS for organizations and the according role of designers as
innovation catalysts. Debacker, De Lille, Eijkelenboom and Santema zoom in
on the transition process itself in a supplier in the aviation industry.
Ceschin, Resta, Vezzoli and Gaiardelli link those two perspectives by
explaining how visualizing PSS business models enables designing PSS within
organizations.
DE LILLE, ROSCAM ABBING, SLEESWIJK VISSER
& SNELDERS
2056
This track aims at starting a discussion how the role of the designer in
designing PSS is different from designing products? What skills of designers
are important in this shift? How do they organize themselves? We hope to
bring together those on the client side (the organization) and designers and
other facilitators coming from both practice and academia.
19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of the
author(s). Permission is granted to reproduce copies of these works for purposes relevant to the
above conference, provided that the author(s), source and copyright notice are included on each
copy. For other uses, including extended quotation, please contact the author(s).
Are you being served? Not onboard! Aviation
manufactures moving towards service
enabling systems.
Julia DEBACKER
*a,b
, Christine DE LILLE
a
, Ad EIJKELENBOOM
b
and Sicco
SANTEMA
a
a
Delft University of Technology;
b
Zodiac Aerospace
To maintain a competitive advantage, suppliers in the aviation industry have
shifted from passive producers to active innovation research partners, sharing
responsibilities and risks. This approach has fuelled technological advances over
the years, delivering aircraft that are lighter, faster and safer than ever before.
However, the passenger inflight experience has not changed radically in the
past twenty years. In order to offer a personal brand experience and remain
competitive, airlines are shifting their focus to onboard experience and service
satisfaction. This paper investigates the practice of a large supplier in aviation
to identify how designers can support the companys transition from product
supplier to the supplier of service enabling systems. An inductive case study
approach was employed to investigate the internal shift by mapping the
influence of the transition towards service enabling systems on several of the
suppliers projects and interviewing the main internal and external
stakeholders. A total of twenty interviews were conducted with stakeholders of
the galleys & equipment department, including airline staff, catering providers,
development engineers, sales and purchasing. This papers concludes with an
overview of the main challenges encountered by the supplier and how
designers played a role in tackling them such as: changing the internal mindset
towards the end users, facilitating internal collaboration and reframing the
design briefs in collaboration with airlines.
Keywords: aviation industry, manufacturer, supplier, transition, service design
*
Corresponding author: Julia Debacker | e-mail: julia.debacker@tudelft.nl
DEBACKER, DE LILLE, EIJKELENBOOM
& SANTEMA
2058
Introduction
The aviation industry in transition
Suppliers of commercial aviation cabins see their industry at a stand still
for the first time since airline deregulation in 1978 (Hall, et al., 2013).
Although aircrafts are constantly being improved, passengers continue to be
dissatisfied with the experience delivered by airlines (The Economist, 2013).
Ticket price was the main competitive differentiator after 1978 (Williams,
2002). More recently, revenues in the airline industry have come under
constant pressure due to disruptive competition from low-cost carriers,
consumer criticism of fragile reliability and technology-driven pricing
transparency. In order to offer a personal brand-related experience and
remain competitive, airlines are now shifting their focus back to the onboard
experience; this in turn challenges suppliers to shift their innovation focus
(Jones, 2012). Ideally, suppliers understand and adapt to the changing
demands of airlines to deliver innovative onboard service and to meet this
challenge they need to move from purely delivering products to becoming a
more active partner in airline service provision (Doganis, 2001).
Differentiation for airlines
With the advent of the jet age in the 1950s, the sky was the limit in terms
of the quality of the travelling environment, with cabin design mirroring the
luxury car counterpart. Since then the trend seems to have reversed (Hall et
al., 2013). The advent of new technologies in cabin design initially provided a
competitive edge, but this has ceased to offer an advantage and airlines are
instead focusing efforts on differentiation through service provision.
Differentiation is the main enabler in achieving customer retention in this
highly competitive industry (Ennew and Binks, 1996). Typical differentiating
values include customer experience, services, sustainability and airline
efficiency (Hall, et al., 2013). The cabin design itself represents the integration
of the differentiating values of on board experience and service, and to a
certain extent the values of sustainability and efficiency.
The main question is how to create services that offer competitive
differentiation. When services are less visible and more labor dependent, they
are more difficult to imitate, and thereby become a sustainable source of
competitive advantage (Heskett et al, 1997). Service can be seen as the cabin
in the context of its operating process; the product manufacturer is therefore
an important stakeholder, since it has knowledge of the product service
Are you being served? Not onboard!
2059
requirement during its life cycle (Oliva and Kallenberg, 2003), and because
services create value-in-use for customers (Blomkvist et al. 2010)
An additional challenge for aircraft cabin designers is that a single cabin
needs to fulfill the requirements of many airline brands. The design needs to
provide a primary platform for different airlines to express their unique brand
identity but must also convey to the airline the brand values of the original
equipment manufacturer (OEM). If new industry hurdles of changing
consumer demands and competitive pressures are to be met, cabin design
must engage the full range of stakeholders via a user experience driven
scenario (Hall et al., 2013).
Consequences for airlines manufacturers
Zodiac Aerospace Group, the company under investigation in this
paper, is the world leader in aerospace equipment and systems for
commercial, regional and business aircraft, as well as helicopters and space
applications. The company (founded in 1896) holds a robust traditional
engineering, technological, industrial and management reputation, offering
comprehensive and integrated cabin solutions.
Presently, it is the only company in the aircraft cabin interiors business to
design and manufacture all the components of an aircraft cabin, from cabin
structures to seats, galleys, equipment, aircraft systems and aerosafety
equipment. Altogether the group employs over 30.000 people worldwide and
works with clients (airlines & OEMs) throughout the world. In 2008, the group
started the shift from passive product producer to active innovation research
partner, sharing responsibilities and risks (Beelaerts van Blokland et al., 2012).
This approach has fuelled technological advances, delivering products that are
lighter and safer than ever before.
Although delivering superior products, the traditional industrial
engineering mode does not allow for the design of services (Polaine et al.,
2013). Where the traditional engineering company perspective focuses on
problem solving, other cases discussed in literature show that designing for
services requires a perspective that encompasses value adding (Shimomura et
al., 2009, Polaine, et al., 2013). Successful businesses of the future will foster
an even more reciprocal relationship with customers, recognizing customers
as co-producers in service (Bettencourt, 1997). Zodiac Aerospace recognizes
this, and sees future innovation as requiring a push away from its traditional
comfort zone.
Specifically, in the context of cabin interiors, this means looking further
than the historical technical engineering mode (focusing primarily on solving
DEBACKER, DE LILLE, EIJKELENBOOM
& SANTEMA
2060
problems with regard to weight reduction, new materials and certification)
towards an approach where the wishes of the customer (ie. airline) are the
main driver for new product development. In order to support and deliver
services, the customer and users questions are reframed and integrated with
new layers of knowledge. This is an approach to technology innovation that
merges people and processes (Polaine, et al., 2013), and is key to developing
products that are not only technically superior, but also support service
delivery staff (ie. onboard crew) to outperform As the distinction between
products and services blurs, so does the distinction between consumer and
producer (Brown, 2010). Product development in itself can thereby become
the vehicle by which a business realigns itself with its external environment,
consumers and markets (Junginger, 2007).
Although involving suppliers is a long-standing practice in the aircraft
industry, it has not pertained to inflight services; in this paper we investigate
how suppliers in aviation can alter their innovation practice and partnership
structure in order to support airlines in delivering competitively differentiating
inflight services.
Role of designers
Design focus has traditionally been on new product innovation, but more
recently designers are characterized as facilitators of innovation, especially in
relation to design for services (Calabretta et al., 2014). Traditional design
skills, including imagination, creativity, innovation and value creation
(Gloppen, 2009), have already proved to be of great value for facilitating
collaboration between different stakeholders in developing the Product-
Service Systems of the information age. There are new roles for designers that
do not frame design as a new aesthetic layer around existing products.
Rather, the cognitive, attitudinal and methodological aspects of design are
looked at as a way to facilitate organizational change. The added value of
these roles for designers does not only lie in the aspects most people think of:
visualizing, prototyping, creativity, and such. The real value of a designer
primarily lies in the mindset of designers. Designers tend to see problems as
opportunities for the invention of new alternatives. They think more in terms
of creating new possibilities rather than in terms of selecting between existing
alternatives (Boland and Collopy, 2004). The very nature of design problems is
that they are wicked problems (Buchanan, 1992). This makes designers able to
deal with uncertainty, to take risks and to work in the fuzzy area of the design
process.
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Furthermore, designers are people-persons; they have empathy for
different stakeholders and have experience in dealing with people. The one
thing that seems to remain relatively stable, even in times of great change, is
the need to understand human behavior. It is therefore no surprise that
business managers increasingly look to the field of design to help them get in
touch with their customers (and other stakeholders) unarticulated needs and
desires. When made a part of an organizations work processes and
competencies, these roles for designers enable an organization to embrace
change as a normal part of managing its business (Coughlan and Prokopoff,
2006). In such a cases designers can support an organization in the transition
equation from products to service: service innovation can be seen as a
customer focus with an added level of complexity, it requires an holistic
approach, future thinking and other skills typically attributed to designers.
These roles of designers have been recognized, but knowledge lacks on how
they can be used during a transition of focus from products to services. This
paper describes these possible roles of designers based on projects within
Zodiac Aerospace. The different observed roles are described in relation to
literature in the Discussion section.
Method
To address the main research questions, an empirical inductive case study
approach based on the practice of the Zodiac Aerospace Group was used
(Eisenhardt, 1989; Yin, 2003). Focusing on the market leader for the case
study helps to set an ideal ground for the inductive approach, which allows for
findings to emerge from the frequent and dominant themes in the field of
practice (Thomas, 2006). We began the inductive study by collecting
companys internal empirical data related to the innovative design practices
deployed since 2008. Data were collected through: a) desk research (websites,
internal business archival material, reports, etc.); b) in-depth interviews with
executive board members and senior directors from three different business
units; c) two new product development sessions with engineers and program
managers in which we joined as part of the development team; d) one
workshop with the head of purchasing, engineering and service delivery at a
large international commercial airline during which informants were also part
of a new product development session and team employing a new approach
to service design; e) formal & informal follow-ups with emails, phone calls,
and New Product Development (NPD) reports discussion.
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We investigated internal business practices by working together with
different departments within the Zodiac Aerospace Galleys & Equipment
segment (NPD, sales and management) based in The Netherlands & France.
Galleys & Equipment products are directly linked to onboard catering which is
an active service delivery tool for commercial airlines, thus empirically related
to the onboard experience. A total of 12 semi- structured interviews were
conducted with cabin crew from three different large international
commercial airlines (who are considered the end users of the Galleys &
Equipment products) in order to gain perspective of the client.
We first analyzed interview transcripts, field notes and archival data and
then built information reports to be compared across interviews, aiming to
find similar themes (Eisenhardt, 1989; Yin, 1994). With a ready structure, we
compared the findings with the existing literature to find similarities and
differences, validate and refine findings. Accordingly, we undertook several
scans among different data sources, literature, and emerging findings (Patton,
1990). This procedure was repeated to describe the role designers played in
Zodiac Aerospace transitioning from traditional engineering to becoming
service design enablers and the external face of aviation manufactures.
Results
In order to describe the transition that has been taking place at Zodiac
Aerospace, the following section describes three main activities that have
been taking place at the company in the past two years. The authors have
witnessed and taken part in these activities and reflect upon the activities to
explain why the activities have taken place, what has been done, what the
role of designers was and how the results influenced Zodiac Aerospace. The
main design method initiatives of this transition are described below. Table 1
provides an overview of the various activities, which design skills played a role
and what challenges were encountered.
Essence of change: background of transition activities
Bringing the end user in the engineering process
The Experience Lab
The companys engineering team is highly effective in finding solutions
that are technically advanced and appropriate for certification procedures,
however they have limited understanding of the products context of use
(primarily based on personal experiences) and their relationship with the user
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(ie. onboard crew and passengers). The newly developed Experience Lab aims
to bring the NPD process closer to the real life perspective of the user, where
the NPD team can observe the user-product interaction. The newly built
Experience Lab is situated at the R&D department of the air catering
equipment & cargo business units. This approach has been termed staging
design, and aims to support immersion in the service experience (Blomkvist
and Segelstrm, 2012). The goal is to identify underlying customer needs in
order to develop solutions that customers and engineers have difficulty
envisioning, due to the lack of familiarity with the possibilities offered by new
technologies or the lack of familiarity with the true everyday use of products.
It serves as a platform to consider the user as an active participant in the
design process requiring non linear thinking, less mechanistic structures and
more subjective participation in innovation processes (Morelli, 2009). The
focus is on user-centered design, which is employed using several stages of
the design process. During the Experience Lab sessions, the development of
new concepts and services is practiced by involving the users of the products
themselves, in this case the airline cabin crew instead the airline procurement
or the OEMs. In the case of the business unit involved in this research, these
are the cabin crew & catering staff. While role-playing the processes onboard,
the engineering development team learns about the benefits and effects of
empathy-driven consensus building, such as faster generation of ideas by
collective intelligence, building of relationships with users and designing with
activity support intention. In the Experience Lab, engineers are supported in
making early-stage prototypes, exploring new product opportunities with
users and test-developed prototypes in order to gain quick feedback. All of
this did not take place before the development of the Experience Lab.
Prototypes were usually created for certification purposes and to win
customers final approval.
Design and Engineering in a new mindset Partnership with
university
The aviation industry holds a traditional mindset, inherited from its
foundations in military purposes, where safety and reliability are the main
anchors for NPD. Partnering with a university had the objective to leap out of
the traditional development ways, get an update on recent developments
such as service design and initiate an internal shift of mindset leading to solid
momentum of motivation for change. Zodiac Aerospace started a partnership
with Delft University of Technology based on an employees previous contact
with a researcher at the university. In two consecutive years, Zodiac
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Aerospace provided cases for students to work on, and university researchers
coached them. In the first year, the aim for Zodiac Aerospace was to become
acquainted with service design and what it could bring to the company.
Students designed different concepts based on improving the inflight
experience of passengers in a time frame of ten years. At the end of the
course, the students pitched their concepts for a jury of different internal
stakeholders within the company. This created such a momentum and
interest that the company decided right away they wanted to partner up for
another year. During this year, a team of engineers of the business unit
participated in the course to learn some of the design skills for service design
themselves such as prototyping services. Prototyping services is said to
involve three steps: exploration, evaluation, and communication (Blomkvist,
2010).
Different concrete design briefs coming from projects taking place within
Zodiac Aerospace provided the starting point. This time a second perspective
was added in the design process: that of cabin crew, through the involvement
of an airline in the course. By integrating both the passenger and cabin crew
perspective, another step towards service-enabling systems could be taken.
The main objective was to leap out of the comfort zone to initiate a mindset
change built up through solid momentum, and establish a steady rhythm of
mindset. The engineers were asked to work out of their comfort zone in an
effective teamwork environment. The result was aimed to relate business
momentum to productivity and leverage motivation for change.
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Experience Lab Collaborate with university Development sessions with airlines
Goal Identifying underlying customer needs in
order to develop solutions
Creation in a new mindset New approach for co-creating new designs
Design role Let engineers gain empathy and
prototype in various ways early in the
design process
Internal mindset change & creation of
momentum
Reframing of problem
Benefits The Experience Lab is always
available for NPD sessions; it is
observed that the user context
environment replicated in the
location affects the outcome of
brainstorm meetings/discussions
positively with empathy for users.
External partners and other
departments also make frequent use
of the facilities, in order to
understand the users context and
communicate across silos.
User input and insights during the
early stages of NPD are incorporated
into the design decisions of the
products, and therefore reduce risks
associated with costly misalignments.
The possibility of quick prototyping
also enriches the conceptualization
phase of the NPD process.
It facilitates internal and external
communication via the development
of a common language and channel
of communication.
NPD engineering team found the
new views proposed by designers
interesting.
The management team was positive
about the resulting concepts.
Creating momentum and wave of
interest throughout the company
Providing hands on examples of
what new approaches could bring to
the company
The entirely different approach led
to unique design solutions to the
traditional problem briefed.
The method supports the customization
process of products through the real-
time integration and collection of data
on product structure preferences at an
early stage of NPD, involving as many
users as possible as well as
representatives of target users and the
process decision makers of both the
client and manufacturer.
Results show the need for
improvements in understanding the
needs behind the question, and the job
to be done.
Shortens the time to market of new
products.
Challenges Coordination of activities, which are
coherent for overall company goals
and market relevance, is proving to
be a challenge without an active
engagement from marketing and
sales departments.
Remote location of the NPD team has
also challenged informal
communication between Business
Units.
Expanding the participation to
participants from different
geographical locations.
The setup of a formal procedure to
incentive airline & catering
participants to join the lab sessions.
Measuring the return on investment
in monetary terms.
Engineers took on a client role
instead of hands on design team
NPD participating, focusing on
restraining the students in their
work.
Universities are accustomed to
receiving agents rather than
outsourcing agents in R&D
activities.
The results are limited with regard
to further implementation as
students are not fully understanding
of the industry context and
challenges (was also not the primary
focus of the students).
Developing solutions that belong to
the core expertise of the BU only as
opposed to that of the company as
a whole.
Changing the mindset of the
industry towards suppliers
Aligning the airline internal
department aims
Opening communication channels
with the product development
teams inside airlines & NPD teams
from the supplier.
Broaden the current setup where
the emphasis of the supplier-
customer relationship lies on
discussing technical details and
not a holistic view of the
processes.
Internally prioritizing urgency for
developments with immediate
market request.
Externally proving the benefits of
developing solutions for a need,
instead of patching solutions with
existing products.
Table 1: Overview of the three activities undertaken in the transition towards designing service enabling
products.
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New approach for development sessions with Airlines
Co-creating new designs
The industry is used to the traditional role of the supplier as a
product producer. In this role, airlines need to adapt their services into the
currently available certified product base selecting from catalogues. In the
case of onboard services, this situation amounts to a patching of symptoms,
instead of seizing the opportunity to identify and treat underlying causes. In
many cases airlines are not even aware of what is possible in terms of tailored
product development, as this requires more effort and long-term
commitment from the supplier (for example, quick sales of delivering what
the airline is asking, in contrast to reframing the problem to co-create a more
long-term solution). Knowing that a holistic approach to co-creation and
visualization of service sequences makes services more tangible (Stickdorn,
2010), Zodiac Aerospace organized workshop sessions together with major
commercial airline partners, with the aim to transform customer needs into
the functional requirements of the product. Invited to join these workshops
from the airline side were: a) the account manager (sales); b) a development
engineer; and c) an experience designer (facilitator). From the airline: a) the
head of purchasing, engineering & maintenance; b) inflight product
development & onboard service specialists. The workshops were set at the
beginning of the product development process, to allow the NPD and sales
teams to deduce from available data, including results from the Experience
Lab sessions, the requirements of new industrial customized products. As in
service design techniques, multiple representations (storyboards, scenarios
etc) were used to help stakeholders think and understand the current
situation better. A physical prototype of the product concept is then
developed as a draft version by the development team and re-configured
according to customer needs, using follow-up and feedback sessions.
Discussion
The three design roles we found at Zodiac Aerospace during its transition
to a service enabler are: gaining empathy, changing mindset and reframing of
problem. Together they help to forge a stronger, more holistic relationship
with its stakeholders. They provide a basis to further explore a possible role
for designers in supporting manufacturers in the transition towards designing
service-enabling systems. The most salient results are summarized below, for
the benefit of discussion:
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Design Role 1:
Empathy Bringing the end user into the engineering process
Design choices are linked to results (Andreasen and Olesen, 1990; Duffy et
al. 1993), which can either be good or problematical for whom the product is
intended. Design problem definition activities that assist to minimize
unintended results are therefore of primary importance when designing a
product intended for services, as the consequences become evident only later
when the product performance is witnessed in its context.
Immersive and empathic methods are employed in design and by real life
simulation, supported by hands-on exercises where the product & human
interaction onboard is analyzed. By bringing the user into the development
process, the NPD team can better understand the context of the problem. The
engineers also learn empathy toward the products users, and finally can
translate user needs to technical products that otherwise would have been
developed internally with technical requirements only.
The main challenge when implementing this design role is to understand
the implications for company strategy and culture - direct input from
stakeholders and full support from the marketing department points research
in the direction that links the companys overall objectives to market
relevance. The next challenge is to create an official channel to facilitate the
organization of sessions, in which members will be confident to share
information - for the purpose of this study; participants were selected through
friends request (see table 2 for an overview of the different challenges and
benefits).
End users put time and effort into these initiatives but the results can only
be measured once the product reaches the market; the true ROI is therefore
difficult to measure. The role of the designer is to translate ideas and
categorize insights - the designer is the facilitator of the conversation about
the original idea and a participant in its communication to the engineering
team. Designers are inherently concerned with bringing people, structures,
and resources into alignment around an outspoken purpose. (Junginger,
2007).
In short, although presenting some limitations, the method showed to be
effective as an extra tool to define scope when a certain situation pertaining
to the product is not fully clear to the NPD team, or when an internal
innovation needs to be validated with external inputs. Finally it straightens
the product development process as customer value joins technical
requirements and cost analysis in the problem definition and solution finding
routines (Shimomura et al., 2009).
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Table 2 Overview of the main benefits and challenges of the design goal Gaining
Empathy.
Benefits Challenges
Increased empathy towards
the user
Align topics with goals and
market relevance.
Platform for communication
between silos.
Find participants and make
official channel to get people
to join.
Inspire new concepts faster. Measure the ROI.
Design role 2:
Mindset change Motivation for change
Service is a differentiator for competitive advantage (Karmarkar 2004), and
through it, for superior market performance (Barney 1991). Service has never
been a priority in the approach of traditional product suppliers, and therefore
mindset change must be introduced as part of the development culture of the
company. The change needs to happen internally, by a continuous emphasis
on strategic direction and internal process improvements. During this time,
one should be open to both problem reframing and to changing solutions
(Holmlid, 2010). Design in this scenario becomes a partner of the traditional
engineering process, because it has the capacity to provide vision and
motivate change by providing desirable alternatives to trusted norms
(Polaine, et al., 2013).
The challenge for designers is to break the mentality of established
industry practitioners. For example, it was difficult to persuade the Zodiac
Aerospace engineering team to feel involved as part of the design team; this
led to the second challenge which is the translation of design concepts into
producible products, either for lack of involvement from the engineers during
the conceptual phase, or the lack of industry knowledge from the designers,
or both (see table 3 for an overview of the different challenges and benefits).
program delivered concepts that were far removed from the core
competences of the department, making it difficult to communicate new
ideas according to the current mindset context and engineering processes.
Although translation of new ideas into business daily activities proved to be
challenging, the motivation to try new product development techniques was
welcomed by the engineering team. The aim was to use authentic and diverse
research data to provide broad and qualitative descriptions to be used
throughout the development process (Sleeswijk Visser, 2009).
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The students involved in the project were the only group of that academic
year that received the international award for excellence in aircraft interior
innovation, the Crystal Cabin Award. This was another indication for Zodiac
Aerospace that is was on the right path and that these endeavours are
appreciated by the industry.
Table 3 Overview of main benefits and challenges regarding the design role of
Mindset change.
Benefits Challenges
Visibility & approval
to managers
Involving the team as
developer equal
Unique out of the box
design solutions.
Limited feasibility of
concepts.
Recognized in the
industry CC Awards.
Translating concepts to
Business Units products
Although integrating universities as a research partner of private firms
proves to be fruitful, the industry often does trust the research capabilities of
universities. Methods such as partnering with research institutions support
the integration of different sciences in the improvement of methods and tools
for product development (Morelli, 2006).
Design role 3:
Co-creating new designs reframing the problem
Conventional value delivery in aviation is based on a one-way channel
between manufacturer and customer, where the customer is the passive
receiver of goods (Morelli, 2009). As a break from that framework, Zodiac
Aerospace has focused its attention on co-creation processes.
Traditionally, industrial design follows a series of steps, from defined
requirements or opportunities proceeding through ideation, synthesis,
analysis and optimization, to production (Hall, et al 2013). Following
increasing demand for product variety and customization, aviation products
must be developed to satisfy specific regulations & safety requirements.
However, whether the provided user experience and service delivery meet
the expected requirements is questionable (Hall, et al, 2013). After all,
innovating only in technology ignores the innovation of performance of
products and services related to them (Sobordone, 2010).
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Service designers need to have the skill to transform information on
stakeholders to actionable insights that can be used as design inspiration.
(Blomkvist and Segelstrm, 2012). Passenger satisfaction driven design would
create a win-win scenario, that should generate industrial solutions starting
from individualized and highly context-dependent needs (Morelli, 2009). The
analysis of what customers really want, by understanding the use of the
products in their specific environment (onboard) and specific service
processes, is one of the methods used to establish successful product
development process.
This requires a reciprocal relationship with engineering design being
challenged to deliver innovations to meet a customer driven concept model
(Hall, et al., 2013). This new approach implies a shift in the role of
manufacturers from value creators to facilitators in a collaborative process of
value production (Morelli, 2009). In the context studied, this approach
minimizes risks and costs related to NPD while improving interactions along
supply chains.
Table 4 Overview of main benefits and challenges regarding the design role of
Reframing the problem.
Benefits Challenges
Customization and
product structure
preferences happen
in an early stage.
Dealing with the
traditional mind set
what do you want from
me?
Understanding of the
job to be done.
Align departments to a
holistic aim inflight
service x purchasing
Shorter time to
market.
Internally prioritizing such
projects.
Challenges encountered in the application of this design method involve
communication with stakeholders in the industry - airlines are not
accustomed to having suppliers as development partners, and are afraid of
sharing information to protect their practices from competition. They also
believe that working as a partner may reduce their bargaining power for
negotiation. Finally, the prioritization of co-development projects is difficult to
realize, as the purchasing department does not align with the same objectives
of the service delivery team, creating a diversion of interests and the feeling
of ownership over the initiative.
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Currently, issues of payload, regulations and business economics serve to
define design decisions (Morelli, 2009). However, reintegrating the customer
and the user into the design approach helps to define solutions that improve
or design new services.
Conclusions
This paper describes how a large manufacturer in aviation identifies how
designers can support the companys transition from product supplier to the
supplier of service enabling systems. Product development may serve as the
source for creating also new organizational core capacities in the future.
Designers play an important role tackling the companys main challenges in
three ways: changing the internal mindset towards the end users, facilitating
internal collaboration and reframing the design briefs in collaboration with
airlines.
Current innovation methods work retrospectively and with internal
knowledge. This process only allows incremental innovations. As
manufacturers transition from product - to service enabling suppliers,
designers can support the R&D team to jointly improve internal innovation
practices and bring customization benefits and proactive initiatives to the
companys development processes.
The designer is the denominator in the transition equation from products
to service: service innovation can be seen as a customer focus with an added
level of complexity, it requires an holistic approach, future thinking and other
skills typically attributed to designers: Creating value requires the
simultaneous design of product, service & organization (Pawar, Beltagui and
Riedel, 2009, p.p 468). The industry traditional barriers separating design, NPD
teams and the rest of the organization from external stakeholders need to be
lowered. Becoming a service enabler involves changing the company's culture
so everyone starts thinking like the customer, and feels part of the same
design. Designers can play a supporting role, however the mindset change
must happen at all levels of the organization. Positioning service as a business
priority clearly challenges traditional practice; it implies a reframing of the
business mission and its collaborative role in value co-creation. (Kowalkowski,
2010).
Each of the discussed roles of designers is implicated in a different activity
within the company. The transition that takes place is a lengthy one. At the
moment of writing, the authors both from practice and academia have been
collaborating for almost two years and the transition is currently gaining
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momentum in the company. However, there are still many years to go, and
many initiatives to undertake. This paper is a first attempt to describe the
process; in the near future we aim to publish more detailed papers describing
the different results on a project level.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
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Challenges in the Design of Smart Product-
Service Systems (PSSs): Experiences from
practitioners
Ana VALENCIA
*
, Ruth MUGGE, Jan P.L. SCHOORMANS and Hendrik
N.J. SCHIFFERSTEIN
Delft University of Technology
Smart Product-Service Systems (Smart PSSs) are market offerings that
integrate products and services into one single solution through the
implementation of IC technology. Smart PSSs allow organizations to develop
relationships with consumers in new ways and have a growing presence in
the marketplace. As designers involvement in the design of these offerings is
likely to increase, the understanding of the challenges emerging from the
integration of product and service is of increasing relevance for the effective
management of the design process. To identify the challenges in the design of
Smart PSSs, interviews with ten practitioners from various companies with
experience in the design of Smart PSSs were conducted. Based on the
findings, we outline seven challenges: defining the value proposition,
maintaining the value proposition over time, creating high-quality
interactions, creating coherence in the Smart PSS, stakeholder management,
the clear communication of goals, and the selection of means and tools in the
design process. Furthermore, we outline five ways in which designers can
contribute to the design process through the use of their capacities: designers
as foreseers of future scenarios, as guardians of experiences, as integrators
of stakeholders needs, as problem solvers, and as visualizers of goals.
Keywords: Smart, Product-Service System, challenge, design, process.
*
Corresponding author: Ana Valencia | e-mail: A.M.ValenciaCardona@tudelft.nl
VALENCIA, MUGGE, SCHOORMANS, & SCHIFFERSTEIN
2076
Introduction
A practice with growing attention from the design community is the
design of Product-Service Systems (PSSs). PSSs integrate products and
services to offer an overall value proposition to consumers (Baines, et al.,
2007). While the majority of products contain service elements (e.g., after-
sale services, warranties) and vice-versa, in PSSs both the product and the
service play a central role for the value-creation-in-use for the consumer
(Baines et al., 2007; Tan, Matzen, McAloone, & Evans, 2010). For example,
when visiting launderettes, an example of a traditional PSS found in the
literature (e.g., Mont & Plepys, 2007), consumers opinions of the
launderette may be influenced by the way the washing machines work, but
also by aspects of the service, such as employee friendliness and the quality
of the end-result (Bitner, 1992). PSSs have gained considerable attention
among the sustainable production and sustainable design communities,
who acknowledged its potential to reduce the environmental footprint of
products; for example, by reducing the relevance placed on product
ownership, thereby maximizing the lifespan of products. However, literature
in this area often centres on business-to-business cases, and describes
business models/frameworks that can influence the implementation of
these types of offering (e.g., Baines, et al., 2007; Tan et al., 2010; Tukker,
2004). Although these insights are pivotal for the implementation of PSSs,
they provide limited insight for designers on the distinctive aspects of the
design process and its management. This paper addresses this need by
reporting the challenges faced by experienced designers in the design of
PSSs. In particular, our efforts are focused on a specific type of PSSs, which
we call Smart PSSs.
Smart PSSs integrate smart products and e-services into one single
solution through the implementation of information and communication
technology (ICT)(Valencia, Mugge, Schoormans, Schifferstein, 2014). The ICT
in the smart product is central to the concept of Smart PSSs because it
guides the development of e-services and innovative interactions for the
consumer. For instance, Laundry View (http://www.laundryview.com) can
be considered the smart version of the traditional launderette explained
above. Laundry View connects the washing machines to the Internet,
allowing consumers to check and be notified about the availability of the
machines in the laundry room (remotely). Hence, the ICT in the machines
facilitates the generation of relevant information, which can help consumers
make more informed decisions about their laundry activities (Valencia et al.,
2014). Moreover, through the e-service, consumers can report incidents or
Challenges in the Design of Smart Product-Service Systems: Experiences from practitioners
2077
give comments/suggestions, facilitating the communication between service
provider and individual consumers. Thus, the integration of smart product
and e-service opens up an array of opportunities for designers, who can
implement new touchpoints and interactions, enabling organizations to
develop relationships with consumers in new ways.
Smart PSSs are a type of offering with growing relevance in the design
field. Due to advances in technologies (e.g., ICT, connectivity of objects), and
consumers advancing attitudes towards online transactions, the number of
Smart PSSs in the market place has increased over the years. Companies,
such as Philips, Oral B and Nike have all attached e-services to their
connected products. And as the knowledge economy continues to unfold,
we expect more companies seeking to provide individual experiences to
consumers (e.g., information, feedback; Johannessen & Olsen, 2010;
Valencia et al., 2014) to make the move towards Smart PSSs.
As designers involvement in the design of Smart PSSs is likely to
increase, so is the need to enlarge the knowledge related to the process of
designing Smart PSSs. The creation of Smart PSSs may pose new challenges
for designers. Designers are accustomed to creating products and services
separately. However, the product and service in a (Smart) PSS are so deeply
intertwined that a distinction between the two may no longer be possible.
Despite this apparent complexity, there is limited existing knowledge that
can help designers anticipate the possible challenges emerging from the
creation of Smart PSSs (e.g., Isaksson, Larsson, & Rnnbck, 2009). This
information can help designers to fine-tune their best practices to the
integrative design of product and service, and to manage the design process
of Smart PSSs more effectively.
The design of (Smart) PSSs
The design of PSSs is defined as the process of integrating business
models, products and services to create innovative solutions with added
value for customers (Vasantha, Roy, Lelah, & Brissaud, 2012). Generally
speaking, PSSs are developed when manufacturing companies add service
components to their offerings (i.e., servitization), service companies add
products to their service offerings (productization) (Baines et al., 2007,
Tischner & Vezzoli, 2009), or when a new company forms its market
proposition based on both. Thus, the design of a PSS often requires that a
specialized company moves to new domains where it has little or no
experience (Morelli, 2002), and entails considerable organizational and
intellectual efforts from those that are involved in its development (Tischner
& Vezzoli, 2009; Isaksson, et al., 2009).
VALENCIA, MUGGE, SCHOORMANS, & SCHIFFERSTEIN
2078
Organizational efforts may derive from larger transdisciplinary design
teams (Issaksson et al. 2009), where the involvement of stakeholders (i.e.,
co-creation with suppliers, public organizations, users, etc.) is key to
reaching innovation and added value (De Bont & Smulders, 2013). However,
different stakeholders may differ in their views and interests towards the
PSS (Dougherty, 1992), which can lead to efforts in managing their
interactions. Furthermore, companies making the shift from manufacturing
to service provision (and vice versa) may require a shift in organizational
culture, and to rethink their ways of working and communicating (Mont,
2002; Issaksson et al. 2009; Martinez, Bastl, Kingston, & Evans, 2010).
Intellectual efforts may derive from having to consider multiple
touchpoints (or service interfaces; Sangiorgi, 2009) in order support the
relation-based value creation characteristic of PSSs (Martinez et al., 2010).
Thus, while designing PSSs, designers need to think holistically at a system
level, but should also be able to shift easily to details, for example, when
discussing the specifics of product or service elements (Vasantha et al.,
2011). Thinking at a system level (i.e., covering all touchpoints, product and
service elements) is important because it can influence the creation of
coherent experiences for customers (Sangiorgi, 2009).
Finally, on a more general level, the appropriate specification of the
development context (e.g., business-to-business vs. business-to-consumer)
can play an important role in PSS development. Different contexts may lead
to the definition of different value propositions (Morelli, 2002), and
consequently, to the identification of different capacities (i.e., stakeholders)
(Vasantha et al., 2011) and methodologies (Mont & Tukker, 2006) needed in
the design of the PSS. These traits may lead to efforts to achieving a
thorough understanding of the context, but also to reaching a shared view
among stakeholders of the value to be delivered through the PSS.
When not managed appropriately, the above instances can become
challenges in the design of PSSs. The design of Smart PSSs may evoke similar
challenges, as we suspect they are transferrable across development
contexts. However, little is known about the design of Smart PSSs. The
characteristics of Smart PSSs (Valencia et al., 2014) may bring about
distinctive challenges, which may influence the effectiveness of the design
process. With this study we set out to identify the challenges that
experienced designers face in the design of Smart PSSs. Our insights aim at
broadening the existing literature by (1) studying the challenges in the
design of PSSs with a particular set of characteristics (i.e., Smart PSSs), and
(2) by exploring the design of (Smart) PSSs developed for the consumer
Challenges in the Design of Smart Product-Service Systems: Experiences from practitioners
2079
market. Furthermore, we aim at supporting the activities of design
managers by identifying the specific capacities of designers that can
contribute to an effective design process.
Method
To explore the design process of Smart PSSs, we interviewed ten
professionals from six different companies (see Table 1). Participants
fulfilled a set of criteria. First, we included companies with different
characteristics to have a broad perspective on the employed design
processes. Thus, large and small companies were contacted, as well as
design consultants and in-house designers. Second, we selected
professionals with experience in the design of Smart PSSs who could reflect
on challenges they encountered while designing Smart PSSs. Participants
included designers (e.g., product designers, service designers) and other
professionals involved in the creation of Smart PSSs (e.g., problem owners).
This varied group of participants, with ample experience in design, helped to
bring the various perspectives that are characteristic for the design of PSSs.
Furthermore, it permitted us to make use of multiple Smart PSSs cases
related to business-to-consumer solutions.
Procedure
Semi-structured in-depth interviews were conducted with all
participants. Designers were asked to choose a specific Smart PSS case that
they had worked on to be discussed during the interview. Nevertheless,
they were free to make use of other cases to reflect on the issues being
discussed. An interview guide was developed to guide the interview while
leaving room to address other, interesting topics. The interview guide was
divided into four sections: First, a short introduction about the purpose and
content of the interview was given to participants. Second, participants
were asked to describe the Smart PSS they had chosen. The goal was to
assure the common understanding of the Smart PSS being discussed, and to
verify it could be categorized as a Smart PSS. All Smart PSSs discussed
complied with our definition of Smart PSS. The third section was directed to
understanding how the design of the Smart PSS was organized (e.g., in
terms of stakeholders) and which challenges were faced during the design
process. This provided contextual information that facilitated the
interpretation of the data during the analysis phase. The final section was
directed to discussing the tools that were used during the design of Smart
PSSs.
VALENCIA, MUGGE, SCHOORMANS, & SCHIFFERSTEIN
2080
Table 1. Overview of participants. Note: Due to a request for confidentiality, the
names of the companies are not disclosed.
Interviewee Role Type of Company
#1 Designer (facilitator) Design consultancy 1
#2 Problem owner
Tools and technology for the taxi
market
#3
Designer
(manager/facilitator)
Tools and technology for the taxi
market
#4 Designer (product) Design consultancy 2
#5 Designer (product) Design consultancy 2
#6 Problem owner
Tools and technology for the
event industry
#7 Designer (service)
Tools and technology for the
event industry
#8 Designer (service) Design consultancy 3
#9
Designer
(manager/facilitator)
Manufacturer of consumer
products
#10 Designer (service)
Manufacturer of consumer
products
Participants were visited at their place of work. The goal was to facilitate
the use of readily available material related to the design of the Smart PSS,
such as images or diagrams, whenever possible. This was a useful approach
because many participants not only made use of past material, but they also
made use of diagrams or information displayed in their offices to reflect on
the issues that were discussed.
Interviews lasted between 50 and 80 minutes. Participants were open
when talking about their experiences in designing Smart PSSs. Only one
participant, who was an outsourced designer and bounded by a
confidentiality agreement of his employer, had some restrictions to speak
openly about his design expertise. Although he refrained from disclosing
sensitive information, he was still able to give his opinions in general terms.
As a result, his input proved to be insightful and is included in this study.
Analysis
All interviews were recorded and fully transcribed. Interviews were
analysed making use of the software Atlas.ti. The coding process was as
Challenges in the Design of Smart Product-Service Systems: Experiences from practitioners
2081
follows. First, a set of five interviews was fully coded by the main
researcher, generating an initial set of 135 codes. This initial set of codes
was then discussed with the other researchers, taking into account quotes
of different participants to assure the correct interpretation of the data. In
this step, codes were refined and merged. Furthermore, an initial set of 5
themes describing the data was identified (e.g., challenges, stakeholders,
tools), giving a first structure to the data.
Following, the remaining five interviews were coded, adding new codes
to the list when applicable. Twenty-five new codes were added to the list, all
belonging to any of the already identified themes. In a second session, all
researchers reviewed the overall themes and codes again, trying to find
subgroups within the themes, and connections between the different
themes.
Results and Discussion
The findings from our interviews are presented in three sections. The
first section reports the distinctive elements in the design of Smart PSSs,
where we highlight general differences/similarities with traditional PSS
design. Second, we outline the challenges participants faced during the
design of the Smart PSS. Finally, we elaborate on how designers help to
tackle the outlined challenges through the use of their capacities.
Distinctive elements in the design of Smart PSSs
Some of the companies interviewed were traditionally manufacturing
companies, while others were established since their beginning as a
developer of Smart PSSs. Despite these differences, we found important
similarities in their perceptions towards the process of designing Smart
PSSs, which helped us come to generalizable findings across participants.
In general, the design of Smart PSSs was considered a new area of
expertise that is yet to be developed. Participants generally worked on a
trial and error basis, where the use of traditional product and service design
tools (e.g., prototypes, illustrations, scenarios), was predominant. However,
participants indicated how these existing tools are being adapted and
improved for the integrative design of products and services.
Organization-wise, the design of Smart PSSs was perceived as requiring
the involvement of a large number of stakeholders in the design process,
such as designers, manufacturing firms, problem owners, and consumers,
who had a more or less prominent role depending on the stage of the
design process. This view is consistent with traditional PSS design (e.g.,
VALENCIA, MUGGE, SCHOORMANS, & SCHIFFERSTEIN
2082
Isaksson et al. 2009), where the identification of primary and secondary
stakeholders is perceived as important to manage the design activity
(MePSS, Worksheet W03, n.d.).
Design-wise, Smart PSSs were considered to be complex market
offerings. As in traditional PSSs, the integration of products and services
implies the creation of multiple touchpoints (Martinez et al., 2010), which
all need to be holistically considered in the design of Smart PSSs. However,
the technology embedded in the Smart PSS, in combination with e-services,
broadens the options designers have for implementing the interaction
between the Smart PSS and the end-user, making decisions about the
experience of the end-user more critical.
Furthermore, the design of Smart PSSs was seen as highly context
dependent. Different than the reported literature (e.g., Tischner & Vezzoli,
2009; Vasantha et al., 2012), participant did not emphasize the relevance of
context for stakeholders/actors identification. Rather, participants
highlighted the importance of context (i.e., market, type of user, end goal,
etc.) in defining a correct value proposition for the consumer. Participants
considered the characteristics of each individual Smart PSS (Valencia et al.,
2014) to be unique, not generalizable, dependent of the context for which
the Smart PSS is developed, and the aimed experience for the end-user.
Moreover, participants declared that Smart PSSs are in constant
evolution, typically through the e-service (Valencia et al., 2014). This is in
accordance with Isaksson et al. (2009), who suggest developers of PSSs need
to be prepared for life-long development issues rather than regarding the
development process as completed after product launch (p. 344).
To conclude, there are noted similarities between Smart PSSs design and
traditional PSS design. However, there are important differences too, which
are derived from the particular characteristics of Smart PSSs (e.g., ICT;
Valencia et al., 2014). In the following section we outline the challenges
related to the design of Smart PSSs, both in relation to the characteristics of
Smart PSSs, and the distinctive elements of the design process discussed
above.
Challenges in the design of Smart PSSs
Defining the value proposition
One of the most significant challenges mentioned by participants is the
clear definition of the value proposition for consumers. Because companies
Challenges in the Design of Smart Product-Service Systems: Experiences from practitioners
2083
providing Smart PSSs seek to create long-lasting interactions with end-users,
a well-defined value proposition can be key in building relations that last.
Well-defined value propositions are a challenge for two reasons. First,
technologies in Smart PSSs facilitate the generation of data related to end-
users (e.g., measurements, content; Valencia et al., 2014). Furthermore, e-
services facilitate the direct communication between companies and end-
users, allowing companies to talk in a more direct and frequent manner to
their clients (Rust & Kannan, 2003). Consequently, through Smart PSSs,
consumers may be confronted with loads of data and information, much of
which may be irrelevant to them. The challenge lies in determining the value
users can derive from such data, and designing the service in a way that it
can effectively support the transition from data to meaningful information.
Consequently, designing Smart PSSs with perdurable value for consumers
may be largely influenced by the thorough understanding of the use
context, such as the end-user, his/her goals towards the system and
expectations.
Any artefact doesnt empower anyone. The empowerment comes
through how someone interprets that. What their goals are related to
the data. #10
Second, the nature and heritage of the company may influence the clear
definition of the value proposition. Some companies have a heritage in the
manufacturing of products, and may explore the possibilities offered by
Smart PSSs starting from technological opportunities (i.e., servitizing; Tan et
al., 2010). Such technology push may cloud the definition of a well-rounded
value proposal, one that is coherent with the needs and goals of the context
for which it is developed.
In the case of some of the projects, I am not entirely convinced of
certain directions, because I dont I dont see an issue being solved.
#9
Maintaining the value proposition relevant over time
Smart PSSs are characterized for being ever-evolving and in constant
growth (Valencia et al., 2014). The design of Smart PSSs is characterized by
the continuous introduction of new content or functionalities via the e-
service. For example, a Smart PSS that sells games may periodically create
new possibilities in specific games to keep users motivated and excited. This
characteristic of Smart PSSs poses opportunities and challenges for the
design process. The opportunity lies in the low risk associated with
VALENCIA, MUGGE, SCHOORMANS, & SCHIFFERSTEIN
2084
maintaining the value proposition relevant through the service. As
companies involved in this study were traditionally manufacturing and start-
ups, they perceived service design as demanding much shorter lead times
than product design. Furthermore, this approach was seen as a means to
test the Smart PSS with consumers, making it possible to react to changes in
the market (e.g., new needs) rapidly.
We release product updates as often as possible and we try to have
about a six-week product cycle or six week release cycle []. We build
it and we test it and make it available [] every six weeks we can say
this is good but let us work on something completely different. #7
However, the challenge relates to having a clear vision, from the outset,
for where the market is heading in the longer term. Having this vision can
help anticipate required characteristics of the smart product (e.g., sensors),
which may be needed to enable certain functionalities or features in the
service.
You just have to kind of create enough degree of freedom [in the
product] to be able to get what you want in the [service]... And here
of course we have no degree of freedom... There is no freedom for the
software to really change, or to do anything with the data. #4
Creating high-quality interactions
A challenge often mentioned by participant was that of creating
meaningful, high-quality interactions, between the end-user and the Smart
PSS. Creating high-quality interactions, as defined by participants, refers to
the importance of understanding the human dimension in the Smart PSS; to
being empathic about the emotions evoked through the Smart PSS and the
overall experience that is created for the end-user. As previously discussed,
Smart PSSs aim to create long-lasting relations with consumers. These
interactions are of a recurrent nature, and may evolve together with the
system (Valencia et al., 2014). Thus, designers face a challenge in translating
end-user needs and wishes into meaningful interactions that create value,
and to maintain these relevant as the system and its user evolve. This can be
achieved, for example, by implementing technology in such a manner that it
results in a simple and intuitive process and by making use of an appropriate
tone and language in the communication towards end-users.
It was challenging, but the reason we have won the market and killed
our competitors is that they didnt understand the fundamental
Challenges in the Design of Smart Product-Service Systems: Experiences from practitioners
2085
emotional aspect [] we really understand the emotional aspect of
what makes it a success. #6
An important side effect of creating high-quality interactions is the
positive effect it can have on trust. The concept of trust and its relevance in
online transactions have been studied before (see e.g. Harris and Goode,
2010). In the case of Smart PSSs, trust can be related to the technology
being used (i.e., a new products functioning), but also to the data that is
being handled through the Smart PSS. As some Smart PSSs may generate
data that is considered sensitive, interactions with the system should
reassure consumers of the proper handling of data by the provider.
Furthermore, trust may be influenced by the correct interpretation of the
needs of consumers, and a challenge may surface in designing interactions
that match the expectations of end-users. As exemplified by one participant:
A lot of parents also said to us, dont take over my intuition, I am the
parent. So there is a delicate, delicate balance there, you know. I
dont want, [a] machine or iPhone to tell me [what] I am, or what I
should do as a parent. Just give me hints. #9
Creating coherence in the Smart PSS
Achieving coherence was acknowledged as an important challenge in the
design of Smart PSSs. Coherence is particularly important because of the
multiple touchpoints that are part of the system (Martinez et al., 2010),
which can influence consumers experience with it (Sangiorgi, 2009;
Shostack, 1982). Coherence was defined as relating to two aspects.
First, visual coherence was defined as the cohesiveness between the
visual representations around the system, such as colours, shapes, images
or written language (e.g., Van Rompay, De Vries, & Van Venrooij, 2010;
Valencia, et al., 2011). Consequently, visual coherence can help consumers
to associate different touchpoints with the Smart PSS.
Second, coherence was perceived to be related to how the system
behaves across different touchpoints (e.g., gestures in the system), and how
end-users interact with it. Despite the changing character of the Smart PSS,
the interaction of the system should remain consistent across touchpoints,
minimizing the time invested by consumers learning how to interact with it.
The reason why [coherence] makes sense is to, on the one hand you
create one experience for the user, but it is also [that] you help the
user to use it more easily, you know. Like he doesnt have to relearn
how to use the service. #3
VALENCIA, MUGGE, SCHOORMANS, & SCHIFFERSTEIN
2086
Stakeholder management
Because the design of Smart PSSs is typically transdisciplinary, multiple
stakeholders are involved, who may have different perspectives on what the
system should deliver, have different problem-solving approaches, or
communicate differently (Dougherty, 1992; Martinez et al., 2010). For
example, while an entrepreneur may have more daring attitudes towards
product development and rely on fast product launches, investors and
development partners may follow more cautious approaches, and aspire
longer development cycles. This is particularly important for (Smart) PSSs
because of the larger number of stakeholders with an interest in or
influence on the system (Issaksson et al., 2009). Consequently, integrating
the demands of stakeholders, getting to agreements on the approaches to
be followed during the development process, and getting commitment from
all parties involved, may be particularly challenging in the design of Smart
PSSs.
It opens up a whole new world, a whole new box of stakeholders that
need to be involved... And a lot of these stakeholders especially these
product developers are not used to being exposed to the
methodologies that we use in for example digital methods. So we
have technological people, business people, engineers, who arent
necessarily aware of the way we designers do things. #10
Furthermore, due to the different degrees of involvement throughout
the development process, the clear communication of the
tasks/involvement among stakeholders may be particularly challenging:
What we learned in this process is that [the problem owner] would
continue with another design company to get the app on the market.
We learned that it was a company called [company name], nobody
knew about them. We never had contact with them at all. #8
Finally, it is relevant to note that differences between stakeholders
regarding the Smart PSS were defined to be desirable at times, as they were
suggested to lead to better solutions. Thus, the challenge lies in managing
the discussions around the Smart PSS, and clashes between stakeholders, so
they do not exceed the limits of what is considered desirable.
We went through many iterations that were not quite right. And the
people that helped create [the] iteration felt like it was right. I was
the one that was pushing back. So [by] picking and having different
Challenges in the Design of Smart Product-Service Systems: Experiences from practitioners
2087
people involved in different stages, but all during the design process
[helped us] came up with this [solution]. #6
Clear communication of design goals
The communication of design goals among stakeholders is challenging
for two reasons. First, the multiple elements making part of the system (i.e.,
products, e-services, other touchpoints) may complicate the visualization of
the Smart PSS and the depiction of connections and relations between its
elements. For example, some Smart PSSs have different use contexts, with
different products and services in each of them. Thus, the information
depicted through the service may vary considerable among contexts,
complicating the visualization of the system as a whole. Because visual
representations aid in the discussions around design goals (Valencia, Person,
& Snelders, 2013), this challenge may hinder the effective communication
among stakeholders in the design process. Second, while designing Smart
PSSs, designers undergo cognitive shifts, jumping from abstract (i.e., system
level) to specific (e.g., product level), while discussing the Smart PSS.
However, these cognitive shifts may be more difficult to attain by some
members of the design team than others. Discussions around the Smart PSS
can be overwhelming, and affect the shared understanding of design goals.
Even in my mind, I had to cut out a whole part of it and cut it out even
to the team; just have the team focus on one little piece. The product
was being developed in the wrong direction. I had to say, forget all
that and focus only on this [] you have to start very simple. #6
Selection of means and tools in the design process
The design of Smart PSSs is considered to be a new domain, where
designers are learning by doing. All of our participants were experienced
designers, however, none of them was particularly trained in the design of
Smart PSSs. This newness poses challenges for designers when selecting
tools and methods to support the design process. Participants expressed
uncertainty about the effectiveness of some tools, and a required change in
mind-set when combining products and services.
Not many people have experience with this. And specially getting kind
of all these disciplines together, figuring it all out, trying to do the
best for [the company], but nobody has really experience, thats a
challenge in itself. #9
VALENCIA, MUGGE, SCHOORMANS, & SCHIFFERSTEIN
2088
The role of designers in the design of Smart PSSs
Our interviews revealed five ways in which designers can positively
contribute to the design of Smart PSSs, which are consistent with previously
discussed roles of designers in the existing literature:
Designers as foreseers of future scenarios
Designers can contribute to maintaining the value proposition relevant
for consumers in the long run. To counter the challenge that Smart PSSs are
continuous and fast changing, designers bring tools to the design process to
help the team to keep an eye on the future. Scenario thinking was
particularly acknowledged as an important tool in the design process
because it helps foresee (changing) end-users preferences and technologies
(Sanders & Stappers, 2008), or the roadmap needed (and actors involved) to
reach a particular result (Morelli, 2009).
And then define in lets say the future, or the co-creation process that
we will continue, if there is a co-creation process with the consumers,
or the community or the local people, to actually determine what kind
of games, or what things they found nicer to do in the interaction. #1
Designers as guardians of experiences
Designers may face challenges in achieving coherence in the design of
Smart PSS. Incoherence can lead to poor experiences for the end-user, and
result in dissatisfaction with the Smart PSS. To counter this challenge,
designers were acknowledged to play an important role in defining and
guarding the experience around the Smart PSS (Valencia et al., 2013).
Designers have been trained to think in a user-centred manner, have been
equipped with tools to understand the context of the end-user, and his/her
needs towards the system. To this end, designers perform a series of
activities traditional of their practices. For example, by prototyping the
product and service, designers can evaluate and discuss the concept first
hand with the end-user and other stakeholders (Blomkvist & Holmlid, 2010),
and have a better understanding of its usability and perceived value.
Furthermore, by using visualization tools, such as customer journeys,
designers can achieve a clearer perspective of the current and desired user
experience, and translate research insights into clear design specifications
for the Smart PSS (Segelstrm & Holmlid, 2009).
Once we designed it only in kind of squares and points, we sit down
with designers and talked about the feeling it should have and trust.
Challenges in the Design of Smart Product-Service Systems: Experiences from practitioners
2089
They would start designing it around it, and those are really
important. #2
Designers as integrators of stakeholders needs
To manage the different views and expectations of stakeholders,
designers were perceived to have the capacity to listen to stakeholders and
integrate their demands (Valencia et al., 2013). Moreover, participants
highlighted the importance of the project champion, someone with an
overall view of the system and a clear understanding of what the project
should deliver. This project champion was associated with the problem
owner (i.e., a design thinker), but also with designers themselves. Having an
overall vision of the project eases the integration of demands, and
contributes to the effective communication among stakeholders.
And what we notice often, that direct communication doesnt work.
People who design the electronics think in a different way than the
consumer does. So, basically we were some kind of translator
between different worlds and different stakeholders, and keeping
constantly all stakes. #5
Furthermore, designers contributed to generating interesting discussions
that lead to important solutions or decisions around the Smart PSS.
Specifically, designers role in asking questions during developing meetings,
bringing forward solutions and listening to stakeholders opinions was
perceived to have a positive impact on the final solution. This contribution
closely relates to the role of designers as facilitators discussed by Sanders
and Stappers (2008), and the role of designers in helping organizations
define the reason, focus and value of implementing innovation in the firm
discussed by De Lille, Roscam Abbing and Kleinsmann (2012).
Designers as problem solvers
Reaching a clear communication of design goals during the design of
Smart PSSs was outlined as an important challenge. In relation to this
challenge, the problem solving capacities of designers were perceived to
have a positive effect on the communication among different stakeholders.
For example, designers are able to cope with abstract information, which
makes them particularly suited for the design of complex systems (Sanders
& Stappers, 2008).
If youre working with a lot of parties, you are working from abstract
to concrete. So if you want to have something in a certain amount of
VALENCIA, MUGGE, SCHOORMANS, & SCHIFFERSTEIN
2090
time, you have to start freezing things on an abstract level, otherwise
you never reach the kind of concrete level that you can actually
produce something. #4
Designers as visualizers of goals
Finally, the visualization skills of designers contributed to visualize
project goals and communicate them to other stakeholders (e.g., Krucken &
Meroni, 2006; De Lille et al., 2012; Valencia et al., 2013). Design tools
typically used both in product and service design, such as storyboards,
drawings, and prototypes, helped to attain a better visualization of the
system. Furthermore, these visualizations contributed to a shared
understanding of the project objectives among team members, for example,
when used to discuss project goals during project meetings (Blomkvist &
Holmlid, 2010).
If you have a product described on paper, people wont really
understand it. With visuals they can create a storyboard and it can be
just going from page to page, and then describing the story to the
people, and they will understand, and [this] makes it come alive. #7
Conclusion
In this study, we set out to research the challenges designers are likely to
face in the design of Smart PSSs. In doing so, we contribute to the existing
PSSs literature by deepening the knowledge related to the process of
integrating products and services. Our focus was on the design of Smart
PSSs because we consider it to be an activity with increasing relevance for
designers. Our study allowed us to attain a deeper understanding of the
distinctive elements surrounding the design Smart PSSs, and to identify
seven challenges and five contributions of designers that can help lessen the
drawbacks likely to be encountered in this particular design context. The
challenges and roles outlined in this paper relate to the design process (e.g.,
stakeholder management), but also to aspects with significant influence on
the definition of the final solution (e.g., visualization of design goals).
Consequently, our findings can help design managers to anticipate on
design challenges, and to take action towards more effective design
processes, leading to a more meaningful outcomes for companies and
consumers (end-users).
We found undeniable similarities between Smart PSS design, traditional
PSS design, and service design. In particular, the involvement of a large set
Challenges in the Design of Smart Product-Service Systems: Experiences from practitioners
2091
of stakeholders seems to be a concurrent aspect between the three product
development contexts. However, there were also important differences
between them that evoke particular challenges in the design process of
Smart PSSs. For example, the numerous options that Smart PSSs offer in
terms of creating content and interactions for end-users can be an
overwhelming factor for designers, with a negative effect on the value
proposition brought to consumers. Furthermore, the continuous nature of
Smart PSSs makes it particularly important to oversee aspects of the
tangible product (e.g., technology) that could influence the implementation
of important service interactions in the future.
Many of the discussed roles/contributions of designers are consistent
with the broadening role of designers discussed in the existing literature
(e.g., Sanders and Stappers, 2008). Particularly, the capacity of designers to
solve problems, and consequently, to simplify complex information, can
have a positive effect on how design goals are understood by stakeholders.
In this regard, the capacity of designers to visualize project goals seems to
be an important channel for effective communication during Smart PSS
development. The user-centred mind-set of designers, and their toolset
(e.g., prototyping, scenario thinking, customer journey maps, context
mapping), can contribute to the creation of Smart PSSs whose value
propositions matches the expectations of end-users. Furthermore, many of
the identified challenges seem to emerge from the service design arena.
Thus, there is much to be learned from service designers, and their
involvement in the design process of Smart PSSs could be key.
Existing product and service design tools are predominantly being used
in the design of Smart PSSs. Designers are adapting these tools to the design
of Smart PSSs, and their use appears to be effective. Interestingly, we did
not find evidence about the use of design tools generally associated with
the design of PSSs. For example, system mapping (MePSS, Worksheet
W21, n.d.) could be an important tool to manage stakeholders and other
important actors in the design of Smart PSSs. Moreover, the design of Smart
PSSs may require the use of specific tools in the design of this type of
offerings. Specifically, the challenges of defining the value proposition,
having a shared understanding of such proposition among stakeholders, and
keeping it in mind as the Smart PSS evolves, seem to be not sufficiently
addressed by the tools being used. Thus, future research needs to explore
these challenges further, and the extent to which current/new design tools
contribute to lessen them.
VALENCIA, MUGGE, SCHOORMANS, & SCHIFFERSTEIN
2092
Other limitations and opportunities for future research come out of this
study. First, our findings are based on the experiences of design consultants,
traditionally manufacturing companies, and providers or Smart PSSs. Our
study did not include traditionally service companies moving into the
manufacture of products, which could bring about different challenges.
Second, our findings are based on the views designers (and design thinkers)
have of their own work, and their contribution to the design process. Thus,
future studies should broaden the scope and include other important actors
in the development network (e.g., technology specialists), which can lead to
the identification of new challenges and/or contributions of designers.
Finally, our findings are a first step in identifying the differences between
product, service, PSS and Smart PSS design. Future studies should deepen
this knowledge, for example, by defining the critical phases in the design of
Smart PSSs, where challenges are more likely to occur. Such research can
lead to the identification (or development) of key design tools that can
effectively support the design Smart PSSs.
Acknowledgements: This research is part of the Creative
Industry Scientific Program (CRISP), which focuses on the
design of product-service systems as a means to stimulate the
continuing growth of the Dutch Design Sector and Creative
Industries. The CRISP program is partially sponsored by the
Dutch Ministry of Education, Culture, and Science.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24September 2014
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Criteria for Customer Activity-Driven PSS
Design
Eok KIM
a b
, Ki-Young NAM
*b
and Kyung-Won CHUNG
b
a
Korea Polytechnic University (KPU);
b
Korea Advanced Institute Science and Technology (KAIST)
A ProductService System (PSS) can be defined as consisting of products and
services so that they are jointly capable of fulfilling specific customer
experience. In the absence of PSS-specific design methods, service design
methods such as service blueprinting are commonly used in the design of PSS.
However, neither do they address the detailed activities of the interaction with
products, nor the expectation around the use of PSS.
This research attempts to identify new criteria for PSS design focused on
customer activity related to the expectation and experience occurring from the
use of PSS. As an empirical research target, a self-checkout system was chosen
for its sufficient level of complexity in user interactive activity. Concrete criteria
of customer activity-driven PSS designs were used to evaluate the duration of
use and breaks that prevents a smooth operation.
The criteria for customer activity-driven PSS design were analysed in viewpoint
of promoting smooth activity stream and minimizing the gap between
expectation and experience related to activity, and signifiers in both product
and service were identified as important gap-fillers. A holistic customer activity
modelling as a significant tool in PSS design is proposed as the analytical
framework of PSS design and the criteria are suggested by customer activity
analysis of attribute, context, and structure of the action that can be
deconstructed into sub-sets.
Keywords: PSS (Product-Service System), Activity Unit Sequence, Expectation
and Experience, Signifier
*
Corresponding author: Ki-Young Nam | e-mail: knam@kaist.ac.kr
KIM, NAM, & CHUNG
2096
Introduction
Manufacturing companies realised the limit of mass production, and are
seeking a converging strategy between product and service to strengthen
economic value and develop interest in service business. In 1999, Goedkoop
proposed Product-Service System (PSS), a name for items converged with
products and services. PSS is generally defined as a highly marketable product
combined with service in order to satisfy customers needs (Goedkoop, 1999,
p.132).
Recently, new attempts started from the simple concept of a combination
of product and service. This is now making a remarkable progress, and the
current trend of PSS is becoming increasingly complex. This is shown not only
by various stakeholder and physical evidence but also by new technology such
as the Internet. In addition, many companies emphasise the design of the
management of the customer experience more by accepting the shift of the
paradigm of PSS, which manages all sort of things including the experiences of
using products and of smooth service from customers viewpoints.
However, traditional service design methods have been adapted to the
design of PSS without an essential understanding of PSS (Morelli, 2003), even
though PSS is becoming more complicated and market conditions are
becoming significantly more competitive. This creates a different set of
criteria for the PSS design from those of conventional approaches to product
or service design. In the absence of PSS-specific design methodology, service
design methods are commonly used in the design of PSS. For example, service
blueprinting, one of the typical methods, has the advantage of helping people
to apprehend the general concept, weaknesses and areas for improvement in
service, many important details are missing (Hara, 2009, p.373).
Geum and Park (2011, p.1604) quoted PSS blueprints as a new, integrated
view of products and service. Kim suggested customer activity modelling for
PSS design in 2011, and he suggested affordance design for PSS and quoted
customers affordance for PSS design in 2012. However, his researches for
affordance design were focused on product, rather than service, and
discussion was mainly about production and function from the view of
engineering design.
Various methods including the ones discussed above are utilised in service
design, but unfortunately there is no method for comprehending fine points
of design about integration between products and service from the point of
view of customers activities and for explaining the details linked among
customers activities.
Criteria for Customer Activity-Driven PSS Design
2097
In this research, it is proposed that activity-driven PSS design criteria can
be used for specified design methods for PSS design based on a viewpoint
focusing on customers activities. This is because Industrial design
specifications of products are mainly decided based on customer activities
such as purchasing, using, feeling, experiencing, and disposal. Also, service
design is designing activity, and so customer activity should be designed
reasonably, effectively, and desirably, which is why all these activities and
specifications are synthetically designed into PSS.
Therefore, the PSS design pivoting on customer activity is the focus of this
study. The research involve customer activity issues such as how customers
use PSS, how they feel about their activity, and what are necessary for
customer activity design.
The customer activity is broken down in more detail, in the view of
industrial design. The criteria for PSS usability that can maximize customers
value, as well as the criteria for activity design factors are proposed. The aims
of this research are as follows:
The research aims to:
- establish relevance of and the current understanding on customer
activity-driven PSS design
- establish the analytical framework for customer activity-driven PSS
design
- determine actual activity sub-sets in using PSS and the expectation-
experience axes surrounding the activities
- propose a set of criteria for customer activity-driven PSS design
To achieve these aims, empirical research is conducted to deduce
customer activity-driven PSS design criteria. Self-checkout systems are
selected as the targeted case study for observation that involve recording
with a camcorder and interviews with customers, to determine how they use
the self-checkout system and their expectations and experiences.
Activity-Driven Approach to PSS Design
In the field of service design, there have been many existing studies on
customer activity, which have been applied as core method in practical
projects. However, they are mostly about service; research on activity for PSS
design is rather rare.
KIM, NAM, & CHUNG
2098
In this study, customer activity and service design methodology are deal
with. Subsequently, the research area is expanded to general activity
approach.
Inadequacy of Service Blueprint and Other Methods for PSS
Design
Service blueprint, which is intended for modelling of service activities, was
first introduced by Shostack in 1982 and is one of the most traditional
methods in the service marketing field. Since it was introduced by Shostack, it
has been continuously developed and has been adopted in various parts of
service design, including line of visibility and line of interaction (Shostack,
1982). Despite the service blueprint leaded total understanding of physical
evidence by service flow and the function of the service provider, it lacks the
factor of the potential importance of activities, time, and customers
expectations and experiences (Zeithaml, 1996).
Figure 1 Typical service blueprint. Source: Brandon Schauer-http://www.flicker.com
Also, in typical service blueprinting, the product is regarded as only
physical evidence and not an intrinsic element of PSS. Many types of physical
evidence are treated at once, as a consequence, when designers try to apply
service blueprints to figuring out the design specifications of physical
evidence, and they find it difficult to understand the specific requirements of
physical evidence. However, beyond the service blueprint, there is no other
method for approaching from expectation and experience with customers
activities (Wild, 2010, p.116), and adjusting other methods is somewhat
Criteria for Customer Activity-Driven PSS Design
2099
inefficient with limited time and resources. As a result, the development of
blueprints specialized for PSS design is necessary. This PSS blueprint seems to
be desirable.
Need for New Activity Approach as a PSS Design Method
Services are actions or performances for and with the customer. From the
customers point of view, services are a sequence of steps with actions and
activity. Many other factors are combined in this process, so services are a
flow of activities or experiences, which are evaluated by the customer
him/herself (Wilson, 2012). Even though there are many articles that insist
that service consists of actions, few articles suggest practicing perspectives in
detail (Wild, 2010, p.119).
Activity theory has been described as a framework for describing activity
and provides a set of perspectives on practice that interlink individual and
social levels (Engestrm, 1987). Vygotsky (1981) developed a powerful idea
visualised as a triangular unit of analysis, the mediated act, to explain human
behaviour in mediated relation to its socio-cultural environment.
Figure 2 Activity theory. Source:Engestrm (1987)
Engestrms expansion added the components of community, division of
labour, and rules to the Vygotsky triangular mediated act in order to: enable
an examination of macro-level of the collective and the community in
preference to a micro-level concentration on the individual actor or agent
operating with tools. This expansion aims to represent the social/collective
elements in an activity system while emphasizing the importance of analysing
their interactions (Daniels, 2004, p.123).
However, Engestrms activity theory, even with the expansion, does not
show a detailed time-based activity stream and mechanism. This implies that
KIM, NAM, & CHUNG
2100
Engestrms activity theory needs to be modified in the direction of practical
application for the purpose of PSS design that goes beyond the expansion of
the collective elements.
Further, Engestrms activity theory was mainly about products one-way
operations, thus mostly ignoring two-way communication, particularly at
service touchpoints. The theory lacks a reflection of the two-way
communication and the relationship between expectation and experience
relevant to interactive activity, although the mutual interaction between PSS
and the customer should be considered (Jung & Nam, 2007, Yang & Nam,
2012).
Moreover, a new customer activity approach is required to search for the
factors that influence the customers activity pattern. Also, the synergy from a
combination of products and services needs to be considered to strengthen
the PSS design by modifying the prior activity theory and blueprints.
Customer Activity System& Sequence
Customer activity is a complex system. While an action consists of simple
customer motion, an activity consists of more complex action patterns (Krse,
2011, p.326). Bobick used another new taxonomy. He suggested movement,
activity, and action reflect an analysis of humans regarding movement as an
elementary factor of action and activity as a sequence of movement (Bobick,
1997, p.1257).
Figure 3 Activity sequence. Source: Krse (2011, p.326)
Criteria for Customer Activity-Driven PSS Design
2101
However, because this research is not focused solely on activity, but rather
covers the relationships between product and service and between
expectation and experience, a taxonomy that is much simpler and leads to an
easier approach from an integral view is needed, in this research. Therefore,
the division of the service unit and service element, which Kim (2011)
suggested, is accepted, and the concept of the activity unit and activity
element is used for the customer activity system. This will be discussed more
in the following section.
While the customers activity sequence and expectations play an
important role, expectations are created on the basis of previous experience,
and newly made experience can lead gradually to other expectations (Polaine,
2013, pp.137-138). Also, in order to find the optimal customer activity
sequence, the method used to select and combine customer activity elements
and units is significantly important. Thus, an investigation of relevance among
activity, expectations, and experience is crucial.
Interrelationship between Expectation-Activity-Experience
Unit and PSS Unit as Integrated assembly of Elements
To support customers actions, service elements, as basic service entities,
grouped with other relevant elements, become a service unit and perform
main functions of PSS (Kim, 2011). A single service unit is able to fulfil
customization through its combination with multiple service elements (Kim,
2012). Product units also can be combined with multiple product elements as
a kind of system in terms of hardware and software and in terms of form,
function, interaction, material, and finishing. Service units and products units
are interrelated with each other and merge into integration units.
Customer activity also can include activity unit systems such as motion,
action, activity, behaviour. Each activity unit is related with expectation and
experience unit, and this expands and makes a kind of Expectation-Activity-
Experience system. This system affects PSS corresponding to service, and
product unit system.
In this research, a new hierarchy regarding the PSS is set up. A product unit
consists of product elements. A service unit consists of service elements.
Simultaneously, a customer activity unit consists of customer activity
elements. As such, a combination system performing expectations and
experience regarding each activity element and matched it to the PSS usage
sequence was organized.
KIM, NAM, & CHUNG
2102
This new model typically categorizes PSS to produce a unit-element
system and service unit-element system. For customer activity, it combines
customer expectations with customer experience.
Figure 4 Interrelationship between Expectation-Activity-Experience Unit and PSS
Experience & Expectation of Customer Activity
Much has been written recently about customer experiences and their
important influences on customer behaviour. Goods and services companies
are both being admonished to create memorable experiences for their
customers (Schmitt, 2003). Services are high in experience and credence
relative to goods; thus, how customers evaluate the actual experience of a
service is critical in their evaluation process (Wilson, 2012).
All of the factors that customers perceive, consider, and feel, are
accumulated in the structure of the experience. That is to say, traces of an
experience continue to remain in consciousness and form a structure of
experience (Wright, 2004, p.63).
Basically, service quality depends on gaps between customers quality
perceptions and expectations in service delivery. This gap model of
Parasuraman (1985) is widely used as a conceptual framework for measuring
service quality delivery. The model evaluates the dimensions, and their
relationships, that determine service quality among customers and suppliers.
The foundation of expectation and experience is the gap model in service
quality measurement, which suggests that the difference between
Criteria for Customer Activity-Driven PSS Design
2103
expectations and actual performance drives the customers perception of
service quality (Parasuraman, 1985). Expectations are beliefs about the level
of service that are delivered by a service provider, and they are assumed to
provide standards of reference against which the delivered service is
compared (Zeithaml. 1993).
Especially, this research focuses on minimizing the gap between
expectation and experience arising from activity, because it is hard to manage
all area of expectation and experience.
Case Study
Target Setup & Method
A self-checkout system is, chosen as an empirical research target, a kind of
PSS combined product and service which provides the customers with the
functions of payment, issuing receipts, and collecting customers information
on and offline. Additional reasons for their use include that a self-checkout
system is a complicated typical example of PSS related to customers
shopping; that it includes complex parts such as the shelf, scanner, display
monitor, card reader, and receipt dispenser; and that self-checkout facilities
provide customers with individual service regarding purchased items and
points, using constructed databases during payments.
Figure 5 Self-checkout System as a kind of PSS
Different methods were used to investigate the activity-driven PSS design
criteria with a case study of the self-checkout system. Firstly, customers
usage system was recorded by video. After observation, the video was
analysed and the use sequences, duration, and causes of mistakes were
identified. Secondly, a questionnaire was formulated based on the collected
KIM, NAM, & CHUNG
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data and was also used in the post-questionnaire qualitative interviews. The
questions were a primarily about gaps in expectation and experience and also
concerns for smoother action. Thirdly, the statistical significances was
examined and established. Finally, the criteria for customer activity modelling
were proposed for integrating expectations and experience for customer
satisfaction.
Analytical Framework
To investigate the self-checkout system, a new analytical-framework-
utilized PSS blueprint is proposed. This framework is based on the activity
unit-element corresponding PSSs service unit-element and product unit-
element. Also, in order to identify what may act of links between expectation
and experience, a field survey is conducted to discover how customers feel
the gap between the expectation and experience units to each activity.
Two viewpoints are set up to promote the overall stream of customer
activity. One is the activity unit sequence axis, and the other is the
expectation-activity-PSS-experience axes. The former is to make the stream of
activity units smooth, and the latter is to link expectation and experience
through interaction and touchpoint of PSS as shown figure 6.
Figure 6 Viewpoints of research based on customer activity modelling
For the activity unit sequence axis, a flow model of a seamless and
smoother experience is applied. And for strengthening the link among activity
units, observations and interviews are conducted. It is to find out how
Criteria for Customer Activity-Driven PSS Design
2105
activities can be connected without trouble and what makes customers not
confused when one function is ended and another function is started.
There are two cases of expectation-activity-PSS-experience axes; one is for
using PSS, and the other is not. This study focuses on the former, as these
cases are more complicated and have more problems to solve. In this case, it
is concentrated upon the points that can lead customers to use a self-
checkout system without any mistakes or troubles, as well as how much time
it takes and when they receive an assistants help.
Analysis
(1) Overall use situation
Self-checkout systems consist of various products for different activities,
so the customer activity sequence was complex with an awkward flow. Some
customers were confused regarding the flow of operations and how to pay
and avoided using it without a helper. Self-checkout system requires the
availability of an assistant although this machine is intended to replace the
role of cashers.
Figure 7 Self-Checkout System Outline (1. Lane light / Store attendant call / 2. Touch
screen monitor / 3. Basket stand / 4. Barcode scanner and weighing scale / 5.
Payment module / 6. ATM PIN pad)
(2) Activity hierarchy of self-checkout
Customer activity on the self-checkout was broken down and linked
expectations and experience relevant to the activity. The activity unit was
related to the primary use step and cannot easily be changed another activity.
KIM, NAM, & CHUNG
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The activity element consists of an action related to activity unit as shown
follow.
Figure 8 Activity System of Self-Checkout
(3) Results of the expectation and experience relevant to the activity
The shadow tracking method was used for 50 customers, and use
procedures were observed. After this, customers were interviewed regarding
problems using the self-checkout system, customer expectations and
experiences, and other concerns.
Figure 9 Expectation & Experience of Self-Checkout
Criteria for Customer Activity-Driven PSS Design
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Customers explained the gap of expectation and experience as follows:
I couldnt trust the self-checkout system to be accurate.
I couldnt use it with a consistent flow of operational activities.
I couldnt use the self-checkout system without a helper.
I couldnt complete the checkout quickly.
I couldnt connect to the online service.
For the questions about expectations in specific actions, inducing correct
actions by form was shown to be the most common issue and recovering
mistakes was the second most common with a slight difference between the
two shown as follow.
Figure 10 Expectations of Activity
For the questions about experiencing action in use, interviewees answered
that they had confused direction and type of action most frequently and that
they also felt there were too many steps and the action was too complex.
KIM, NAM, & CHUNG
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Figure 11 Experiences of Activity
(4) Problems of the Use Process
For the question of what the most difficult action in the whole process was,
searching items were shown in offline shopping and signing up for membership
and changing self-profiles in online shopping were difficult. However, in self-
checkout, the difficulties were found in more actions, including packing items,
finding barcodes, putting items down, picking items up for scanning, and
understanding the screen menu on the display.
Figure 12 Difficulties of Activity
Criteria for Customer Activity-Driven PSS Design
2109
This implies that difficulty of activities should be reflected on PSS design.
Because difficulty of activities influence errors, failures, time of operation and
physical specification of PSS design. Therefore, the sequence of activity should
be tuned according to importance, effectiveness or difficulty of activities.
(5) Analysis of Time-Based Activity
As a result of observation and interview, customers hope that action itself
is usable and simple, steps are short, and the form induces correct use. Also,
customers felts that stress regarding when they should change elements of
their actions, such as action type or action direction, tended to confuse them
regarding the next action when the function had ended.
These are all related to the time of the activity processing, so customers
were observed in terms of time, including when they took a long time and
when they stopped. However, repetitive actions should be checked to
evaluate the length of time of the activity performance. For example, scanning
was not difficult although the time spent scanning was long.
Paying consists of various actions relevant to cards, point cards, cash,
coupons, and receipts. The process of paying was too complex, action types
varied, and the layout was irregular. The simple activity sequence had
important effects on the time of activity processing. The shorter the activity
sequence was, the more customers liked it.
KIM, NAM, & CHUNG
2110
Figure 13 Timelines of customers Procedure
The paying activity time of customer 2 was longer than those of other
customers. Customer 2 had problems using coupons and the membership
card. Customer 7 spent more time paying and operating the display. They
were novices.
Customer 11 had problems paying because of card recognition difficulties.
Customer 5 had problems of misrecognition of the item and needed assistant.
Customer 8 made a mistake in the scanning activity and so needed the
assistants help in processing. Paying and scanning were recognized as
primary activities using the self-checkout system, which implied that different
activities had different levels of importance.
Criteria for Customer Activity-Driven PSS Design
2111
Discussion
Signifier as a Link between Expectation and Experience
As a result of the observation and interview, the gap between
expectations and experiences is identified. Generally, the experience level was
lower than that of the expectation. The customers expected that they could
use the self-checkout system with a consistent flow and without help from
someone and that the machine would be accurate. However, it was found
that this was not the case.
In general, the customers did not have the expectation for the machine to
have an intuitively easy-to-use form, but they were able to use the self-
checkout system without major problems. They did not, however, grasp the
specific directions of the required actions. Divergent activity types, too many
steps, and complex actions confused the customers as to what action they
needed to go onto the subsequent steps. Also, various difficulties in the
activities were identified. While it is not reasonable that all activities are
designed with the same level of consideration, the gaps between expectation
and experience need to be filled.
In PSS design, affordance to induce a desirable activity is an essential
factor to minimize the gap between expectation and the experience of activity
(Kim, 2011). However, the signifiers replace affordances because they are
broader and richer. The perceivable part of an affordance is a signifier, and if
it is deliberately placed by a designer, it is a signifier (Norman, 2008, pp.18-
19). Therefore, the signifiers can be used as a design device that naturally
induces customer activity. A product signifier can enable customers to
understand and express their experiences through product interaction on a
case-by-case basis (Norman, 2008; Kim, 2011).
The interest in signifiers for products has been growing and studied by
many scholars. However, studies on service signifiers are rarely found. Service
signifiers are, for example, gestures and body language, and occur in PSS
design between service providers and service receivers. As actions contain
signification, they can realize communication and message delivery. In
addition, with measurements of the meaning of action, the states of
customers minds were caught indirectly. Because of the difficulty of
measuring the changes in sense and emotion, service signifiers, by which it is
possible to predict the shape and states of customer activities, can be very
useful.
The signifier could be divided into product signifier and service signifier in
the case of PSS, and further discussion is needed for the service signifier. The
KIM, NAM, & CHUNG
2112
signifier feature for the service signifier is provided by context. Therefore, it is
necessary to figure out how to adjust the context in the service touchpoint
and to set up a detailed relationship. The effect of the service signifier has
synergy when it is established with a product signifier. Thus, it is also
necessary to consider how to strengthen the service signifier visually in the
service signifier context, and, at the same time, how to converge it with the
product signifier feature.
Proposing activity unit sequence axis and expectation-activity-
PSS-experience axes and as a criteria
In this research, the relationship between elements should be focused on
through the breakdown of the hierarchy based on the customer activity of
self-checkout. Criteria of customer activity-driven PSS design were analysed in
terms of activity unit sequence axis and expectation-activity-PSS-experience
axes in the hierarchy, as mentioned previously in Figure 6.
(1) In viewpoint of the expectation-activity-PSS-experience axes
In this viewpoint, the relationship between PSS and the customer should
be managed with a focus on minimizing the gap of expectation and the
experience of activity. There are two categories of relationships in PSS design.
One is the product-oriented signifier, and the other is the service-oriented
signifier.
The product signifier is mainly related to from of self-checkout system, and
the service signifier is connected to the activity using function of self-checkout
system or the help of an assistant. In the first, the product signifiers were
investigated, as were how customers think about product signifier, and what
the inducement was to use self-checkout system.
Some opinions about form signifier are as follows:
Criteria for Customer Activity-Driven PSS Design
2113
Figure 14 Critical factors of operating not to be halted in terms of form
Service signifiers could be identified by the factors of confusion with the
use of the self-checkout system; how to prevent these errors or failures; and
factors for promoting the activity with the appeals of fun, value, increased
self-esteem, etc. Primary factors of interrupting the smooth stream of activity
are shown as follow in viewpoint of function.
Figure 15 Critical factors of operation not to be halted in terms of function
And customers like to complete service with expected and simple
activities. In the case of the self-checkout, customers felt that action should
not be complex, action step should be short, and each action should be usable
as follow in viewpoint of the expectation-activity-PSS-experience axes.
KIM, NAM, & CHUNG
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Figure 16 Critical factors of operating not to be halted in terms of action
(2) In viewpoint of activity unit sequence axis
At this point, customer activity can be tuned through manipulation of the
activity unit sequence: for example, the integrating, dividing, switching
activities, and bridging activities with linker, etc.
The activity unit sequence consists of actions. While action in PSS design
has been discussed as the interaction or touchpoint until now, the linkage of
activity units has not been issued enough. The activity unit corresponds with
the product unit and the service unit of PSS; the linkage is about the activity
consistency or balance when the functions are overlapped.
Then consistency or relation of action type, action direction, and action
range can be considered. Better-organised activity sequences can be built,
because if these properties are changed in different levels, it can cause
customers confusion.
For example, after the scanning function of the self-checkout system, the
customer would stop for the next payment activity due to different directions
and types of action. Also, the direction of the operating display was different
to that of the scanning activity.
The activity unit sequence can be used as a new approach to develop PSS
design. Integrating activities and relevant functions are one of the possibilities
of a new approach to PSS. For example, customers tend to think that the most
difficult activities are scanning items, packing items, searching for items, and
these activities could possibly be integrated through smart shopping carts. A
smart cart is connected to a network system, providing information on how to
search, and pre-scanning item into the cart. This integrates the scanning
activity and shopping activity. The new, integrated activity is a helpful for PSS
design concept and creates a better stream of customer activities.
The Criteria for Activity-Driven PSS Design
The criteria for customer activity-driven PSS design were established in
view of the smoothness of the activity stream and of minimizing the gap
between expectation and experience. Well organized activity stream enables
the customer to use PSS comfortably.
Consistent or inconsistent stream of activity needs to be regarded as a
strategy. It is a matter of choice as to which strategy is better for customers
expectations and experiences. Therefore, an appropriate strategy should be
considered in a different context. Also, the customers activities can be
designed differently according to their difficulty, frequency and preference.
Criteria for Customer Activity-Driven PSS Design
2115
To summarise, the criteria are proposed that activities can be
deconstructed into unit and element and analysed by identifying their
attributes and weighting. To do so requires setting up the context and
structure of activity and then creating within the viewpoints of Expectation-
Activity-PSS-Experience Axes and Activity-Unit-Sequence Axis.
Figure 17 Criteria for customer activity-driven PSS design
(1) Identifying Activity Unit and Element
The activity unit consists of activity elements and can be distinguished
from the concept of activity element. In the case of self-checkout, activity that
is not changed but maintained regardless of the customers characteristics is
set up as the activity unit (Figure 8). Factors related with the activity and
detailed actions are set up as the activity element such as motion and
meaning of action.
(2) Identifying Activity Attribute
Figure 11 shows that the activity attributes are various and affect next
customer activity. As a result of observations and interviews about self-
checkout, weve found that customers have been confused with too many
action steps and too complicated actions. They have been especially affected
by the factors of activity direction and types.
KIM, NAM, & CHUNG
2116
(3) Identifying Activity Weight
Discussed in Figure 12, difficulties of activities are different. And so,
influence and weight of activity units should be considered and applied in the
whole activity modelling system because the sequence or structure differs
depending on the weight of difficulty, time, and importance.
(4)Setting up Activity Context
Context is divided into internal and external contexts by considering the
Kims taxonomy (Kim, 2012); goal context for action, relevant structure,
physical context, social context and actors psychological context.
(5) Setting up Activity Structure
Hierarchy is set up by grouping factors of the activity unit and sub-factors
of the activity element. Also, activity structure is set up by the weight and
relation of major factors such as actor, event, environment, subject, object,
tools, instruments, artefacts, and division of labour. Subsections can be
diverse, but in this study, Engestrms six factors of activity and Kims seven
factors of activity are synthesized and applied.
(6)Creating Signifiers in Terms of Expectation-Activity-PSS-Experience Axes
The centrepiece of this study is to minimize the gap between expectation
and experience related with PSS activity in the expectation-activity-PSS-
experience axes. There are several ways to minimize the gap, but this study
proposes signifiers. Many customers felt the needs of signifiers in order to use
easily (Figure 14, 15, 16), thus in this research, the signifier is subdivided into
two and used as critical criteria to close the gap between expectation and
experience about activity.
One is the signifier-presenting products meaning. Another is the signifier -
presenting services meaning, or the action meaning. Regarding the criteria to
force the consistency of the two signifiers, the picture is deduced as shown
below.
Criteria for Customer Activity-Driven PSS Design
2117
Figure18 Signifier types for minimizing gap between expectation and Experience
(7) Tuning Customer Activity Stream In terms of Activity Unit Sequence
Axis
On the other hand, this research focused on modification and
improvement of the customer activity stream by using the activity unit
sequence axis. The activity units are connected, linked within one stream, and
become a service experience. This means that the activity stream is chosen by
the customer in all of the activities developed with correlations with PSS.
The activity stream involves using integrating, dividing, switching, bridging
of the activity units and adjusting the link between activities in order to create
a smooth stream. For this, it is important thing whether the activity stream
should be consistent or inconsistent (Figure 13).
However, the number of connections is not equal to the time spent,
because even though the reduction of the connection step is helpful for
effective progress of the activity, fewer steps do not necessarily take less
time.
Conclusion
Designing service is designing action (Wild, 2010, p.127). However,
designing PSS is designing a blend of product and service. The product in PSS
design should not be treated as subsidiary physical evidence of service design
but rather as a key connected by intelligent networking and interacted with
continuously. Therefore, it is obvious that the PSS design is mainly made up of
customers activity though it becomes more and more complex and difficult to
draw clear demarcations among factors.
KIM, NAM, & CHUNG
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In this study, to overcome the limit of the service blueprint, which is
typical in the service design field, the criteria of customer activity-driven PSS
design is proposed.
The major findings of the research include:
Firstly, background and features of customer activity-driven PSS design are
examined in the dimension of the customer activity system and sequence.
Concepts of the activity unit and activity element are established. Then,
connections between activity units as activity sequences are examined.
Secondly, linking expectation and experience in the sequence of customer
activity unit is the most distinctive viewpoint. With this concept, to minimize
the gap between expectation and experience of the activity, both activity unit
sequence axis and expectation-activity-PSS-experience axes are proposed.
Thirdly, the product signifier and service signifier are suggested in terms of
expectation-activity-PSS-experience axes. Signifiers aim to minimize the gap
between expectation and experience, and consistent linkage between activity
units is proposed for a better activity stream in terms of activity unit sequence
axis.
Fourthly, in order to explain customer activity-driven PSS design
systematically, a self-checkout system is chose as an empirical research study.
Detailed particulars of criteria are deduced for the intensions regarding the
activity system through shadow tracking, and criteria for customer activity
modelling is suggested as an analytical framework.
Lastly, concept of customer activity-driven PSS design was reinforced
through interviews of 50 customers. Due to the result of the interview, criteria
can be strengthened for solving the problem of service, advising
improvement, finding service chances, and so on.
Limitation and Further Study
In the study, observation and interview of 50 users is accompanied.
Therefore, it is difficult to get statistical evidence. To be more reliable, more
case studies with much more users are needed. However, it can be
meaningful to find out the possibility of quality approach of customer activity-
driven PSS design such as observation and interview in order to deduce the
criteria of customer activity modelling.
Criteria for Customer Activity-Driven PSS Design
2119
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
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Visualising Product-Service System Business
Models
Fabrizio CESCHIN
*a
, Barbara RESTA
b
, Carlo VEZZOLI
c
and Paolo
GAIARDELLI
b
a
Brunel University, School of Engineering and Design;
b
Universit degli Studi di
Bergamo, Department of Engineering, CELS Research Group on Industrial
Engineering, Logistics and Service Operations;
c
Politecnico di Milano, Design
Department, Design and Innovation for Sustainability research group
The paper addresses the issue of how to visualise innovative business models
at various stages of the design and development process. The focus is on a
particular type of business model, defined Product-Service Systems (PSSs),
characterised by an integrated product-service offering, but can be
generalised to other business model innovations. The paper presents a
visualisation system based on a formalised business model ontology and a set
of visualisation tools, and discusses how it can be used to enhance internal
and external communication and improve dialogue and co-design activities
inside the company and with external stakeholders.
Keywords: Product-Service System (PSS); Business model; Ontology;
Visualization tools; Visualisation system.
*
Corresponding author: Fabrizio Ceschin | e-mail: fabrizio.ceschin@brunel.ac.uk
CESCHIN, RESTA, VEZZOLI & GAIARDELLI
2122
Introduction
The current situation that manufacturing firms are facing is characterised
by a fierce global competition, as well as by the saturation and
commoditisation of their core product markets (Gebauer, 2008;
Matthyssens and Vandenbempt, 2008; Vandermerwe and Rada, 1988), with
consequent negative effects on product sales and margins (Wise and
Baumgartner, 1999). In addition, customer needs are becoming more
complex and comprehensive (Mathieu, 2001), often based on what a
product does for the user, not on the product itself (Mont, 2002; Sawhney
et al., 2004; Stahel, 1997). The combination of these factors has pushed
companies to move beyond manufacturing towards the service domain, and
the old dichotomy between product and service has been replaced by a
product-service continuum. This phenomenon, usually termed as
servitization of manufacturing, represents the evolution of companies
business models from a pure-product orientation towards integrated
Product-Service Systems (PSSs), based on the provision of integrated
bundles consisting of both physical goods and services.
There are several benefits associated to PSS business models. First of all,
services increase the generation of sustainable revenues from the installed
base of products over their life cycle (Cohen et al., 2006; Potts, 1998; Slack,
2005), and are to some extent counter-cyclical to sales of products (Davies,
2003). They tend to be less sensitive to price-based competition (Malleret,
2006), and thus reducing the volatility of cash flow (Brax, 2005; Malleret,
2006). Moreover, services can be an important source of competitive
advantages and a way to differentiate products (Gebauer and Friedli, 2005),
supporting companies in building up barriers to entry, and making market
penetration by potential new competitors more difficult. It is especially true
for mature industries, where market expansion and technological innovation
are relatively slow (Oliva and Kallenberg, 2003) and are characterised by a
high installed-base-to-new-unit ratio (Wise and Baumgartner, 1999).
Secondly, services can be an argument for selling more products (Gebauer
and Fleisch, 2007), increasing first-time and repeat sales, and thus gaining
market share. Moreover, services are a mean to tailor the offering and
enhance customer loyalty (Correa et al., 2007). Finally, potential
environmental benefits of decoupling ownership of assets and use through
the introduction of product-service combinations are mentioned in
literature (Mont, 2002; UNEP, 2002; Vezzoli, 2007).
In real life, there are several successful stories of traditional
manufacturing companies that innovated their business model and became
Visualising Product-Service System Business Models
2123
product-service providers, as Xerox, IBM (Gerstner, 2002), Alstom (Owen,
1997), ICI-Nobel Explosives Company (Schmenner, 2009) and Rolls-Royce
(The Economist, 2009) only to mention some famous examples.
However, besides these benefits, the actual implementation of PSS
involves several challenges (Martinez et al., 2010; Ceschin, 2013). It is not
enough just to innovate what a business offers to its customers by
introducing new services and solutions, but further changes in all areas of a
companys business model are required, in an organic, structured and
coherent fashion (Kindstrm, 2010). Modifications are needed not only
internally, but also externally, downstream towards customers, and
upstream towards suppliers and partners. Consequently, different
stakeholders and business units may be involved when products and
services are combined through the establishment of interdisciplinary and
cross-functional processes. The involvement of several internal and external
actors creates the need for an effective system of communication (Lusch,
2007) able to address all the elements constituting a PSS business model. As
argued by Morelli (2009), communication channels between the actors that
are actually producing the service usually utilise highly codified and
specialised languages that work very well among experts, but not among
local actors and final users. New tools and models are needed to
communicate new PSSs to a larger audience of actors: likewise engineers
and technicians in the production departments, all the other stakeholders in
the value chain, including customers, must understand their role in the PSS
and be able to contribute in the design and development process.
Despite the importance assumed by the implementation of a suitable
system of communication to facilitate strategic conversations among the
actors and to efficiently and effectively design, develop, operationalize and
manage a PSS business model, a few studies address this topic.
This study makes a first attempt at building a communication system for
PSS business model innovation based on a PSS business model ontology and
a set of visualisation tools. In particular, the main research question is
specified as follows: How can innovative PSS business models be effectively
visualised to support communication inside and outside the company in
design and development activities?
This paper is structured as follows. First, we review the extant literature
related to ontologies and their use in the business model domain, with a
particular emphasis on the PSS business model ontology. Then, we
introduce the methodology used for shading light on the research question.
In the sections that follow we describe and discuss the development of a
CESCHIN, RESTA, VEZZOLI & GAIARDELLI
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visualisation system for PSS business models and we show its application to
a real case company, highlighting the benefits that derive from its use.
Finally, we conclude the proposed visualisation system for PSS business
model with its limitations and suggestions for future research.
Ontologies for visualising innovative PSS business
models
Having an effective system of visualisation in place facilitates an ongoing
evolution in the development of the services business and ensures that all
participating functions within the organisation are engaged and have more
visibility of each other contribution and impact on the business. In
particular, the elaboration of a visualisation system is considered vital to
support a well-articulated system of actors and the creation and the
development of stakeholder networks (Krucken and Meroni, 2006). It aims
to: (a) explore the interest of potential partners in a solution idea, by
presenting the idea and its possible benefits; (b) make new partners
converge upon an idea, defining, for each actor, tasks, responsibilities and
benefits; (c) verify the interest of potential users; and (d) promote the final
solution .
In such a context, the use of ontologies helps managers easily
communicate and share their understanding of a business model among
other stakeholders (Fensel et al., 2001), promoting information exchange
and knowledge sharing, thus facilitating discussions, changes and innovation
(Petrovic et al., 2001). Generally speaking, an ontology can be defined as a
formal, explicit specification of a shared conceptualisation (Gruber, 1993). In
the business model domain, a Business Model Ontology (BMO) can be
defined as a conceptualization and formalization of the essential
components of a business model into elements, relationships, vocabulary
and semantics (Osterwalder, 2004). In particular, Osterwalders BMO, also
called Business Model Canvas (Osterwalder and Pigneur, 2010), was built
through the comparison and the synthesis of the models mentioned most
often in literature. The result is an ontology composed by nine building
blocks (Osterwalder and Pigneur, 2010): i) Value Propositions; ii) Customer
Relationships; iii) Channels; iv) Customer Segments; v) Key Activities; vi) Key
Resources; vii) Key Partners; viii) Cost Structure; and ix) Revenue Streams.
The application of the Business Model Canvas to the PSS field is
discussed by Gaiardelli and Resta (2010) and further refined by Resta (2012).
Visualising Product-Service System Business Models
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More specifically, the authors developed a PSS Business Model Ontology
(PSS BMO), made up of five constructs (Figure 1):
- Value proposition concerns the bundle of products and services
offered, representing the substantial value to the customer for
which he/she is willing to pay.
- Infrastructure and Network defines how the value proposition can
be produced in order to create value. In particular, it is related to
the definition of organizational structure, resources, competences
and the value network of a company.
- Relationship capital encompasses issues related to customer
relationship, describing who are the target customers, how to
deliver them products and services (distribution channel), and how
to build a strong relationship with them.
- Sustainable aspects (economic, environmental and social value
proposition) are related to the three pillars of sustainability:
economy, society and environment (Elkington, 1997).
Figure 1 PSS BMO.
Even if the use of a business model ontology can support the
communication and understanding of a business model, it must be stressed
out that it works only at a general and abstract level. It helps to understand
the constructs of a PSS business model and their interrelations, but it does
not provide details on each of its construct. It is very useful in understanding
and communicating the big picture of the business model, but not in
communicating its specific details.
CESCHIN, RESTA, VEZZOLI & GAIARDELLI
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For this reason it seems promising to look at the PSS BMO in
combination with existing PSS visualisation tools. In the last decade, several
tools have been developed to help to communicate PSS business models
(for an extensive overview see Verkuijl et al., 2006). However, there is not a
single visualisation tool capable to communicate all the aspects of a PSS
business model. A set of different visualisation tools is required to
comprehensively communicate PSSs.
Our assumption is that the combination of the PSS BMO with PSS
visualisation tools can foster the communication potential of the PSS BMO
itself. On the other hand the PSS BMO can provide a structure to coherently
organise the existing PSS visualisation tools. In other words, the hypothesis
of the paper is that integration of the PSS BMO with visualisation tools can
give shape to an effective communication toolbox.
Research methodology
The research methodology applied in this paper is based on the
"analytical conceptual research" approach (Merdith, 1998; Wacker, 1998)
for theory building (Handfield and Melnyk, 1998). This research
methodology comprises new insights through logically developing
relationships between carefully defined concepts into an internally
consistent theory. Basically, it involves integrating research, often from a
diverse background of literatures, and suggestions relationships between
variables based on these existing findings. Analytical conceptual research
methodology has been utilised in a number of recent publications in the PSS
field (e.g. Abramovici et al., 2011; Aurich et al., 2006; Durugbo et al., 2012;
Le et al., 2007; Ming and Liyue, 2011; Morelli, 2006).
In this paper, a literature review on visualization tools for PSSs was
conducted to identify to what extent existing tools commonly used in other
disciplines, as design and engineering, could be applied to a business model
innovation process, with particular reference to its communications among
the involved actors. Then, explicit conceptual links and interrelations are
drawn between PSS business model ontology constructs and the
visualisation tools.
Finally, a case study example is used to reflect on the application of the
developed conceptualization. In particular, the visualisation system was
applied in a research project commissioned by KONE Corporation to
Politecnico di Milano (in particular to the Design and Innovation for
Sustainability -DIS- research group, Design Department). The aim of the
Visualising Product-Service System Business Models
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project was to develop a set of PSS business model innovations capable of
providing economic, competitive and environmental benefits. The project
lasted 14 months and was coordinated by Politecnico di Milano. The project
was structured in three main phases (see also section 5.2): Strategic
analysis, to collect and analyse all the relevant information necessary for the
project; Exploring opportunities, to generate a catalogue of promising
business model ideas; and PSS development, to select and develop in detail
the most promising ideas. KONE was involved in all the stages of the
process: in the Strategic analysis it provided to DIS all the requested
information; in the Exploring opportunities it participated in a workshop to
identify the most promising ideas to be developed; in the PSS development
it was involved in a workshop to select the business model propositions to
be developed in detail. Several company departments were involved in the
project. The R&D was the department who played the most important role,
working back to back with DIS in all the project stages. In addition, staff from
the management, service innovation department, and maintenance was
involved in the Exploring opportunities and PSS development phases: in
particular they played a crucial role in the workshop, providing comments
and criticism on the ideas presented by DIS, generating new ideas and
selecting the most promising ones.
Visualization tools for PSSs
As argued in the Introduction, PSS innovations are complex business
models, made up of an integrated combination of products and services.
Because of this complexity, an articulated system of stakeholders is usually
required to deliver such solutions. Thus, an effective communication
between these socio-economic actors is crucial in order to support and
facilitate the design and development of PSS business models.
Many visualisation tools have been developed in the last decades to
address this issue. A first important contribution came from the HiCS
research project (Highly Customerised Solutions, 2001-2001, EU funded
under the 5
th
Framework Programme). In particular the project led to the
development of a set of visualisation tools to facilitate networks of partners
to be born, grow up and converge on shared visions. More specifically, the
tools developed are (Jgou et al., 2004):
- Stakeholder system map: it visualises the socio-economic
stakeholders involved in producing and delivering the PSS offer,
and their interactions/relations in terms of: a) material/product
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flows; b) information flows; and c) financial flows (Figure 2). A
similar tool aimed at visualising which stakeholders are involved in
the value creation and how they interact is the Interaction map
(Morelli, 2006).
- Stakeholder motivation matrix: it is used to describe the
motivations and benefits that each stakeholder has in being
involved in the PSS (Figure 3). The tool investigates the PSS
business model from the point of view of each stakeholder (what
are the benefits derived from being part of the PSS? What are the
benefits brought to the other partners? What are the conflicts or
synergies with the other stakeholders?).
- PSS solution elements: it is used to describe the material and non-
material elements (e.g. products, services, communication etc.)
required to deliver the PSS offer (Figure 4). Moreover, it also
visualises who (among the project partners) is responsible for
designing/providing these elements.
Important contributions came also from another EU funded research
project called MEPSS (MEthodology for Product Service System
development, 2002-2005, EU funded under the 5
th
Framework Programme).
In particular, the project led to develop visualisation tools to communicate
the PSS offer (the set of products and services offered to customers), and
the PSS process (the sequence of the interactions, between providers and
users, necessary to deliver the PSS offer). These tools are (van Halen et al.,
2005):
- AD Poster: initially developed by Jgou within the SusHouse
project (Strategies towards the Sustainable Household, 1998-2000,
funded by EU under the 4
th
Framework Programme), it is a
simulation of a future promotional advertising of the PSS. It usually
consists of an image, a title and a slogan (Figure 5), and it aims at
communicating very quickly the core offer delivered to customers.
- Offering diagram: it shows, through a combination of visual and
textual elements, and in a concise form, what the PSS offers to
customers (Figure 6). Compared to the AD poster, it is more
detailed, highlighting the main services delivered to customers.
- Interaction table: it is related to how the PSS offer is delivered to
the customers (Figure 7). It chronologically visualises the sequence
of interactions occurring at front-desk level (interactions between
the customer and the offer system) and back-stage level
Visualising Product-Service System Business Models
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(interactions between the stakeholders involved in producing and
delivering the PSS). It derives from the Service blueprint (Shostack,
1982; 1984), but compared to this, it is more visual (i.e. it uses
images to visualise the interaction between the PSS providers,
other stakeholders and the customer).
The visualisation of the PSS process (chronologic sequence of the
interactions required to deliver the PSS offer) has recently been explored by
several researchers, with the aim of improving the Service blueprint
(considered not suitable for visualising the whole PSS process). The most
important contributions in this area are: the Modified service blueprint (Lee
and Kim, 2010), Product-service blueprint (Geum and Park, 2011), and the
PSS board (Lim et al. 2012).
Researchers have also focussed on how to communicate the
sustainability aspects of the PSS solution. In this respect, Vezzoli, Ceschin
and Orbetegli developed the Sustainability diagram (Ceschin and Vezzoli,
2007; Vezzoli and Ceschin, 2009), which is aimed at succinctly describe and
visualise how the PSS achieves certain sustainability aims (Figure 8). It
basically consists of a summary of an interaction table and notes describing
the sustainability benefits.
In summary, PSS visualisation tools can be grouped in relation to their
aims. In fact they focus on different aspects of the PSS business model
(Table 1):
- Tools to visualise WHAT is offered to the customers: AD Poster,
Offering diagram.
- Tools to visualise WHO are the stakeholders involved in the design,
production and delivery of the PSS offer: Stakeholder system map,
Interaction map, Stakeholder motivation matrix.
- Tools to visualise HOW the PSS solution works: Interaction table,
Modified service blueprint, Product-service blueprint, PSS board.
- Tools to visualise WHY the PSS should be implemented (i.e.
economic, environmental and socio-ethical benefits):
Sustainability diagram.
CESCHIN, RESTA, VEZZOLI & GAIARDELLI
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Table 1 Visualisation tools classification.
Focus Tool Description
WHAT is offered to
the customers
AD Poster It is a simulation of a future
promotional advertising of the
PSS
Offering diagram It shows what the PSS offers to
customers
WHO are the
stakeholders
involved
Stakeholder system map It visualises the socio-
economic stakeholders
involved in producing and
delivering the PSS offer, and
their interrelations
Interaction map
Stakeholder motivation
matrix
It describe the motivations and
benefits that each stakeholder
has in being involved in the PSS
HOW the PSS
solution works
Interaction table It chronologically visualises the
sequence of interactions
occurring at front-desk and
back-stage levels
Modified service blueprint
Product-service blueprint
PSS board
PSS solution elements It is used to describe the
material and non-material
elements required to deliver
the PSS offer, and who is
responsible for
designing/providing these
elements
WHY the PSS
should be
implemented
Sustainability diagram It succinctly describes and
visualises how the PSS achieves
certain sustainability aims
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Figure 2 Stakeholder system map.
Figure 3 Stakeholder motivation matrix. It is a double entry table visualising, for
each actor: the motivations for being part of the system; the contribution
that is given to the partnership and in general, and to the other single
actors; the potentials synergies o conflicts between the actors.
CESCHIN, RESTA, VEZZOLI & GAIARDELLI
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Figure 4 PSS elements. On the horizontal axis, the material (products, equipment,
etc.) and immaterial (information, services, labour performance) elements
necessary to implement the PSS are visualised. These elements are usually
represented by pictograms. The vertical axis visualises the actors involved
in the PSS. Crossing the elements with the actors it is possible to
understand the contribution that each single actor gives in the design,
production and or delivery of such elements. The cross means design,
while the square means produce/deliver.
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Figure 5 AD Poster. It is a simulation of a future promotional advertising of the PSS.
It usually consists of an image and a slogan.
Figure 6 Offering diagram.
CESCHIN, RESTA, VEZZOLI & GAIARDELLI
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Figure 7 Interaction table.
Figure 8 Sustainability diagram.
A visualisation system for PSS business model
innovation
As illustrated in the previous section, several visualisation tools are
required to visualise all the aspects of a PSS business model. However, it
might not be easy to understand how the different tools are interrelated,
Visualising Product-Service System Business Models
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and which tools are the most effective ones in relation to specific
communication needs. The PSS BMO can provide a framework to organise
the visualisation tools, understand how they relate one another, and
facilitate its selection in relation to specific communication requirements.
More specifically each PSS BMO construct can be coupled with one or
more visualisation tools (Figure 9 and Table 2):
- The Value proposition is about the package of products and
services offered to the customer, and thus it can be linked with the
AD Poster and the Offering Diagram.
- The Infrastructure and Network concerns the value chain and how
the PSS offer is produced and delivered. Therefore, this construct
can be linked to the Stakeholder system map
71
(because it shows
the actors involved in the value chain), the Stakeholder motivation
matrix (because it describes the reasons for each actor to be part
of the system), the PSS elements (because it visualise the roles of
each actor in designing, producing and delivering the PSS), and the
Interaction table (because it shows what stakeholders have to do
in order to deliver the PSS offer).
- The Relationship capital concerns how the PSS offer is delivered to
the customer. Thus it can be linked to the Interaction table
72
.
- The Sustainable aspect can be visualised by the Sustainability
diagram tool.
71
The Interaction map tool can also be used. However, we opted for the Stakeholder system
map because it is a more diffused tool.
72
The Modified service blueprint, the Product-service blueprint and the PSS board tools might
also be used in combination with the Interaction table. Again, we opted for the Interaction
table because it is the most the most flexible tool: it can be used with different levels of details
along the whole PSS development process.
CESCHIN, RESTA, VEZZOLI & GAIARDELLI
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Table 2 Interrelation between the PSS business model ontology and the
visualisation tools.
PSS BMO construct Description PSS visualisation tool
Value Proposition Bundle of products and
services offered
AD Poster
Offering diagram
Infrastructure and
Network
How the value proposition is
produced
Stakeholder system map
Stakeholder motivation
matrix
PSS elements
Interaction table
Relationship capital How the value proposition is
delivered to the customer
Interaction table
Sustainable aspects Three pillars of sustainability Sustainability diagram
Figure 9 Interrelation between the PSS business model ontology and the
visualisation tools.
The case example: Kone Corporation
This section presents the application of the communication system
described in this paper in a research project commissioned by KONE
Visualising Product-Service System Business Models
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Corporation
73
to Politecnico di Milano (in particular to the Design and
Innovation for Sustainability research group - DIS, Design Department). The
aim of the project was to develop a set of PSS business model innovations
capable of providing economic, competitive and environmental benefits.
The following text describes the process that led to the development of the
business model innovations and in particular the role played by the
communication system.
74
Figure 10 shows the development process and the
visualisation tools used during the project.
In the first phase of the project, namely Strategic analysis, the aim was
to collect and elaborate background information necessary for the
development of PSS business models: understanding the main
characteristics of KONE (current business models and value propositions;
core competences and main strengths and weaknesses of the company;
supply chain and key stakeholders involved), understanding KONEs
competitors, and understanding the set of macro-trends that represent the
background against which KONE operates (economic, regulatory, social and
cultural dynamics). In the second phase, Exploring opportunities, the aim
was to use all the information collected and elaborated in the previous stage
to define a catalogue of promising PSS business model ideas. A first ideas
generation workshop was organised to generate explorative and promising
ideas. The workshop, which involved only members of the DIS research
group, led to the generation of 60 ideas to improve existing business models
and develop new ones. These ideas were visualised using only the AD
Poster. At this stage in fact, given the high amount of ideas generated, it is
not useful to describe each idea in depth. Rather, it is useful to quickly
describe them by visualising its core element.
In a second workshop, involving both DIS and KONE staffs, the ideas
generated in the previous workshop were presented. The aim was to
evaluate and improve these ideas and stimulate the generation of new ones.
After the workshop, the KONE staff selected the ideas considered promising
to be carried forward.
At this stage, building upon the feedback collected from KONE, DIS
combined the idea selected and elaborated four PSS business model
propositions. Each proposition was described using a set of visualisation
tools: Offering diagram, Stakeholders System map and the Interaction table.
It was decided not to use all the visualisation tools because at this stage the
73
One of the global leaders in the elevator and escalator industry.
74
For a description and analysis of the KONE project see also Cortesi et al. (2010).
CESCHIN, RESTA, VEZZOLI & GAIARDELLI
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aim was not to describe in depth each single proposition. Rather, the aim
was to use the visualisation to stimulate a first discussion about the initial
PSS business model proposals. The PSS BMO was used as a framework to
organise the information.
After elaborating the four PSS business model propositions, a workshop,
involving both DIS and KONE staffs, was organised. The aim was to present
and discuss the four propositions. The PSS BMO was used to support
communication and facilitate the understanding of the business model
constructs as well as the interrelations between the visualisation tools used.
The presentation not only stimulated KONE staff to criticise the proposal,
but also to contribute with new ideas. In particular each single visualisation
tool stimulated KONE staff in producing comments and ideas on specific
elements of a business model (e.g. the Stakeholder system map made KONE
staff to think about the best actors to be involved in the new PSS
propositions).
After the workshop, KONE staff took two weeks to take a decision about
the PSS business models to be carried forward. A discussion took place at
different levels of the company involving individual from different
departments. The PSS BMO and the visualisation tools were used to support
and stimulate the discussion. Two proposals were selected: the PSS business
model for green office buildings in eco-cities, and the PSS for social housing
buildings. For each proposal, a set of comments and additional ideas were
made by KONE.
The next stage was the development of the two selected business
models. All the visualisation tools were used to describe in depth each
business model construct. The final results were then presented to KONE.
Again, the PSS BMO was used as a framework to organise the complexity of
the information to be communicated. Examples of final deliverables are the
Offering diagram (Figure 11), the Interaction table (Figure 12) and the
Stakeholder system map (Figure 13).
Visualising Product-Service System Business Models
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Figure 10 KONE project: development process.
CESCHIN, RESTA, VEZZOLI & GAIARDELLI
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Figure 11 PSS business model for green office buildings in eco-cities: Offering
diagram.
Figure 12 PSS business model for green office buildings in eco-cities: Interaction table.
Visualising Product-Service System Business Models
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Figure 13 PSS business model for green office buildings in eco-cities: Stakeholder
system map.
CESCHIN, RESTA, VEZZOLI & GAIARDELLI
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Discussion: benefits of visual thinking in PSS business model
innovation
The adoption of the previously described communication system
brought about several benefits.
Make tangible the intangible. A PSS business model is a complex system
made up of several elements (products, services, stakeholder network,
customer relationship, distribution channels, etc.), which are strictly
interrelated and thus influence one another. The complexity of a business
model, and the intangibility of some of its elements, makes it difficult to
effectively visualise and communicate it. For example, the PSS business
model innovations elaborated during the KONE project entail several
changes compared to the current business models: a substantially new
stakeholder network, a new offer proposition, and a new customer
experience. For this reason it can be problematic to coherently visualise all
the aspects of a new PSS business model to different companys department
and external actors. Also, some of the business model elements are
intangible per se. This makes even more difficult the visualisation and
communication.
The PSS BMO and the visualisation tools can help to organise the
information to be communicated and make tangible the intangible. The PSS
BMO visualises the big picture, showing the constructs of a PSS business
model and their interrelations. The set of tools help to visually communicate
each construct. Thus, the PSS BMO and the visualisation tools complement
each other: the former can support to organise the PSS business model
elements and see their interrelations; the latter can support to visualise and
make tangible each single business model construct. During the KONE
project, the PSS BMO was used as a guiding framework along the whole PSS
development (see Figure 10), allowing all the stakeholders involved in the
project to easily follow and contribute to the evolution of the project.
In general, the value of this visualisation system relies on the
combination of a general framework and some specific tools, which allows
the simplification of a complex system and the concretisation of its abstract
elements.
Improve dialogue and co-design activities. The PSS BMO and the
visualisation tools can be used as a shared visual grammar to enhance
dialogue and co-design. In fact they can support communication and
improve information exchange because of two main reasons:
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- Visual thinking and storytelling can engage listeners more
effectively than other communication means. Let us take for
example the offering diagram and the interaction table (Figures 6
and 7): they have been used at various stages of the PSS
development to present and discuss ideas with people from
different company functions. In addition to the description of PSS
business model ideas using text and oral communication, these
visualisation tools have helped to gain the attention of the
listeners. This is fundamental in order to enable them to actively
participate in the discussion.
- Visual thinking helps to create a shared understanding, because
visual techniques represent a common language that can facilitate
conversation and ideas exchange between individuals and groups
who have different background and expertise (e.g. people from
different department of the organisation). In fact, during the KONE
project, the visualisation tools have been used to interact with
individuals from different company functions (i.e. individuals from
management, R&D, marketing, service innovation, and
maintenance). Despite their different backgrounds and sets of
skills, they were able to actively contribute in the development of
the different aspect the of the PSS business models. The common
language of the visual tools facilitated participants to easily discuss
and criticise ideas, as well as propose alternative ones.
Another important aspect to be underlined is that the visualisation
system can be used to enhance dialogue and co-design at different levels:
- Inside the company, at various levels of the organisation;
- Outside the company, with stakeholders, collaborators, investors
etc.;
- Outside the company, with potential customers and users.
During the KONE project, the visualisation system was mainly used to
support co-design processes within the company, and to interact with
potential partners and stakeholders. However, it can also facilitate
discussion with customers and users (e.g. in focus groups) to gain insights on
how to improve the value proposition.
Support communication during the whole PSS development process.
One of the characteristics of the visualisation system is its flexibility. The
CESCHIN, RESTA, VEZZOLI & GAIARDELLI
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system can in fact be used at various stages of the PSS development process,
and at different levels of details. During the KONE project, as showed in
Figure 10, the system has been adopted to:
- Show initial PSS business model ideas: at this stage the aim was to
quickly visualise several business model ideas and for this reason
we only used the AD Poster tool.
- Explore and develop the most promising ideas: at this stage most
of the visualisation tools were used. Several iterations took place
before identifying the two business models to be developed.
- Visualise the final business model: all the visualisation tools were
used at this stage. The difference, compared to the previous
phase, is the increased level of details in the visualisations (e.g. in
the Stakeholder system map all the actors of the value chain were
inserted, while during the exploration phase only the main ones
were included).
In sum, depending on the specific objectives of each development phase,
the visualisation system can be used with different combinations of
visualisation tools, and with different levels of detail.
Customise visualisation for different needs. The proposed visualisation
system is also characterised by modularity. In particular it is possible to
customise the visualisation in relation to specific needs and stakeholders.
For example when a company has to interact with the potential final users
of its business model the visualisation system will mostly focus on the Value
proposition and Customer relationship constructs, and thus the most
important tools will be the AD Poster, the Offering diagram and the
Interaction table. If a company has to interact with some potential
stakeholders in the business model, the Infrastructure & Network construct
and its two visualisation tools (Stakeholder system map and Stakeholder
motivation matrix) will play an important role.
More in general, the most appropriate combination of visualisation tools
can be selected in relation to the type of actor the company has to interact
with.
Conclusions
The servitization phenomenon relies on the innovation of manufacturing
companies business models, whereby existing product offerings are
Visualising Product-Service System Business Models
2145
extended through the provision of related services. Having an effective
system of communication in place can facilitates the innovation and the
development of PSS business models, ensuring that all internal and external
stakeholders are engaged and have visibility of each other role and
contribution. In this paper a new visualisation system for PSS business
model is developed, based on the PSS BMO, combined with a set of
visualisation tools. There are four main advantages in using the proposed
visualisation system. In particular it supports managers in: i) making tangible
the intangible; ii) improving dialogue and co-design activities; iii) supporting
communication during the whole development process; and iv) customising
communication for different needs.
The main limitation of the paper is related to the methodological
approach adopted. We relied on the "analytical conceptual research"
approach (Merdith, 1998; Wacker, 1998) for theory building, and our
insights are elaborated through logically developing relationships and links
between defined concepts (PSS BMO on one hand, and PSS visualisation
tools on the other). This led to the proposal of a new visualisation system
(which has been adopted in an exploratory case study), and the discussion
of its benefits. Even if this is an important contribution, it has to be stressed
out that there is not any quantitative measurement of the benefits deriving
from using the proposed visualisation system. This represents a future
research direction. In particular, the visualisation system should be applied
in other cases in order to quantify its advantages (in particular in terms of
time and resources saved during the business model development process).
Looking at the visualisation system in itself, its main limitation is related
to the skills required to elaborate the visualisations. In particular some
visualisation tools (i.e. interaction table, offering diagram, and sustainability
diagram) can only be developed by someone equipped with certain
communication and graphic design skills. This consideration opens up two
other interesting directions for future research.
First, it might be useful to investigate who (inside or outside the
company) can take the role of the communicator during the whole PSS
development process, the skills he/she should have, and how he/she would
be integrated with the company functions.
Second, it seems promising to develop a set of visualisation tools that
can be easily used by a broad range of people without the need of any
particular communication/graphic skills. In particular the development of
standardised visualisation tools (i.e. based on the combination of pre-
CESCHIN, RESTA, VEZZOLI & GAIARDELLI
2146
defined visual elements instead of the elaboration of ad hoc elements)
represents a potentially fruitful direction to be explored.
Another potentially interesting research direction is related to the
adoption and adaptation of the visualisation system in other types of
business model innovations. In fact, even if the communication system has
been conceived for PSS business model innovations, it might be potentially
used in other business model innovations (in particular in those business
models which require complex combinations of several actors, products and
services).
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper on this conference proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
The Nature Service Design by Industrial
Designers and Interaction Designers
Canan AKOGLU
*
Ozyegin University, Faculty of Architecture and Design, Department of Industrial
Design
As the service sector has become a crucial part of the economy, addressing
service design by investigating the role of designers, design process, and tools
and methods has a huge potential to contribute to the professional needs, the
industry, and also academic research. Starting out from the viewpoint that its
origin is within interaction design, this paper explores how industrial and
interaction designers have an understanding of service design as a
professional practice. As this research is closely related with design practice,
interviews were conducted with industrial and interaction designers who
have several years of experience in design consultancies and companies in
Sweden in the fields of industrial and/or interaction design. There are
different ways of understanding service design from the viewpoints of the
mentioned practitioners. There is diversity between industrial designers and
interaction designers about understanding the field, its design process, and
the tools and methods of service design practice. This diversity might be
related with the professionalization level of service design in different
industries, with how organisations make investments on and adopt service
design as a professional practice either in-house or out-source; depend on
designers in keeping themselves updated about the developments that are
connected with their practices.
Keywords: Industrial Design; interaction design; service design; professional
practice; understanding
*
Corresponding author: Canan Akoglu | e-mail: canan.akoglu@ozyegin.edu.tr
CANAN AKOGLU
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Introduction
Design practice is expanding its borders. Besides its traditional realms,
today design is seen as a catalyser, a process and a way of thinking for
developing strategies, organisational change, business structures and for
transforming the way people live in this century.
As we move from an industrial to a post-industrial society, Cross (1981)
portrays a potential crisis in design and a completely new paradigm of
design emphasizing that such a paradigm would suggest a reorientation of
the values, beliefs, attitudes of designers, the goals of design (i.e. the nature
of design products and the methods for achieving these goals (Cross, 1981,
p.5)
The increase of service sector in industrialized economies, the shift from
manufacturing industries to experience based service industries and the
penetration of information and communication technologies especially in
daily life have caused new professions to emerge and take place in design
processes. Kimbell (2009) states that in the beginning of 21st century, design
has witnessed new fields emerging both with the development of
information and communication technologies (ICT) and the changing role of
design especially in organisations. The emergence of new design professions
in design processes defines new areas for design, but also potential areas for
collaboration. One of these professions has been interaction design and
recently service design has taken a place as a new actor in design processes.
Within line to the above developments, many organisations have been in
the process of shifting towards service systems as it is not really possible
stand alone anymore when we think about products; products need to be
included in a service system more than ever (Miettinen, 2011; Moritz, 2005;
Visser & Stappers, 2012). The revenue of product oriented companies has
increased in terms of their investments in services especially in the last
decade (Miettinen, 2011; Rae & Ogilvie, 2004). As a result, the structure of
product oriented companies has turned out to be hybrid based on products
and services. But how about the designers of products who need to work
with service design practitioners? Are they really knowledgeable about the
field of service design even before collaborating with each other since they
need to be involved in the service development processes? To work in an
open and collaborative way for complex projects, designers first need to
have an understanding of each others professional practice; the way they
work, approach to design and their design processes. In the same way,
Holmlid (2007) points out the importance of firstly understanding each
others disciplines to be able to work in an integrated way. Starting out
The Nature of Service Design by Industrial Designers and Interaction Designers
2153
from this perspective, this paper aims to put forward the way(s) that
industrial design and interaction design practitioners see and have an
understanding of the field of service design rather than defining the
disciplines or making a comparison among them. This paper is an attempt to
set up a background for shaping service design as an established profession
from the viewpoint of industrial design and interaction design practitioners.
In this paper, the focus was not finding formal routines since service design
is not yet at seen as a fully established practice; the vocabulary, methods
and approaches of the field havent been fully understood yet (Holmlid,
2007; Kimbell, 2009; Sangiorgi, 2009).
Based on the findings of the interviews, this study takes service design
into two approaches in terms of industrial design and interaction design
practitioners: the first one that is accepted very closely to interaction design
is seeing service design as a series of interactions and experiences; the
second one is seeing service deign as strategic and transformational actor in
organisational change. These two ways of seeing service design field by
industrial design and interaction design practitioners also overlap with the
development of service design as well. The initial focus of service design has
been on the interactions and experiences and then gradually expanded
towards having a more strategic and transformational role in organisational
and social change, system design and sustainability (Holmlid, 2013; Mager,
2004; Sangiorgi, 2009).
Changes in the Design Space in terms of Service
Design
There are different approaches to service design field from seeing it a
new field of design to stressing that it has origins in other disciplines and
making references to design, management, and the social sciences (Kimbell,
2011).
There has been a change in the nature of design objects. Buchanan
(2001) suggests four orders of design which are symbols, things, action and
thought as shown in Figure 1. These orders are also connected with the
establishment and development of design professions such as graphic
design grew out of a concern for visual symbols, the communication of
information in words and images; industrial design grew out of a concern for
material things. Buchanan (2001) argues that designers have turned to two
new places which are action and environment to reflect on the value of
design in peoples lives; according to Buchanan (2001), interaction design is
CANAN AKOGLU
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a domain and professional practice which has grown out of a concern for
action. Buchanan (2001, p.12) states that `the focus of design is no longer
on material systems-system of things-but on human systems, the
integration of information, physical artefacts, and interactions in
environments of living, working, playing, and learning. The fourth order is
related with service design where focus is organising a system or
environment. In a parallel way, Manzini (2011) describes how the object of
design changed based on products towards events by the need of
understanding dynamic and interactive systems better within the scope of
human behaviour. Manzini (2011) explains this shift as the object of design
turning into a process that occurs over time.
Figure 1 Four orders of design and their relationship with design disciplines.
(Adapted from Buchanan, 2001).
Based on the definition of the Industrial Designers Society of America,
Miettinen (2011) states that industrial design itself might be seen as a
service that benefits users and manufacturers of products and services.
Miettinen (2011) writes about Kone shifting its approach from focusing only
on end-users and the products towards expanding its approach to the whole
experience of people in a context together with their products.
In some resources, service design has been seen as a subset of design in
terms of having a character that is based on designing interactions with
technology (Moggridge, 2007; Holmlid, 2007) while in others it is seen as a
part of marketing and operations management (Kimbell, 2011). In the same
way, also Kimbell (2009) states that the emergence of service design
The Nature of Service Design by Industrial Designers and Interaction Designers
2155
accompanies two developments in the way that information and
communication technologies have changed the traditional outputs of design
and in increasing attraction of design in organising production and
consumption by the management discipline and profession. This emergence
addresses the first way of understanding service design from the viewpoints
of industrial design and interaction design practitioners as pointed out early
in the paper.
Rittel and Webber (1973) point out that many problems especially
involving social facts cannot be accurately modeled and an engineering
approach to tackle with them would fail. Manzini (2011) claims that the
nature of service design is un-designable since it supplies a background, a
platform that can be changed, directed and developed by people. This
characteristics is also related with the projections in society and economy.
The very beginning of 21st century witnessed the emergence of a society
and economy based on experiences, knowledge and services (Manzini,
2011). Especially the knowledge age has showed us new business models
where stakeholders might have multiple models and create consume value
by supplying a background or basic guidance where people can contribute in
many different flexible ways(Brand&Rocchi, 2011).
The Research Method
Because the topic of this study is mainly based on design practice, a set
of 22 interviews with industrial designers and interaction designers were
conducted in Sweden between 2011 and 2013. The interviewees are
industrial designers and interaction designers who are not expert but
related to service design and who have several years of expertise so to say
senior designers working in design consultancies or large-scale corporations.
This study is part of a wider research that attempts to find the viewpoints of
design practitioners about service design field by asking open-ended
questions ranging from the way they see industrial design, interaction
design and service design practice, the design processes, the tools and
methods that these three professions use, what these professions might get
inspired from each other. In this paper, the scope is limited to
understanding service design based on the explanations made by the
interviewees.
The interviews put forward in this paper are not necessarily
generalizable, but still might be seen in different contexts. Much of the
empirical data for this research was collected through interviews with senior
CANAN AKOGLU
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level industrial designers and interaction designers. Many of the opinions
here are designers personal views on their understanding of service design
rather than any commonly accepted patterns of this perceivement.
All the interviews were semi-structured. Conversational anaylsis was
used to analyse and interpret the data gathered from the interviews. The
interviewees have been promised to keep their anonymity and therefore
they all are referred to a number.
Service Design as a Series of Interactions and
Experiences
Service design has a diverse nature in terms of broadness because it
includes many interactions, interfaces, touch-points both at the front-stage
and back-stage and all of them need design input. All these are designed by
specific design practitioners with their own methodology and theoretical
framework (Polaine, 2013).
First and the most common issue is that the interviewees mostly tried to
explain service design based on examples. Explanations based on examples
might lead to the idea that the interviewees do not have the idea of service
design settled in their daily work life yet. Additionally, Kimbell (2009)
emphasizes this way of explaining service design as well. A design manager
having industrial design background explains service design by examples as
such:
Thats probably one of my difficult ones. Service design for me is more
an experience based design. I think its a field of design that might
draw information and also gets support from other fields of design to
become the total experience. It could be that you design a service
experience: lets say that you come to visit a hospital or a company
and without anybody telling you anything you feel that youre not
intimidated by the place youre in, the service information and the
interior experience when you go there guides you into wherever you
need to go, whatever services it is that youre expecting. There could
be a number of different integrated systems in that; its everything
from information systems, interactive or dumb-as in just signs- but it
could also be the different colour schemes inside a building that
intuitively helps me navigate through the building to a specific place.
For example in a hospital, its something simple like following the
yellow line to the x-ray department or whatever it is; that to me is a
part of service design experience. But it can also be branded; then it
The Nature of Service Design by Industrial Designers and Interaction Designers
2157
includes the people who actually work there and the way that they
approach you. So it depends on how big you want it to be or how
small you want it to be. (Interviewee 2, 2011).
Especially industrial design practitioners tend to compare the output of
service design projects that the output is not only a product, but might
consist of several products or even intangible ones and does not necessarily
have physical outputs. This is in line what Buchanan (2001) and many other
researchers have mentioned. An industrial designer explains service design
from this perspective as such:
For me service design would be more likely to see the whole concept;
its not about a product, industrial design is more about a product.
Service design would be interested in for example if there is a hotel as
a project, how to design the experience of people starting from check-
in into the hotel going towards how the keys of the rooms would look
like, how the rooms would look like etc. Everything is connected there
to get an overlook of the experience, not so much connected to one
product. (Interviewee 5, 2011).
Some of the interviewees have background in industrial design and
interaction design; they sometimes switch roles between being either an
industrial design practitioner to an interaction design practitioner or to a
service design practitioner. One of these industrial designers who works in a
design consultancy and takes role as a service designer as well depending on
the scope of projects in the consultancy describes service design as such:
There is a lot research going around service design, but people
havent come to an end definition of this field, because it is rather
new. I have the same definition with the book This is Service Design
Thinking. Service design is about getting the insights in the early
research stages; going out in the reality-in the field to see what are
the problems and needs of end-users of the service and taking these
inputs to make a service better: more useful, usable, attractive,
desirable-everything that you want the service to be. What I think
unique about service design is that you take your insights about the
customer and the end-user; you take the innovation methods and you
put these things together and then you create something new with
your design methods. You do this together, not in parallel worlds. I
think a lot of companies still today, they do it separately. There could
CANAN AKOGLU
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be a development department at one end of the building and then
there might a marketing department on the other side of the building;
they dont work together as closely as you may think that they should
do. You have to work closely and altogether when you work on
service design. Its about improving existing services and making
them better, but also creating totally new ones because you see a
need for them. And a service could be anything What is a service
actually? Its like a black box; its about touch points actually
happening over a time, you can relate it to a timeline. When youre
doing service design, you cant just look upon the time period during
the service, its also about the stage before using the service and also
after using the service. You have to look upon the whole picture; you
have to have a holistic view. (Interviewee 16, 2012).
In a similar way, Kimbell (2009) states that services might be developed
well by different departments by repeating the conventional divisions in
management approach. On the other hand, in a service design approach all
of the touchpoints and interactions with customers are accepted to consider
holistically (Holmlid, 2013; Kimbell, 2009; Kimbell, 2011; Polaine, 2013;
Sangiorgi, 2009). When we also look at the changing role of design,
especially Press and Cooper (2003) points out that the way of working
within design has changed from a more linear working process to an
integrated approach involving customers and individuals from several
different practices by giving a baton example saying that the product is
passed from one department to another one and rugby approach in which
specialists from each practices come together and have cross-functional
integration (Press & Cooper, 2003, p.148).
As seen above, some of the interviewees especially emphasized about
the necessity for interdisciplinary and close collaboration work for service
design and mentioned how service design brings in all the stakeholders or
actors in a service development project. Another designer who comes from
industrial design background and recently has been expending her work
towards service design as well and works in the combination of the three
practice areas explains:
I call myself both an industrial designer and an interaction designer- it
might be a bit blurry. I mix the competences from both industrial
design and interaction design. Also for the toolbox that I use when I
work with service design projects, I mix these areas and I corporate
with other people. Its a bit difficult for me to apart those professions
The Nature of Service Design by Industrial Designers and Interaction Designers
2159
as I do it within my own skills so to say. Service design is a
professional area that you can work within or approach from lots of
different professional backgrounds. What you want to reach in
service design that goes beyond industrial design or interaction
design is that you are very much interested in the fourth dimension
which means time. Of course youre also interested in it when you
work in interaction design and industrial design. You use a different
mind-set and different toolbox; it helps you to separate the
interactions between the person using a service, giving a service and
dividing the perspectives. I think its very much about the mind-set,
the nomenclature and the tools that you use in service design that
help to keep other perspectives on what youre doing. (Interviewee
15, 2012).
The nature of service design and the involvement of designers might
embrace different types of innovation either radical or incremental;
improving a given frame, doing it better or change of frame, doing what
hasnt been done before (Norman & Verganti, 2012). Another interviewee
who has a background in industrial design, but recently works in a managing
level at an international design consultancy explains service design in two
ways based on its character having either radical or incremental innovation:
Service design is a tricky one. In my opinion you can define service
design in 2 ways: I would define it as experiences that can service
touch points. For example an app could be a touch point. So you have
service products within service design. But then you also have the
totally tangible service design projects-service design approaches.
Thats where you completely re-define service experiences. If you
would be working for creating an ATM machine and you would be re-
doing an ATM machine, thats more like a service design touch point
because its a service that has already been designed so you are
improving it. Because its always been there where complete service
design project as it is in its ideal shape in my opinion is when you
completely re-frame and re-understand an experience. So its like a
radical innovation compared to maybe more incremental innovation.
So I would say that there are two ways you can approach to service
design either as a complete re-think or that you are addressing
experiences, touch points within a service and youre improving those.
(Interviewee 3, 2011).
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Another industrial designer stated that industrial designers might learn
to think about the whole life-cycle of a product before designing it, during
the design process and after the design and development process getting
inspired by service design. Additionally, some of the interviewees
mentioned about the benefits that industrial designers might get from
service design processes. One of the industrial designers states:
Industrial designers could benefit from the service design tools and
methods in the same way that you do in a service design project; you
could use personas as well as customer journeys when you design
physical products. When we have a product design project, of course
we think about the customer and the end-user, but we dont create
personas. If we could have made them, we could have remembered
the target group and the needs properly; these things are easy to
forget in a way. Especially when you talk with engineers, you discuss
materials and production methods with them-you dig really deep into
these questions. Then it might be possible to forget for whom we
design this product. Maybe this would be a good way to remember
and to have an objective discussion about what is a good solution and
what is not. Its very easy to say I think that we should do this
because I like it etc; not objective but subjective discussions. Its easy
to go into that type of discussion and its not good. (Interviewee 6,
2011).
There are also some radical examples from industrial designers; some of
them were not even aware of the field of service design and havent heard
of it before.
I think you have to explain what service design is. I dont think its a
function we use in [the name of the organisation], I have not
encountered it before when I worked as a consultant either, so for me
its a new definition. (Interviewee 11, 2011).
The Nature of Service Design by Industrial Designers and Interaction Designers
2161
Figure 2 The highlighted statements of the interviewees about seeing service design
as a series of interactions and experiences.
This way of seeing service design is very much connected with series of
interactions and experiences and has similarities especially with interaction
design apart from service touch-points and life cycle of a service. The
highlighted statements of the interviewees about the way they understand
service design is shown in Figure 2 as a summary. These statements are
grouped according to their closeness with each other. Most of the
interviewees approached this aspect of service design from the viewpoint of
customers, not all of them mentioned the wide nature of service design
taking in all the stakeholders, the client, the potential customers in the early
in design processes. The interviewees who emphasized the wide nature of
service design work in design consultancies, not in large-scale corporations.
This situation might be related with not having worked with service design
practitioners before or the viewpoint of especially industrial designers based
on understanding the needs and desires of end-users while interacting with
the product.
CANAN AKOGLU
2162
Service Design Having a Strategic and
Transformational Role in Organizations
In this research, the interviewees mentioned the role of service design as
a transformational actor in organizations very rarely. Although the role of
service design in this aspect was mentioned quite less, the cases and ideas
about this topic are seen remarkable. Service design practitioners seem to
have high potential to take roles in re-thinking about and changing the
strategies and structures of organizations (Junginger & Sangiorgi, 2009).
However, especially in an organizational mind-set change, service design
might meet several resistances (Junginger & Sangiorgi, 2009). One of the
interviewees gave an example of mind-set change of organization the
interviewee works at in this way:
Service design is the full offer. I would say the only hurdle is the
organization for people to work within. The software development
tools are very similar as well or even more lightweight. But you need
to think about other things like platforms etc. and you also need to
understand the business aspect as well. I think central to all of these
is the scenario how people us the service; what is the scenario and
what is the user journey basically. Recently I found myself talk about
these in our meetings in the organization. Organizations like [the
name of the organization] nobody understands why we wouldnt
have it. Process-wise I see no problems, but there are issues
communication-wise and organization-wise here. Its an
organizational issue rather than a design process issue from my point
of view (Interviewee 9, 2011).
On the contrary, another interviewee who has a background in industrial
design and interaction design explained about working with companies by
having a transformative role for re-thinking about the resources and
structures of the companies as a design consultant:
We have been trying to look into how they [companies] could benefit
from creative processes. And it has a lot of different aims for different
people. But the main aim of the project is to try to match or try to find
a way for the creative industry to meet the traditional industries like
the steel manufacturing company for example. So my job has mainly
been to first introduce what is a creative process and how could the
company benefit from those. Then I try to make them take the next
The Nature of Service Design by Industrial Designers and Interaction Designers
2163
step by themselves to start thinking about and maybe change the
way they work a bit; also let them know what sort of help they could
get from a designer or from other creative industries. I think this
process, how they use it and what they think of creative processes are
very interesting. I wouldnt say design processes because they are
only certain parts of the process that we are actually working with.
(Interviewee 21, 2012).
From the above explanation, it is possible to assume that the above
interviewee had a role as a communicator and a facilitator of a process
(Knight, 2013). Even though service design practitioners might meet strong
resistances when working for organizational transformation (Junginger &
Sangiorgi, 2009)as also pointed out above, according to the above
interviewees statements, it was pretty easy for the clients to get the
designers guide to approach to their organizational strategies in different
ways and adapted themselves quickly to the new mind-set.
Figure 3 The highlighted statements of the interviewees about their understanding
of service design having a strategic and transformational role in
organizations.
The contradiction between the above two interviewees on service design
meeting resistances in the organizations is remarkable; the first interviewee
who works as an in-house designer at a large-scale organization argues
about the organization-wise resistance where the latter who works a design
consultant (being out-sourced by the client) stated that it was relatively easy
CANAN AKOGLU
2164
to work in a mind-set or strategy change in an organization. Based on this
finding, it might be possible to assume that working as an in-house designer
at a large organization might experience some resistances when the roles of
designers are considered in terms of organizational transformation.
Figure 3 shows a summary of the interviewees statements about their
understanding service design having a strategic and transformational role in
organizations. Since this way of seeing service design is not common among
the interviewees of the study, the highlights are limited. Apart from all
these, only one of the interviewees stated about the role of service design in
public sector by giving an example on designing a public transportation
system for a city which needs to have a huge budget. The same interviewee
also emphasized that this type of public projects do not take place often
since the budget for such types of projects would be too high and these type
of structures do not change often. The interviewee found it difficult for
service design to take place in such high budgeted public sector projects.
When we think about the examples of service design and public sector,
these types of projects need collaboration of a wide range of stakeholders
including governmental organizations and relatively a huge budget. That
seems to be the main reason for not being knowledgeable about the role of
service design in public services at least in terms of industrial design and
interaction design practitioners.
Conclusion
This paper explored how industrial designers and interaction designers
have an understanding of service design as a professional practice mainly
based on interviews with industrial designers and interaction designers who
have several years of experience in industry. It provided an overview of
service design by means of interaction design and industrial design
practitioners.
In small-scale design consultancies, industrial designers move in-
between industrial design and interaction design and even sometimes
service design. In this type of context, industrial designers and interaction
designers seem to be knowledgeable about service design. In corporations,
the situation changes: Designers have fixed roles, some designers are not
even aware of service design as a term.
The understanding of service design varies between industrial design and
interaction design practitioners. It is common among the interviewees that
services are understood in two ways: the first and the widespread
The Nature of Service Design by Industrial Designers and Interaction Designers
2165
understanding is seeing services as a series of interactions and experiences
while the second one is seeing services as having a strategical and
transformational role for organizational change. Only one of the
interviewees mentioned about the role of service design in public sector or
social innovation which is not therefore pointed out in this paper. Very few
of the interviewees, especially industrial designers mentioned that they
have not even heard of the term service design.
Even though service design field has been expanding its role focus from a
series of interactions and experiences to organizational change,
sustainability, and public sector, the understanding of service design
according to the series of interviews in this paper can be seen related with
late the third order stage and early fourth order stage of design from the
viewpoints of industrial design and interaction design practitioners based on
the four orders of design put forward by Buchanan (2001).
The understanding of service design is very much related with how
organizations make investments and adopt service design as a professional
practice either in-house or out-source, as well as the cultural contexts of the
environment in which it is performed. Interaction design practitioners tend
to be more knowledgeable about the field of service design while the
interviewees from industrial design practice do not. The reason for this
seems to be because of having a relatively common approach, vocabulary
and tools at some points. Moreover, it is also very much connected with
especially industrial designers to keep themselves updated about the
developments which affect their professions intellectually.
Acknowledgements: I would like to thank Ume Institute of
Design, Ume University and Kempe Foundation in Sweden
for funding the research. In this paper only a small part of the
whole research is presented. I also would like to thank all the
designers who shared their knowledge and time being as
volunteers for the interviews in this research.
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Chapter 5
Thinking, Leadership and
Impact
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Section 5a: Design Leadership
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2173
Editorial: Reflections on Design Leadership
Karen MILLER and James MOULTRIE
In the 21
st
Century, organisations, irrespective of size, location or
strategic outlook and either profit or non-profit making face significant
pressure to adapt through change in order to thrive in shifting environments
(Drucker, 2007). Leadership as a consequence is critical as leaders catalyse
change by envisioning an attainable path for followers (Bass and Bass,
2008). Leadership is positioned as a distinct activity from management;
managers provide stability and order (Kotter, 1990). Leadership and
management are complimentary elements in organisations and these
elements potentially coexist in individuals (Miller, 2014).
For millennia, leadership has fascinated scholarly minds - Marcus
Aurelius wrote The Emperors Handbook while Emperor of Rome from 161
to 180 A.D., extoling the virtues of effective leaders, encouraging others to
follow a specific path and use what Hicks and Hicks (2002) suggest translates
as creative problem solving (p.8). Therefore the basic premise of leadership
has potentially remained virtually unchanged.
Basic concepts have transcended through, although not exclusively,
transformational leadership and more recently creative leadership in
mainstream research (Mumford, 2012). Research in the mainstream
leadership field has burgeoned as the needs of organisations have
diversified and multiplied (Avolio, Walumbwa &Weber, 2009). In the past
year alone leading journals focusing on leadership including The Leadership
Quarterly published over 200 peer-reviewed papers.
Yet, only four papers specifically focus on design leadership in this 2014
Academic Design Management (ADMC) in an Era of Disruption Conference.
Even with attrition through the review process what does this reveal about
the health of research into design leadership? Does this mean design
leadership is moribund in practice? No, design leadership is active in the
many organisations, but research is evidently currently focused elsewhere.
Historically this has not always been the case - pioneers in design
leadership such as Alan Topalian established the territory back in the 1980s.
But design leadership research has in contrast to, for example design theory,
suffered from a lack of robust studies, relying instead upon what
McDermott (2007) argues is personal experience and anecdotal evidence.
Reflections on Design Leadership
2174
More recently there has however been discussion on the nature of
individuals in design leadership positions (Miller and Moultrie, 2013),
through empirical research in an attempt to bring greater conceptual clarity.
In essence, design leadership in association with the diverse needs of
organisations identified in the opening paragraph is recognised as a complex
construct and this chimes with mainstream research.
Mainstream research adopts multiple approaches in an attempt to
better understand organisational leadership and leaders (Avolio et al. 2009),
and the four papers that feature in the ADMC 2014 conference design
leadership track do indeed each follow different routes. All are however
based upon empirical research and provide unique opportunities to advance
our understanding of design leaders and design leadership.
The first paper by Han and Lam explores the characteristics of design
leaders and their ability to communicate design to non-designers in the
Fuzzy Front End (FFE) of the new product development (NPD) process.
Interestingly these authors investigated mainstream literature in order to
generate a theoretical framework of leadership characteristics that was
used as a foundation for the remainder of the study. Through a two-phase
data collection process the authors initially studied design students engaged
in NPD with non-designers through observation and interviews, and
subsequently experienced design leaders through in-depth interviews. Both
phases focused on the characteristics required to effectively engage with
non-designers in the FFE.
The results reveal that experienced design leaders in contrast to design
students, possessed key characteristics. Firstly, they understood the entire
NPD process, secondly they either possessed or rapidly assimilated the
capacity to learn non-designer language thus engaging all stakeholders.
Thirdly, these individuals actively listened and empathised with non-
designers in the FFE stage of NPD and retained a flexible approach. Overall,
these scholars conclude that design leaders have specific skills that enable
them to operate effectively in situations of uncertainty.
In the next paper, by Lou, Southee and Bohemia, the focus is not on
design leaders per se, but on design leadership through design-led NPD in
Chinese SMEs. Chinese SMEs are, the authors suggest immature and
splintered in terms of NPD, thus providing an opportunity to generate
benefits for firms to advance process wise through this study. Here, the
objective was to compare conventional and designer-led NPD approaches
on the basis that in literature to date it is suggested that a design orientated
NPD process may positively affect a firms performance. Methodologically
2175
the study was experimental in nature with two NPD groups working
simultaneously in a single Chinese SME (producing own brand car
accessories) over a 16-week period. One group used the SMEs conventional
NPD process model. The other group utilised a refined designer-led NPD
process model developed by Lou et al. (2013).
The results of the experiment reveal that both teams produced new
products, which the firm adopted for production and there were similarities
between the processes that related to pursuing and developing new ideas.
Thereafter, distinct differences were generated - using the conventional
NPD process less of the team were involved and the authors use the term
autocratic to describe this effect. Whereas, the team adopting the
designer-led NPD process were demonstrably more democratic with
numerous interactions and communication streams between team
members. The designer-led NPD process team also took greater risks
through experimentation. However, because of the nature of the designer-
led NPD process more time was expended, hence, greater costs would be
incurred. As a result of this study, the authors recommend that Chinese
SMEs utilise both NPD approaches, using the conventional process for
incremental innovation, reserving the designer-led model for radical
innovation projects.
Gloppens study takes a different tack by focusing on service design
leadership in contrast to the two previous papers; service design is a rapidly
expanding discipline, which deals with both tangible and intangible
elements to provide value to both the user and provider. The focus in this
research returns to an individual design leader level and here there are
some interesting links with the research of Han and Lam. The research,
which is a reflective personal study, explores a process of developing from a
service design manager to a strategic level service design leader, which
occurred through detailed involvement in the initial design, development
and delivery of Flytoget the Norwegian Airport Express Train. A subsequent
stage of leadership development was affected through the revitalisation of
the brand. The author clearly states that they do not have formally acquired
design skills, but go on to argue that service design leaders embrace both
business and design thinking to become T shaped. Exposure to designers in
multiple disciplines together with specialists in other fields in the service
design projects allow these mindsets to be osmosed according to Gloppen.
Here, a link may be made to Han and Lams study, although from the
opposite direction, as experienced design leaders listened and absorbed
non-designers inputs.
Reflections on Design Leadership
2176
Methodologically the research was conducted through active
participation in workshops and participative observations, which place the
user at the centre of a complex project involving multiple stakeholders. The
authors design leadership learning process was enhanced through
understanding how knowledge was transferred, collaboration occurred and
diverse capabilities were balanced in relation to the service design and
broader teams; this resulted in being able to provide holistic and strategic
design leadership to the Flytoget project. Gloppen concludes that non-
designers with business thinking can develop design leadership attributes,
through close collaboration involving knowledge exchange with designers
and design thinking.
The fourth paper by Lee and Joo also focuses on the design leader
described as the Design Executive Officer (DEO). Essentially the DEO is a
design-trained individual who operates as a CEO, in other words combining
the role at an executive level. The study investigates how the DEO implants
a design mindset into organizational culture through communication with
employees. The role is different to that of the Chief Design Officer (CDO)
according to these scholars as these individuals report to a CEO. Also the
DEO differs from a CEO using design thinking. The authors in a similar
fashion to Han and Lam used mainstream leadership literature to derive
three elements: vision, reward and empowerment that could be used to
determine how effectively a leader communicated with followers.
In terms of methodology, the research was composed of a case study of
Woowa, a Korean firm developing mobile applications (APPS) for food
delivery. Within the case study data was gathered through interviews,
observations and a survey of 100 employees. Most importantly, Brunswiks
Lens Model (1955) which is extensively used in other fields was adopted in
a novel way to depict the similarities/differences between the DEO and the
employees perceptions of the DEOs messages in terms of vision, reward
and empowerment. These messages in verbal and non-verbal forms were
leadership cues that took multiple forms providing the DEO with the
opportunity to steer the organisational culture. Lee and Joo put forward the
proposition that a DEO most effectively uses visual cues to communicate
vision. By nature, vision is potentially the most challenging of the three
elements to communicate to others. Consequently, designers as DEOs as
result of this research are shown to offer a unique leadership style.
An examination of the four papers reveals interesting patterns with
design leadership in its various forms (design leaders as individuals and
designer-led processes), requiring someone with design understanding and
2177
competence in a leadership role and this makes a significant difference to
outcomes. What was also elicited, as a common strand in relation to design
leaders, is that effective design leadership is contingent upon adept
communication skills. From these papers it is evident that design leadership
as a field deserves to move from its outlier situation and regain its position
at the forefront of the research agenda. This assertion gains credence given
the level of activity in mainstream leadership and the compelling needs of
organisations in the 21
st
century.
References
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Theories, Research, and Future Directions. Annual Review of Psychology,
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Hicks, D., & Hicks, C.S. (2002). The Emperor's Handbook: A New Translation
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Elsevier.
2178
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Designer-led NPD Implementation Issues in
Chinese SMEs
Ke LOU
*
, Darren John SOUTHEE
and Erik BOHEMIA
Loughborough University
Design-oriented New Product Development (NPD) has been recognised as
beneficial for company growth; however, there is limited reporting on the
understanding of its effectiveness in a real-world context especially in Chinese
SMEs. This paper aims to explore issues related to the implementation of
designer-led NPD in a Chinese SME. An experiment was setup whereby two
NPD teams were assigned to conduct NPD concurrently. One of the teams
carried out the conventional NPD process model used by the company, and
the other adopted the designer-led NPD process model. A metrics tool was
built in the form of questionnaires for obtaining the views of the participants.
Results indicate that designer-led NPD is perceived to be more inclusive of
team members views, resulting in what we termed a democratic NPD.
Although, it was relatively resource intensive as it required more time. , it
provided an opportunity for the company to produce a radical new product.
This research is a single case study suggesting that the marketing
performance of new products can be valuable for further understanding the
effectiveness of designer-led NPD and that the long term effectiveness of
designer-led NPD in Chinese SMEs requires further investigation.
Keywords: design oriented; designer-led; Chinese SMEs; New Product
Development
*
Corresponding author: Ke Lou | e-mail: k.Lou@lboro.ac.uk
LOU, SOUTHEE & BOHEMIA
2180
Introduction
Design has received increasing attention by researchers exploring in the
management of New Product Development (NPD). Kristensen (1998)
suggests that design should be institutionalized into the firms strategic
orientation, and that the firms core values be infused by design ideas; while
Perks et al. (2005) emphasises that design should be seen as process leader
throughout the NPD process. Roper et al. (2012) discovered that companies
where NPD displays design-leadership characteristics have better economic
performance. These studies represent the increasing importance of design
in NPD and suggest companies develop new product by implementing
design-oriented NPD.
Design-oriented NPD is considered to be beneficial for company growth
and survival (Perks et al., 2005; Roper et al., 2012). There appears to be
potential benefit in bringing design-oriented NPD strategy to Chinese
manufacturing Small and Medium Enterprises (SMEs). However, there is no
consensus among researchers as to what constitutes design-oriented NPD.
For example, Perks et al. (2005) thought it would be totally designer-led, and
emphasis is placed on expanding designers actions and skills set; while
research conducted by the UK design council (2008) indicates the
importance of design engaged pre-NPD work such as team building and
internal competition. Whereas, Jang et al. (2009) proposed that design-
oriented NPD should engage expert designers and use design to push
technology development; yet, Acklin (2010) thought design-oriented NPD in
SMEs should integrate design and other management efforts, and involve
stakeholders in the NPD process.
Chinese SMEs are typically fragmented and adopt a rather immature
approach to NPD strategy (Siu et al., 2006), and have less resources when
compared with large corporations. These existing design-oriented NPDs, as
outlined above, cannot be incorporated directly into Chinese SMEs, because
these NPD strategies, having been initiated in the main by large companies,
may not be appropriate for Chinese SMEs NPD practice. Serious financial
constraints (Wang & Yao, 2002) determines that Chinese SMEs cannot
afford in-house training for designers as suggested necessary by Perks et al.
(2005) or the securing of expert designers, high quality external design
consultancies to facilitate collaboration(Jang et al., 2009);
They also have to face a competitive market environment with shanzhai
(counterfeit or imitation) behavior (China Daily, 2009). They are therefore
unlikely to invest heavily in designs which have the potential to be
Designer-led NPD Implementation Issues in Chinese SMEs
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duplicated, or dedicate sufficient time to internal competition as
recommended by the Design Council (2009).
Lou et al (2013) synthesized the impact of factors specific to Chinese
SMEs such as counterfeiting and financial issues and their impact on the
NPD process. Their research proposed a design oriented NPD strategy model
specific to Chinese SMEs. To derive this design oriented NPD model, the
research explored factors such as product characteristic, market orientation,
speed and cost.The aim of the conceptual designer-led NPD process is to
shift Chinese SMEs NPD strategy to incorporate design-oriented aspects
(Figure 1).
Figure 1 Conceptual designer-led NPD process model (Lou et al., 2013)
Distinct from existing NPD process models, this conceptual designer-led
NPD process model evolved from the design process model commonly
implemented in Chinese SMEs.
The Briefing phase was incorporated to offer an opportunity for
designers to get involved in pre-NPD activities and work closely with the
management team (see Figure 1, Phase 1). In the Launch phase (see Figure
1, Phase 6), designers are permitted to engage in production and
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marketing activities. The idea is to provide designers with an increased
control of the overall new product quality and also providing them with an
opportunity to gain insights of how design is mass produced. Also, the
concurrent tasks, such as package design, service design etc. (see Figure 1,
Phases 4 & 5) would run after engineering design, and concurrently with
technology development and prototyping. The reason for this is to reduce
the product development time. The next section will discuss process of
testing the conceptual designer-led NPD process model and whether it can
deliver advantages.
Company selection
Owing to the nature of unknown and potential risks of making changes,
personal contacts were used to select a company to undertake the research.
However, the following characteristics were considered when selecting the
target company. First, the selected company needed to be a small or
medium size Chinese manufacturer and produce a product with their own
brand: a number of Chinese SMEs are running as Original Equipment
Manufacturer (OEM), they do not directly sell products to consumer but are
contracted by other companies to manufacture products. Generally, it is the
contracting company which is responsible for NPD process. Thus a company
that is also responsible for the NPD process was essential. Companies
producing products with their own brand would most likely undertake NPD.
Second, a company that has experience of work with designers: SMEs which
do not have experience of using designers would imply that this type of
companies may see design as not important. It is hard to directly introduce
the designer-led NPD to those companies and it may take a long time for
them to incorporate design into their structure and processes. Thus, a
suitable company that sees design as useful and better to have in house
design team is essential. Third, company that has wants to make growth and
willing to take associated risks: a conceptual model is mainly generated by
synthesizing knowledge from literatures and theories, although there are
some empirical data for constructing the conceptual model; however, it
cannot assures its perfection, potential risks may contained and especially
for the first time application, such as overestimate designers capability and
contribution, unexpected mistakes etc. Fourth, NPD projects within
appropriate complexity: the selected company must have NPD plan and not
doing too complicated NPD project or too simple project. The complexity of
NPD project may reflected by developing time. An appropriate NPD project
time cost is up to 6 months. Fifth, a company that agrees relevant
Designer-led NPD Implementation Issues in Chinese SMEs
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information to be published in the way of literature. This is an academic
research project, hence writing a report is a primary work of any academic
researcher, and it is inevitable that the research information and data will be
disclosed to others in academic purpose.
Three companies were deemed to be suitable for this research project.
The one was a vehicle manufacturer and the other two manufactured
vehicle accessories. All three were using designers within their NPD projects.
However two of the companies hesitated to take part as they were unable
to accommodate the research project schedule. The company left was
seeking a new way of product expansion and accepted to cooperate and
support the research project.
The selected company is a small enterprises located in one of the most
manufacturer intensive city, Shenzhen, in China. It started as Original
Equipment Manufacturer (OEM) since mid-2000s. In 2011, with the increase
of national salary and decrease of profit margin, it registered a new
trademark and the company transformed to become OBM (Own Band
Manufacturer). On one hand, they play the role of supplier for other
companies by providing moulding services and adaptor related technology
consultant services, this accounts for about 87.4% of overall income in 2012.
On the other hand, they sell products with their own brand since later 2011,
which accounts for 12.6% of total income in 2012. There are about 55
permanent employees, while the moulding team takes over three fifth of all
staff.
Metrics
New product performance, for example the sales in comparison of
former product and return on investment (ROI), is convictive evidence for
company to understand the effects of NPD process by results. However,
proper data of sales cannot be gained at this stage; therefore, before having
the data of annual sales, effectiveness of the NPD process can be
understood by three aspects. Table 1 summarized factors that applied in this
research.
Table 1 Factors for metrics
New Product success factors NPD process factors Internal Factors
Product Advantage
Meet customer needs
Technological sophistication
Time
Investment
Risks & iterations
Employee productivity
workload
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Relevant NPD success factors were calculated for having the metrics.
Product characteristic, market orientation, speed of development (Cooper,
1993; Cooper, 2001; Henard and Szymanski, 2001; Evanschitzky, et al., 2012;
Parry and Song, 1994), and top management involvement, voice of the
customer, well-planned and adequately resourced launch (Ledwith, 2000;
Cooper and Kleinschmidt, 1995) are important for NPD success. However,
some of these factors have almost no impacts for NPDs in one company with
shared resources; therefore, these factors are separated into new product
success factors and NPD process factors. The three items show in new
product success factors are represented by the three aspects: (i) Product
advantage is for gaining direct views towards the new product, (ii) meet
customer needs is for gaining views in the eye of consumers, (iii)
technological sophistication is for understanding the views in the point of
competitors. NPD process factors are all for understanding objective factors,
such as developing time cost, investment cost and iterations made in NPD
process. Meanwhile, Staff commitment is critical for NDP success (Ernst,
2002; Brown, Schmied and Tarondeau, 2002), and this can be reflected by
understanding staff productivity and workload.
Methodology
There was about 16 weeks on investigating the implementation of the
proposed designer-led NPD process model in the selected Chinese SME and
evaluate its effectiveness in a practical context. The main method was
making comparison with their current NPD process model in company.
There were three stages of this research. The first stage was to develop an
understanding of the current NPD process model of the selected company.
At this stage, an interview was used to obtain initial information from the
top manager about the NPD process used. The information was then
correlated with archived information of a recently developed product coded
as IG.
During the second stage the conceptual NPD process model was
optimised by seven staff members. These members were invited to a group
discussion, four of them who were invited to optimise the conceptual model
and then were selected to test the optimised designer-led NPD process
model.
During the third stage the two NPD models were run in parallel. Two
NPD teams were assembled with members having similar backgrounds and
work experiences. One of the teams carried the current NPD process model
Designer-led NPD Implementation Issues in Chinese SMEs
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(conventional NPD team) and the other team adopted the optimised
designer-led NPD process model (Designer-led NPD team). The execution of
the two NPD processes was done in parallel and the two teams were kept
separate to avoid any possible cross-contamination of ideas. An overall
schedule, objective and techniques in each stage are summarised in table 2
below.
Table 2 Objective and techniques at different stage
Time Objective Techniques
Week 1-2
Understanding the current NPD process
model
Interview with top manager
Retrieve archive
Week 2-3 Conceptual Model Optimisation
Group discussion
Recording
Week 4-
13+
Concurrent Application
Observation
Access internal documents
For further understanding the internal performance of the optimized
designer-led NPD process model, members from two NPD teams were asked
to contribute towards developing a post NPD measurement tool. The tool
incorporated eight questions; each question in the tool incorporated a five
likert scale, with -2 indicating negative and number 2 indicating positive
score (Table 3).
Table 3 Questionnaire as metrics tool for understanding the effectiveness of two
NPDs
Product Advantage Will the new product be competitive against competitors
products?
-2(No) -1 0 1 2 (Very
much)
Meet customer
needs
Will the developed product meet customers needs?
-2 (No) -1 0 1 2 (Very
much)
Technological
sophistication
How difficult will it be for competitors to copy?
-2 (Easy) -1 0 1 2 (Difficult)
Time cost Did the process take the time expected?
2 (Less) 1 0 -1 -2 (More)
Investment spent Does the developing cost meet expectations?
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2 (Less) 1 0 -1 -2 (More)
Risks & iterations How much iteration was required in the development
process?
2 (Little or
none)
1 0 -1 -2 (Much)
Productivity Has your contribution been as expected?
-2 (Less) -1 0 1 2 (More)
workload Have you spent more hours on the project than expected?
-2 (Less) -1 0 1 2 (More)
The questionnaire were used as metrics tool to collect views of members
in two NPDs teams; for avoiding insufficient understanding of NPD project,
members from each team only fill questionnaires in judge of their own work
in their own perspective.
Current NPD process model
According to Siu et al. (2006), the NPD process in Chinese SMEs has four
stages: ideas generation, prototype development, market analysis and
testing, and commercialisation. Similar to their finding, the NPD process in
the selected company had four stages, starts from ideation, for finding an
idea or opportunity (see item 1, Figure 2); however, it was not conducted by
a NPD team, but purely by insights of top manager or project manager. The
second stage is development, there are four sub-stages in development
process, firstly to investigate technological feasibility by reviewing existing
technology and making tests, and then creating appearance and style by in-
house designer or design consultancy. While the appearance assured,
engineering design started by using Computer Aided Design (CAD) tools, and
finally use production related methods for prototyping (see item 2, Figure
2);. The third stage is validation, to value the overall experience. Similarly to
ideation, managers perspective determines whether it can be processed to
launch stage (see item 3, Figure 2). In launch stage, product firstly be mass
produced, and then the in-house designer contribute a package design to
wrap the product before phoning distributors and doing online
advertisement (see item 4, Figure 2).
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Figure 2 Current NPD process model in selected company
There is no failure of their current NPD process, because of top manager
and project manager always set safe objective with almost no risks: make
little changes based on mature solutions. Bold writings in Figure 2 are
activities execute by people from management; italic writings are activities
undertaken by industrial designers. Industrial designers were only
responsible for the appearance styling and package design. There is a review
section while the appearance model/prototype was delivered to the project
manager. However, the review focused only on the technical flaws. If any
flaws were discovered then the design was return to the development phase
(stage 2). Top manager provided the following reasoning:
We produce power adaptors related products, functionality is much
important than appearance
Document of a former developed product coded as IG was reviewed to
understand their current NPD process (Figure 3). In the first ideation stage,
top manager had an idea that to replace the non-transparent material inside
the USB ports by transparent or translucent material, for having better
vision of build-in LED. It was recognised as the upgrade version of car
charger products in company, and then assigned a project manager to deal
with this. Moulding technician within days tests and successfully replaced
the material (see item 1, figure 3). Product designer made a rendering
image, and passed it to engineering designer to accomplish the inside
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structures (see item 2, figure 3). A functional prototype then was delivered
to a manager, who tried and was satisfied with the product (see item 3,
figure 3) it then moved to package making and promotion phase (see item 4,
figure 3).
Figure 3 The 'IG', a recent developed car charger product.
In their current NPD process model and product development process,
management plays key role and to some extent is autocracy. The
management contributes ideas, and validates the outcome of ideas.
Capability of design is limited to only styling, and package design are not
seen as important for validate the overall experience. However, this way of
doing NPD is comparatively low risks, because of most actions in their
current NPD process is rely on previous experiences and mostly no
challenges.
Conceptual Model Optimisation
For further applying the designer-led NPD process model, the conceptual
model was introduced and optimised. Seven staff members were invited to
a group discussion, these included: top manager, one project manager, and
two engineering designer, two technology specialists and one industrial
designer.
Based on the conceptual designer-led NPD process model proposed by
Lou et al. (2013), the conceptual model has been optimised; however, only
elements associated with methods were modified. These modifications in
figure 4 are highlighted in red.
Designer-led NPD Implementation Issues in Chinese SMEs
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Figure 4 Modification of the Conceptual designer-led NPD process model
Design engagement in production process was moved from launch stage
to Briefing stage (see item 1, figure 4). Rationale for having the Design
engaged in production was to find insights for future NPD projects and to
increase control of the product quality (Lou et al., 2013). However,
Practitioners suggested that letting designers involved in production process
to do quality control would not be practical. They argued that the
technicians already try their best to fulfil the proposed tasks; and that the
only benefit for designers engaging in production was providing them with
insights of manufacturing process. Practitioners pointed that design can
contribute to production, such as proposing good design or work with
engineering designers to simplify the production process; hence, detailed
design activities were changed to be supervised by Industrial designer(see
item 4, figure 4). Top manager stated that only low cost ideation methods
are accepted, because of the limited budget. Therefore, ideation methods
was limited to secondary research and empathy (see item 2, figure 4);
Manager also pointed that the sketches from industrial designers are
sometimes hard to understand without designers providing verbal
explanation. They suggested that designers communicate ideas and/or
concepts so that technicians and engineering designers are able to
understand these from the drawings. Therefore, it was suggested that only
CAD renderings to be accepted to represent concept designs (see item 3,
figure 4). And design engaged in marketing activities and promotion were
changed to awards participation (see item 6, figure 4). They proposed that
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designers engaged in promotion or marketing is not needed, as there are
already specialists to deal with consumer services. They suggested that the
best way for design to get involve in marketing is to prepare document for
awards, and win prizes.
Concurrent application
Execution of the two design processes were in parallel by two
independent NPD teams. These two teams were kept separate to avoid any
possible cross-contamination of ideas. One of the teams carried the Current
Conventional NPD process (Conventional NPD team), and the other team
adopted the Optimised designer-led NPD process model (Designer-led NPD
team).
Team assembling
Each team consisted of four staff each having different expertise. The
teams included: a project manager, a technologist, an engineering designer
and an industrial designer. The aim for team assembling was assures each
team to have members with similar backgrounds and work experiences
(Table 4).
Table 4 Members expertise and backgrounds
Conventional NPD team Designer-led NPD team
Title Tasks Experiences Tasks Experiences
Project
Manager
General
management
6+ years
experience on
marketing
Co-
management
6+ years
experience on
marketing
Senior
Engineering
Designer
Engineering
Design,
Prototyping
10+ years in
manufacturing
industry
Engineering
Design,
Prototyping
10+ years in
manufacturing
industry
Technology
Specialist
Technical
Solution
6+ years
experience on
power adapter
solutions
Technical
Solution
6+ years
experience on
power adapter
solutions
Industrial
Designer
Design BA Industrial
Design, 3+ year
experience on
electronics
product
Design / Co-
management
BA Industrial
Design, 3+ year
experience on
electronics
product
Designer-led NPD Implementation Issues in Chinese SMEs
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Each team included a project manager with marketing backgrounds,
dealing with general NPD issues, such as: time management, sourcing of
required parts, managing funding etc. Both technology specialists have over
6 years experiences on producing adaptor solutions and those two
engineering designers both with over 10 years experience and familiar with
production process. Industrial designers in company were comparatively
less experienced. One joined the company 18 months and the other is just
about a year, but both have over 3 years experience on electronic devices
design. The industrial designer assigned to designer-led NPD was permitted
to co-manage the NPD project with project manager as it was designer-led.
This meant that the designer in designer-led NPD team had priority to make
decisions and setting plans.
Schedule
Table 5 Timetable of Two NPD teams
Conventional NPD team Designer-led NPD team
Week1 Setting Goal Find Goal
Week2 Design Concept Ready Internal Resources Reviewing
Week3 Engineering & Technology
Ready Design Concept Ready
Week4 Product Prototyping
Week5 Preparation for launch Engineering &
Technology
Development
Package &
Promotional
Files
Week6
Week6+ Preparation for launch
Owing to the fast-pace culture, both teams have very compact schedule
for developing new products. The conventional NPD team set a 5 weeks
fixed plan from having a goal to preparing for mass production. Similarly, the
designer-led NPD team had a same plan till the industrial designer in team
acquiring more time for adaption. Consequently, the developing time was
extended and set with flexibility (Table 5).
Practical implementing process
Two NPDs were carried out with different NPD models. These two
models were reflected by two different practical processes. For the
Conventional NPD team, they held seven steps; this can be seen in Figure 5.
In the ideation stage, there was no method for obtaining ideas from team
members, but only personal insights of the project manager. The project
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manager tried hard to think what should be improved as a user, and
concluded a car charger with two USB ports and having different lighting
colour as aim of this NPD project. The development stage included all
process to materialise the idea: concept design, technological design,
engineering design and prototyping. The design concept was a one-time
work, with no iteration and rework, and successfully obtained satisfaction
from the project manager. In the process of technology development,
technology specialist proposed a solution that based on a previous Printed
Circuit Board (PCB) and upgraded the process unit. Similarly, the engineering
design was also a previous design work with few modifications. A prototype
then was fulfilled by combining above works. The validation stage had two
steps. Firstly, the prototype was accepted by project manager, and then it
was passed to top manager to make further decision: schedule for mass
production or lay aside.
Figure 5 Conventional NPD team practical application process
The conventional NPD was effective and owing to most time-cost tasks
were based on previous mature solutions, the developing time were
significantly saved. Therefore, the conventional NPD team successfully
accomplished the aim within the scheduled time on one hand. On the other
hand, most decisions were determined by the project manager and top
managers intervention at validation stage was crucial.
Different from the conventional NPD team, the designer-led NPD team
firstly reviewed the production process for obtaining internal knowledge
(Figure 6), and all members in team were gathered together to explored
Designer-led NPD Implementation Issues in Chinese SMEs
2193
ideas that could potentially compete with competitors products. An idea
that Design for precision was proposed by reviewing the production
process in meeting. Also designer mentioned that the new product should
be much more powerful than competitors, and raised an idea of dual core.
Figure 6 Designer-led NPD team practical application process
A gapless concept with dual core was proposed by industrial designer
with consulting technology specialist in terms of the feasibility of dual core.
Owing to the industrial designer was permitted to co-manager the project
and also making decisions, obstructions from others was erased. He
expressed a willingness of presenting his work to other team members and
getting feedbacks. Consequently, changes were made during the group
review of design concept: an extension was added for release the dual core
power. In the technology development process, although the technology
specialist in team mentioned the dual core concept could be possible, but
took quite a while for functionalization. Meanwhile, the engineering
designer was trying to accomplish the gapless appearance without previous
experience. And the packaged design was in process while other functions
were on their tasks. Similar to concept review, the prototype in package was
LOU, SOUTHEE & BOHEMIA
2194
presented to all members and also the top manager was invited for making
comments.
However, although there were concurrently processes for doing tough
tasks such as dual-core PCB and gapless body development, the time cost
still more than expected, from scheduled 6+ weeks maximum time to about
10 weeks. For having an idea, the gapless and dual core are comes out at
first week, the concept was ready at 2
nd
week, while there were changes
made, consequently the finally concept was produced by the 4
th
week. The
other 6 weeks were mostly used for experiments on creating the gapless
body and combining two process units using one compact PCB. Although the
final outcome was satisfied the stated project aims, the team experienced
conflict between different members. For example, during the prototyping
phase, the engineering designer complained that the proposed high quality
standards specified by the industrial designer required changes such as
amending CAD files and adjusts the draft angles. Industrial designer acquires
high performance but in a compact space, this resulted more tasks for
technology specialist to redesign the PCB. While the project manager
considered it took too long for a new product and cost too much by paying
material and testing bills. However, both the engineering designer and
technology specialist though this product would be unprecedented. The
dual core for car charger was successfully applied the certificate of patent.
Results by Metrics Tool
Result of metrics tool was collected and shown in figure 7 (-2 to 2 means
from very negative to very positive). It shows that overall score of designer-
led NPD team is lower than the conventional NPD team, it mainly because of
extended time and cost on tests (Time cost, investment spent and risks &
iterations are all marked below 0). Aside from that, it can be seen that staff
in designer-led NPD team spends more efforts (Employee productivity,
workload all marked more than 1) in NPD process and achieved a product
that seems satisfied all members in team (Product advantage, meeting
customer needs, technological sophistication all marked to max).
The current NPD process (conventional NPD) in company seems not tap
all the potential of members in team (employee productivity, workload all
marked 0 as usual), and indeed, members in conventional team once
finished their job for the NPD and immediately move to new assigned tasks.
In contrast, members in designer-led NPD team contribute all their working
time on the single project, and even needed to extend the scheduled
Designer-led NPD Implementation Issues in Chinese SMEs
2195
timetable. Iterations associated risks, but not all. In this study, there were
almost no iterations in the conventional NPD process, it do accelerate the
developing process and saved developing time; however, there is no
iterations are needed since they holed an incremental view.
Figure 7 Result of metrics tool questionnaires
Discussion and Conclusion
Both new products developed by different processes were accepted by
top manager and added to the production queue. Although the two teams
followed different NPD models, the practical application process were
similar to some extent. This related to the nature of developing new
products, having an idea, develop the idea and market the idea (Kahn,
2001). In comparison of two NPD projects so far (Table 6), the conventional
NPD team started by an idea from the project manager, and the outcomes
were only validated by the management, less people were engaged in
decision making process, it was an autocratic process to some extent. In
contrast, group discussion took place several times because of industrial
designer in team was permitted to co-manage the project, and he wanted
feedbacks from others, it relatively is a democratic process. Members in
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2196
conventional NPD team conducted tasks mostly based on previous cases
and experiences, thus the risk of NPD failure decreased significantly; rather
than the designer-led NPD team set challenging goals, spent much effort
and fund for achieving the goal, but there were no guarantee for success, all
time and efforts may resulted profitable return, or nothing. The
conventional NPD owing to its autocratic, there were less communications
between members and consequently, less learn and impacts took place
between members. Unlike conventional NPD team, designer-led NPD team
had much communications and discusses because of industrial designer
wanted feedbacks of their own work; meanwhile, took challenging
objectives need well co-operation between members; therefore, learn and
impacts between members were obvious.
Table 6 Differences of two NPDs in practical view
Conventional NPD Designer-led NPD
Autocratic Democratic
Experience Based Aim for Challenge
Low risks risky
Less internal impacts Great Internal impacts
The current NPD process model in company is time saving, cost saving, it
is a mature process for company to creating incremental products rely on
previous experience. However, the success of new product relies much on
the vision of people in management roles. Design in this type of NPD only in
charge of styling and have less contributions and impacts on overall product,
package design was seen as not important in this NPD process. They lost the
opportunities of making radical products. The introduction of designer-led
NPD process brought democratic atmosphere to company, they experienced
the benefit of cross functional communications and faced challenges with
passion; meanwhile, they were on the way of doing radical new product
which like most large companies, to find challenges, face it and overcome it.
However, the drawbacks are obvious. Designer-led NPD is a relative time
consuming way for developing new products. Consequently, the extra time
cost generates additional expenditures. Staff members involve in designer-
led NPD would have limited time for doing other works because of the
workload is relatively high. It appears that the proper way for SMEs to
develop new products is mixed two processes: applying the conventional
NPD process for developing incremental products, while using the designer-
led NPD for generating radical innovations.
Designer-led NPD Implementation Issues in Chinese SMEs
2197
Two new products from these two NPD were added in production
queue, this means outcomes were both internally succeed. External
evidence are needed for making further comments of these two NPDs,
marketing data of those two new products is a convictive evidence. In
addition, participate awards is also a way to judge the outcomes of these
two NPDs, and this was suggested in designer-led NPD process model, as
way of letting design engage in marketing. Furthermore, it is worth to learn
further actions of the company while the designer-led NPD process was
introduced.
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of Product Innovation Management. 22(2). p.111-127.
Roper, S, Love, J. H. and Vahter, P. (2012) The Value of Design Strategies for
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http://dx.doi.org/10.2139/ssrn.2001525.
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the performance of small enterprises in china. . Small Business
Economics, 18(1), 197-211.
19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
How a Design Executive Officer (DEO)
Can Craft an Organizational Culture
Younjoon LEE
*a
and Jaewoo JOO
b
Hongik University
a
;
Kookmin University
b
Prior work on the topic of design leadership highlights its role at a strategic
level and mainly focuses on the introduction and execution of creative
activities across disciplines within an organization. Therefore, prior studies
tend to delineate a Chief Design Officer (CDO) who manages and enhances
design (or creative) activities. Different from prior work, we shed light on the
corporate-level design leader, the Design Executive Officer (DEO) who instils a
design mindset into the organizational culture. In the present work, we clarify
a DEO by comparing it with a CEO and conduct a case study to establish its
relationship with employees. In particular, we use Brunswiks Lens Model, a
well-accepted psychological mechanism, to understand how a DEO
communicates with employees. The present work contributes to the
academic discussion on design leadership by introducing the notion of a DEO
and its unique value in the business context. It will further assist designers to
expand their boundaries.
Keywords: Design Executive Officer, Chief Design Officer, Organizational
Culture, Lens Model
*
Corresponding author: Younjoon Lee | e-mail: younjoonlee@gmail.com
LEE & JOO
2200
1. Introduction
The role of design is highlighted as a contribution to the strategic goals
of business. In addition, along with the emergence of design thinking, the
role of design has begun to cross business-dominant boundaries in order to
solve problems that corporations encounter. The Design Council (2013, pp.
23-25) reports that, design can add value to any [business] organization in
terms of attracting customers, branding, work environment and culture.
Thus, corporations seek to bring designers to the forefront of strategy
development for their products and services in order to sustain their
business; this is a prevalent claim in the design management literature and
research. Non-design-oriented corporations call for design leadership in
order to defy traditional sales-driven approaches and ignite transformation
of their cultural DNA. Corresponding to this demand, researchers have
made efforts to delineate implications in order to imbue design leadership
within business organizations (Arnott, 2006; Verganti, 2003).
However, much effort focuses on envisaging features which will help
business people to underpin design within their organization. Designers are
still managed and ruled by a Chief Executive Officer (CEO). Although few
CEOs might have some understanding of design principles and their value,
most rarely appreciate designs impact beyond traditional design territory.
Jonathan Ive at Apple was able to continue to develop disruptive products
and boost the companys success with Steve Jobs endorsement of design
and his vision of design. This successful case story of undertaking design
faded without the leaders support, i.e. since Steve Jobs passed away,
people have noticed that Apple is not the same corporation anymore. From
a different perspective, most designers cannot cross boundaries in advance
without corporate endorsement. Despite the importance of the strategic
and cultural role of design, in the past designers have had a propensity to
confine themselves.
In contrast to the copious literature about design leadership for business
people, this research starts with a conversation: If a CEO were trained as a
designer, s/he could run a company differently. Therefore, this paper aims
to identify the advantages of a CEO trained as a designer when crafting an
organizational culture through an empirical study.
How a Design Executive Officer (DEO) Can Craft an Organizational Culture
2201
2. Theoretical Background
2.1. Role of design in organization
The role of design has evolved from making tangible things for a
corporation to transform an organization into a design-driven, innovative,
and strategically competent corporation (Baglieri et al., 2008; Cooper and
Press, 1994). Corporations have sought to manage design as a process and
have moved towards imbuing designerly ways design thinking and acting
across organizational activities (Cooper et al., 2009; Poggenpohl and Sato,
2009; Jelinek et al., 2008). Design is now viewed as a source to enhance the
value of intangibles: human, knowledge, cultural and technology capital
(Mozota and Kim, 2009), creative confidence (Kelley and Kelley, 2014) and
strategic design (Stevens and Moultrie, 2011).
Despite its highlighting in academia, the role of design in practice mostly
takes place back stage, rather than early in engagement. According to a
Design Council report (2004), design is mostly employed for outcome
development and a creative thinking process: the appreciation of design is
limited to outcomes and processes (adapted from Tether, 2005). On top of
that, design is often eliminated or reduced due to the vulnerabilities and
obstacles within an organization: the tension between marketing and design
(Filson and Lewis, 2000), different appreciations of activities between
marketing and design (Holm and Johansson, 2005; Bruce and Bessant,
2002), managers behaviour failures linked to inertia, risk aversion and
myopia (Nesta, 2013, pp. 11).
Moreover, the Design Council (2010) reports that corporations have a
propensity to build a design team in-house for the sake of cost-
effectiveness. Within most corporations where there are no designers or
design departments, a small department marketing or brand will
collaborate with external design consultancies. This implies that most
corporations do not have the chance to experience design.
Hence, Swann and Birke (2005) claim that fostering a design climate is
essential to overcome the impediments to design and sustain a business
with innovation. To disseminate design knowledge and build a design
culture, Kutti (2009) argues that design knowledge can be transferred
through three metamorphosis stages, from emergent-tacit knowledge to
explicit knowledge and from explicit knowledge to traditional-tacit
knowledge over time. He asserted that design knowledge cannot be
obtained in one fell swoop but only through consistent design practice.
Hence, collaboration with design/designers needs to underlie organizational
LEE & JOO
2202
activities: collaboration flow for knowledge exchange between design and
business disciplines (Ind and Watt, 2006), a collaborative learning
mechanism (Davenport, 2009; Beckman and Barry, 2007) and design
activities that contribute to and align with a strategic management domain
(Stevens and Moultrie, 2011).
The efforts to build a design climate are mostly found in big
corporations, such as P&G and Google. For example, after achieving
corporate growth through empowering its design department, P&G started
to revamp its organizational structure and relocate designers within non-
design departments in order to let designers transfer their knowledge
through daily routine activities; then designers can act as a catalyst to
transform the culture and processes. Such efforts can result in better
performance and productivity (Lafley and Charan, 2009).
To summarize, the role of design was limited to developing tangibles in
the past but is now moving into institutionalizing an organizations design
ways of thinking and acting. As designs role has evolved, the discussion of
design leadership has also evolved from supporting design operations to
seeing design as a cultural asset for an organization.
2.2. Leadership in business
Leadership is a process of social influence in which one person can enlist
the aid and support of others in the accomplishment of a common task
(Chemers, 1997). Since leadership has a long history of research, a wide
variety of definitions, measurement scales and research methodologies
have been suggested in organizational behaviours. For instance, some
consider leadership as a set of behaviours and try to identify broad
leadership styles by evaluating the behaviour of successful leaders. Lewin et
al. (1939), for instance, found that the management of group tasks
performed by eleven-year-old boys in different work climates could be
categorized as three styles: authoritarian, democratic and laissez-faire. In
general, an autocratic leadership style is known to be the most effective one
when the leader has more experience than the employees, whereas a more
democratic or laissez-faire leadership style is more effective when the
employees are motivated and have a similar level of expertise. Recently,
even shared leadership was proposed, that is leadership that can be
distributed among the members of an organization. It includes a process of
influence that is built upon more than just downward influence on
subordinates or followers by an appointed or elected leader (Yuki, 1989;
Pearce and Sims, 2001; Pearce et al., 2009).
How a Design Executive Officer (DEO) Can Craft an Organizational Culture
2203
Although many leadership researchers focus on a single type of
leadership and investigate its impact on a specific management activity,
some aim to broadly cover different types of leadership (Atwater, 1988). In
a seminal paper, Pearce and Sims (2002) examined the relative effectiveness
of different leadership styles, whether vertical leadership or shared
(horizontal) leadership is effective for change management teams. They
designed a set of questionnaires to identify which leadership behaviours
indicate which leadership styles out of (a) transformational, (b)
transactional, (c) empowering and (d) directive. More specifically, questions
under transformational leadership are about whether leaders provide a
clear vision, direction and guidelines. Questions under transactional
leadership are about whether leaders give rewards and feedback. Finally,
questions under empowering and directive leadership are about whether
employees have room for their own roles and responsibilities or if leaders
assign them. In the present work, we combine (c) and (d) because these two
leadership styles are strongly related to each other on the opposite side of
an identical leadership style. Therefore, we decided to categorize leadership
behaviour into three different leadership styles: transformational (vision),
transactional (reward) and empowering (authorization).
2.3. Emergent role of a DEO
Mozota (2003: 142) categorizes organizational strategic models of
utilizing design into two modes: innate and acquired. An innate model
accounts for a designer-entrepreneur starting from design disciplines, e.g.
fashion, living, textiles, and furniture. An acquired model aims to valorize
design through experiencing and learning it. That is, designers play a pivotal
role in establishing and maintaining a business in the innate model whereas
they play a role in transfering design knowledge through collaboration in
order to lead a market and sustain a business in the acquired model. Since
most corporations adopt the acquired model design, the designers role
needs to be considered in this context: designers disseminate what they
learn from the development of new or innovative products and services into
the organizational culture (Mozota, 2003). To make design proliferate in the
business, an organization needs to employ two modes of designer thinking:
leadership/strategic thinking and specialization/detail thinking (Cooper et
al., 2009, pp. 23).
As illustrated above, most literature discusses designers role or design
leadership in the context of the innate model. Then, grounded in design(er)
utilization, a design-acquired organization which has a different context
LEE & JOO
2204
seeks to enhance its design activities and capabilities. Thus, most
corporations find it hard to embed design into organizational activities. For
example, by researching design-innate corporations, the activities for design
are delineated thus: 1) assessing and starting new approaches to design, 2)
connecting and coordinating design/business, 3) communicating design-
fostering, 4) creative absorbing, supporting, testing and interfering, 5)
strategic anchoring and stretching design, 6) capturing and protecting
design assets and values (Jevnaker, 2000). From a design management
perspective, design governance by the CEO is a competitive advantage and
design governance by the chief design officer is a core competency (Mozota
and Kim, 2009). This indicates that the designers role is separate from the
CEOs role. Such studies are still prone to confining the designers role to a
territory controlled by business-dominant disciplines.
Hence, for the design-acquired organization, design leadership at the
strategic level is fundamental in gearing an organization to underpin design
(Lee and Evans, 2012). According to British Standard 7000 (2008, pp. 14), a
design leader also plays a different role at the organizational and individual
levels:
Organization: a trendsetter in design approach or style, or
acknowledged to be at the forefront of design practice and
performance.
Individual: a person who takes the lead in design activities or is
accepted as being the key authority who harnesses design expertise
and infrastructure to exploit the full potential of designs
contribution to an organizations performance.
However, studies of design leadership at the strategic level tend to
delineate the features for a Chief Design Officer (CDO), who manages and
enhances design (or creative) activities in practice rather than instilling a
design-led mindset into a core culture. The CDO is often appointed to
increase the success rate of new product development, and therefore their
role and responsibilities within the organization depend heavily on the
CEOs understanding and appreciation of design. Even well-known CDOs,
such as Claudia Kotchka at Procter & Gamble and Jonathan Ive at Apple Inc.,
are strictly governed by their CEOs decisions.
There is an existing concept for a DEO. However, the concept does not
stray beyond previous studies of leadership: 1) a CEO with a business
background employs design thinking and disseminates what he has learned
into the organization, 2) designers contribute to corporate growth through
How a Design Executive Officer (DEO) Can Craft an Organizational Culture
2205
objects and services designed, which enables a business to be sustained
(Giudice and Ireland, 2013). In the former concept, the DEO is rarely
highlighted as a means/enabler to defy traditional ways and trigger a move
forward by amplifying the designers capability to create affordance.
Thus, this paper develops the concept of a DEO, a new type of leadership
combining innate and acquired models. Notably, this concept is proposed in
order to expand the role of designer beyond its traditional periphery. It can
be asserted that:
The DEO can play the role of both CEO and design leader;
The DEO can be defined as a CEO who is trained as a designer but
establishes a company which traditionally tends to have an acquired
model;
The DEO can take on a role to build design as both a competitive
advantage and a core competency: build the business as a CEO by
thinking and doing as a designer;
The DEO can take a role to build design as both a competitive
advantage and a core competency, at the same time in a business,
through designer thinking and acting;
The CEO with design thinking finds it hard to undertake designer
acting but the DEO has the capability to undertake both designer-
thinking and -acting across organizational activities.
By suggesting the new concept of a DEO, this paper ultimately aims to
identify 1) the characteristics of the DEO in terms of establishing a culture,
and 2) ways of utilizing design.
3. Research methodology
It is challenging to find multiple companies run by DEOs in non-typical
design industries. We found only one in Korea, Woowa (Elegance in
Korean) Brothers. This company developed a mobile application (so called
app) for food delivery services in 2010. Most app companies in Korea are
run by engineers or businessmen. Interestingly, the CEO of this company
was trained as a designer and worked for several web consultancies and an
Internet search-engine company. While embodying the idea of app to
deliver food, he was keen to develop the brand of the app by using a kitsch
look and feel and humorous phrases. His brand philosophy is also adapted
into the organizational culture (see Figure 1). As a result, Woowa Brothers
achieved 77.3% brand awareness at a total cost of 74,000 dollars, whereas
LEE & JOO
2206
similar services spend approximately 4 million dollars and only reach 38.8%.
This app hits 10-million downloads for the first time in Korean app history.
Figure 1. Examples of brand direction: mobile app and organizational event
3.1 Research configuration
This research employs a case study as its research method using a
mixed-methods approach interviews, observation and survey in order to
scrutinize a phenomenon (case) and clarify how DEO crafts the
organizational culture: i.e. explicate the relationship between a
phenomenon and a context (Yin, 2014).
To build an in-depth understanding of the phenomenon, two interviews
and observation of the companys infrastructure were conducted: an initial
step was undertaken to build trust in terms of a preliminary stage in an
unstructured way, and the latter was configured to understand how the CEO
manages the company and his background in a semi-structured way.
Subsequently, a company tour for observation was conducted. Afterwards,
questionnaires for the CEO and the employees were developed in order to
identify the DEOs ways of crafting organizational culture.
The questionnaire for the employees is threefold, grounded in the
leadership illustrated in section 2.2, and has a general demographic part
with three themes: 1) vision (transformational leadership), 2) reward
(internal or physical motivational leadership), 3) authorization (employees
empowerment). Each section has one Likert-scale question and two open
questions: one for any queries while the other asks the respondent to
include at least one picture of an object, place or performance relevant to
the question (See Figure 2 and the Appendix). Twenty-seven people from
seven different departments took part in the survey (approximately 100
employees in total). The latter question was only asked to the CEO, asking
him to include as many pictures as were applicable to the subject.
How a Design Executive Officer (DEO) Can Craft an Organizational Culture
2207
Figure 2. Examplar data received from employees
3.2. Lens model
In order to understand a unique leadership style as well as identify how
it is communicated to the employees, we borrow a firmly established
psychological research framework called the Brunswiks Lens Model. This
research framework was originally proposed by Brunswik (1955) and further
developed by Hammond et al. (1975). Brunswik argued that, because the
external world is uncertain, psychologists should adopt a probabilistic
approach to understand how people perceive, think, infer, predict,
communicate and even learn others , most of which are discussed by
psychologists in the Social Judgement Theory field.
Suppose that a woman tries to predict whether a man is nice. According
to Brunswiks Lens Model, she makes a prediction based on the lens or
multiple cues, such as whether he smiles at her, whether he speaks gently
to his friends, and whether he wakes up early in the morning. As such, this
model consists of three components: a subjective judgement made by the
woman (Y
s
: he must be nice), an objective judgement about the man or
distal object (Y
e
: he is nice), and multiple cues that are probabilistically
related to both the subjective judgement and the distal object (proximal
cues, X
1
=his smiling, X
2
=his speaking, X
3
=his waking-up time).
Thanks to its intuitive mechanism and powerful application, Brunswiks
Lens Model has been widely utilized by researchers who want to describe
peoples predictions or improve their prediction accuracy. For instance, it
accounts for how people judge someones personality (e.g.,
conscientiousness) based on his office (e.g. organized desk, good lighting,
cheerful dcor, and many books) (Gosling et al., 2002), how people perceive
sexual orientation of another based on his hip-motion parameters (frontal,
vertical, lateral) and shoulder-motion parameters (twist, side to side)
(Johnson et al., 2007), how people form impressions about others based on
the impressions about their websites (Vazire and Gosling, 2008). More
recently, this model was even used when designers with different
LEE & JOO
2208
backgrounds evaluate a series of new product concepts collaboratively
(Petersen and Joo, 2012).
Although the goal of a judge is to make a judgement that is identical to
the distal object (Y
s
= Y
e
), this is not easy to achieve for two reasons. First, a
distal object is related to its multiple cues in a probabilistic way (ecological
validity); and second, a judgement is also related to multiple cues in a
probabilistic way (cue-utilization validity). This suggests that there are
numerous cases in which an incorrect judgement can be made. For instance,
a distal object may give the wrong cues or not produce correct cues.
Alternatively, judges may fail to identify correct cues or incorporate
incorrect ones (Cooksey, 1996).
We believe Brunswiks Lens Model can extend traditional leadership
theory by incorporating a probabilistic property. The message generated by
the leader (distal object, Y
e
: we should be creative) needs to be
communicated to the employees (judgment, Y
s
: we might be creative)
through multiple vehicles (proximal cues: credo). As elaborated, however,
the leadership message may not be perfectly communicated between
leader and employees. Although a leader aims to communicate the message
to the employees through multiple vehicles, some messages may not reach
the employees or the employees may receive incorrect messages.
Figure 3. Brunswiks Lens model adapted from Cooksey (1996)
How a Design Executive Officer (DEO) Can Craft an Organizational Culture
2209
4. Results
4.1. Interview
We interviewed the CEO and the director of People team (Human
Resource Management) to determine the CEOs philosophy in terms of
three themes. A brief summary of the interviews and observation is
delineated below.
Vision (transformational leadership): To achieve a consensus for a
corporate vision, internal branding is vigorously utilized.
Interestingly, even though internal branding is referred to as
invisible branding, the tangibles developed own typeface, brand
products, posters etc. are underpinned by the organization. The
CEO intended to develop the brand for both external and internal
communication.
Reward (internal or physical motivational leadership): There is no
financial incentive and formal evaluation system. The CEO does not
refer to physical rewards as an incentive because he believes that a
financial incentive system eventually hinders employees
motivation; instead, he described incentives as presents that the
people team prepare to let employees feel cared for. To strengthen
employees bond with the company, the company keeps organising
seamless events in which the employees take part.
Authorization (employees empowerment): The company has a
strong hierarchy rather than a horizontal structure. The CEO is
involved in most new projects, but after that he delegates authority
to a team director to manage a project. Despite the hierarchy, the
CEO is keen on horizontal communication: the CEOs office is in an
open space and there are casual chats with employees etc.
4.2. Data Collection and Analysis
Next, we collected cues or vehicles in which leadership messages are
carried. We asked the CEO to report as many cues as he wanted, and then
asked the director of the People team to nudge all the employees to report
up to 9 cues (3 different cues for 3 different leadership styles). However, we
didnt force participants to repeat three different cues but did require that
at least one cue be given. We encouraged them to report visual cues by
taking pictures and providing a brief verbal explanation of each visual cue.
Collecting data took about two weeks. In total, we collected 34 cues from
LEE & JOO
2210
the CEO and 66 cues from 27 employees (or 2.44 cues per employee). The
CEO reported around double the cues of each employee.
Note that this paper focuses on identifying how the messages generated
by the CEO are communicated to the employees through multiple vehicles.
We first investigated which leadership style is highlighted by comparing the
percentage of the cues in each leadership category between the CEO and
the employees. The CEO strongly emphasized vision (56%), followed by
reward (32%) and authorization (12%). This pattern was not found among
the employees. They distributed three leadership styles rather evenly: vision
(27%), reward (39%) and authorization (33%), suggesting that many vision
cues sent by the CEO are missing.
Figure 4. Leadership cues
Next, we categorized each cue into one of four different types of cue:
object, object+place (place-attached objects), place and activity. Doing this
helped us to understand which types of cues are the sources of discrepant
understanding about leadership. We found that, first, place-attached
objects are the most frequently used cues between the CEO and the
employees and, secondly, the CEO relies too much on activities whereas the
employees rely too much on objects. This suggests that, for the CEO, place-
attached objects are effective cues whereas activities are not.
How a Design Executive Officer (DEO) Can Craft an Organizational Culture
2211
Figure 5. Leadership cues
1) Vision
In general, vision makes it challenging for the CEO to communicate with
the employees. However, our findings suggest that objects are efficient cues
to achieve this goal. Both CEO and employees use object-related types
heavily: objects and place-attached objects (CEO = 84% vs employees = 73%)
compared to place (CEO = 11% vs employees = 17%) and activity (CEO = 5%
vs employees = 11%). Interestingly, the CEO distributes cues to objects and
place-attached objects evenly, whereas the employees heavily rely on place-
attached objects (56%). This suggests that the CEO can further increase his
efforts to use place-attached objects when communicating vision to the
employees.
Figure 6. Leadership cues for vision leadership
LEE & JOO
2212
2) Reward
When the CEO communicates rewards to the employees, he uses
activities (73%) more than objects (9%), place-attached objects (9%) and
places (8%). The employees receive reward messages mainly through
object-related types: objects (31%) and place-attached objects (38%),
followed by activities (23%). This significant communication gap suggests
that the CEOs activities may not reach the employees. Alternatively,
employees mostly consider rewards as tangible objects rather than
intangible activities.
Figure 7. Leadership cues for reward leadership
3) Authorization (empowerment)
The CEO communicates authorization messages mainly through activities
(75%) and objects (25%). However, employees receive them through objects
(23%) and place-attached objects (36%), followed by place (23%). Once
again, the CEO and the employees showed a significant discrepancy in
authorization messages. Interestingly, the CEO does not even mention
place-attached objects or places (0%) whereas the employees receive
authorization messages through these two cues at 59%.
How a Design Executive Officer (DEO) Can Craft an Organizational Culture
2213
Figure 8. Leadership cues for authorization leadership
5. Discussion
We collected leadership cues from two parties, CEO and employees, in a
company running successfully and then mapped them onto Brunswiks Lens
Model, a psychological framework often used in Social Judgement Theory.
We found that the DEO utilized visual cues effectively when communicating
leadership. We further identified that (1) a vision leadership was better
communicated than reward and authorization leadership and that (2)
objects and place-attached objects were more frequently cited visual cues
than places or activities. Our findings also imply that there exists a fit
between leadership style and cue style.
Our newly adopted research framework, Brunswiks Lens Model, helps
us better understand the designers unique leadership style because,
different from typical business managers, designers often use a wide variety
of visual cues. Since DEOs tend to think and communicate visually, this work
benefits them in that the visual cues carrying their leadership messages can
be fine-tuned.
In the future, we collect an equivalent set of data from another company
run by a CEO. We expect that his leadership cues will differ significantly
from the ones used by the company in this paper. We expect that, when a
CEO runs a company, she communicates with the employees mostly
through verbal cues (e.g. credo). We further expect that because of the
unique features of verbal cues, many critical leadership messages may be
LEE & JOO
2214
lost. This suggests that a DEO is superior to a CEO in terms of
communicating leadership messages to employees.
Appendix
Survey questionnaire
Section 1
1. Does the CEO have a company vision that is clear? (Not Clear 1 2 3
4 5 Clear)
2. What do you think is the company vision that the CEO has?
(Please tell what you know.)
3. Please take and include at least one picture of an object, a place
or an action that best reflects the companys vision. (Numerous
shots can be taken, in which case, please add additional pages to
this survey.)
Section 2
Do you think the CEO fairly and properly
compensates/rewards/punishes based on job performance? (Not
Clear 1 2 3 4 5 Clear)
How does the CEO compensate/reward/punish based on job
performance?
Please take and include at least one object, place or action which
best reflects compensation/reward/punishment based on job
performance.
Section 3
Does the CEO tend to delegate authority or give instructions
directly? (Give instructions 1 2 3 4 5 Delegate authority)
How does the CEO delegate authority or give direct instructions?
Please take and include at least one picture of an object, place or
action that best reflects your thoughts on the CEO delegating
authority or giving direct instructions.
How a Design Executive Officer (DEO) Can Craft an Organizational Culture
2215
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
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Characteristics of Design Leaders: Ability to
Communicate Design to Non-designers in NPD
Koogin HAN
*
and Busayawan LAM
Brunel University
This study examines the key characteristics of design leaders in the context the
of new product development process (NPD), especially during the Fuzzy Front
End (FFE) or the early stage of the process. It focuses on how design leaders
communicate design to non-designers. Increasingly, design has been
acknowledged as a critical factor for NPD success. However, it is often observed
that designers have difficulty in communicating design to non-designers.
Previous researches and anecdotal evidence since the 1970s indicate that
design leaders are effective design communicators. However, the definition and
key characteristics of design leaders remain unclear. According to the
comparative studies conducted with real-life NPD projects with designers, and
in-depth interviews with design leaders in the UK, there are distinct differences
between designers and design leaders in terms of attitudes toward non-
designers, motivation, and communicating style. This study highlights key
characteristics of design leaders, namely sufficient experience of the entire NPD
process, a good understanding of design competency, motivation as having
interest in people and all key stakeholders of NPD projects, and a reflective and
flexible attitude with good active listening skills. The identification of these
characteristics could help young designers who wish to become design leaders
or to improve design communication and relationships with non-designers.
Keywords: Design Leadership, Communication, FFE, NPD
*
Corresponding author: Koogin Han | e-mail: Kooginhan@gmail.com
Characteristics of Design Leaders: Ability to Communicate Design to Non-designers in NPD
2219
Introduction
New Product Development (NPD) is a central business activity (Cooper &
Kleinschmidt, 2000). A key challenge of NPD is how to delegate in an unstable
environment to reduce the risk of failure either of the project or of the
resulting product (Calantone et al., 2003). In particular, Fuzzy Front End (FFE)
is the early stage of NPD and is seen as the period to create and activate ideas
prior to the first official group meeting where it decides upon a new product
idea and whether to develop the idea further (Moenart et al., 1995; Reid &
Brentani, 2004). Owing to uncertainty at FFE, many companies fail to have
clear product definitions (Khurana & Rosenthal, 1998). According to Brown
(2008), the methods and sensibilities of a designer match peoples needs,
feasibility of technology, and visible business strategy to create customer
value and market opportunity. Thus, design has been acknowledged as one of
the key elements for business success, and its performance for business
success has been evidently reported (Nussbaum, 2005; Bruce & Cooper, 1997;
Design Council, 2005; 2008). Employing user-centred and informed design
research methods supports the development of products and services from
the beginning of the investigation (Mozota, 2003). Design is tailored to the
various needs of different NPD. Perks, Cooper and Jones (2005) identified
that, within NPD, the designer works as a functional specialist, an
interdisciplinary team member and a leader.
Designers often face difficulty in delivering design to non-designers
(Beverland & Farrelly, 2011; Montgomery, 2012), and different styles of
thinking, working preferences and culture (Walker, 1990; Beverland &
Farrelly, 2011) can cause difficult integration. This results in non-designers
being in decision-making positions, a concept known as silent design (Gorb,
1987), and lack of resources constantly causes organisations to use design
inappropriately. Consequently, designers do not gain sufficient confidence in
business circles (Eckersley, 2003; Friedman, 2004). These issues of
miscommunicating and misunderstanding design are anecdotally evident and
academically reported. Researchers and practitioners have recommended
several tools for improving communication: delivering design values by
applying the Balanced Score Card (Borja de Mozota, 2006), using Persona to
describe the lifestyle of the products target market (Beverland & Farrelly,
2011), and employing a product strategy map and a visual mood board
(Dumas & Fentem, 1996). Indeed, several researchers and practitioners have
HAN & LAM
2220
repeatedly and commonly recommended that designers learn business
language (Von Stamm, 2008; Fraser, 2006; Topalian, 2002).
However, some designers, competent in business language and
communicating design, have been recognised as design leaders since 1970
(Topalian, 2002). Numerous researchers have identified that a principal
activity of a designer is to envision a business objective turning into reality or
to create an intangible experience. Design leaders are particularly good at
envisioning the business directions (Roald, 2006; Turner, 2013). People in
effective design communication rather than in roles of authority have been
considered as having distinguished design leadership qualities (Nelson, 2003).
However, it is difficult to find a designer who wishes to become an NPD leader
and has business experience because designers usually tend to remain
traditional style designers (Perks, Cooper & Jones, 2005). NextDesign
Leadership Institute (2003) advocates a changing paradigm in design where
designers need to be prepared to take on larger strategic responsibilities.
Thus, Van Patter (2003) has warned that the design community will end up as
a field of labourers. Therefore, this paper investigates design leaders
regarding:
1) How do they become design leaders?
2) What types of leadership do design leaders have?
3) How do they communicate design to non-designers at FFE of NPD?
Design Leadership
Design leadership has been a buzzword for the last decade. Turner (2013)
defines design leadership as a strategic value that makes a business plan and
strategy tangible and visible, while Lockwood (2009) defines design leadership
and design strategy as outputs of effective design thinking and design
management. Similarly, other researchers and practitioners echo this
definition at the strategic level (Turner & Topalian, 2002; Mozota, 2003). The
Design Council in the UK has been promoting design to non-designers, and
recently, the Council introduced a design leadership program that emphasises
the importance of design for business success
(Design Council, 2013).
Previous studies have explored design performance leadership as a global
business resource (Lockwood, 2009), expectations of design managers for
design teams (Lee & Cassidy, 2006), and skills of design leaders in the specific
industry (Miller & Moultrie, 2013). These studies found that a design leader at
a design-led company needs to be a visionary, a practice resource manager,
and demonstrate strong design skills. Design team members expect a design
Characteristics of Design Leaders: Ability to Communicate Design to Non-designers in NPD
2221
manager to be emotional, empathic, participative, representative, and
charismatic. Thus, design leadership is identified as envisioning a future for
design that includes managerial activities. This is in accordance with Kotter
(2001), who mentioned that leadership and management are complementary
because one function cannot survive without the other in the current
economy. Similarly, project leadership requires both abilities. The abilities
required are communicating project vision, creating the environment and
direction, strong interpersonal skills and ability to engage the management
cultures support, and integrative problem solving skills to apply them in
multiple areas in related projects internally and externally (Cook & Tate, 2006;
Pennypacker & Cabanis-Brew, 2003).
From the perspective of leadership studies, leadership does not have one
universal definition (Avery, 2004; Bass, 1990; Stogdill, 1948). There are around
1,500 different definitions. However, a commonly agreed leadership trait via
meta-analysis was self-esteem (Judge et al., 2002). Owing to different social,
economic, and political environments, the definition has varied widely (see
Table 1). Trait theories and classical theories, such as the great man theory,
focus on personal qualities (Carlyne, 1907; Gill, 2006; Kirkpatrick & Locke,
1991), and suggest that the major events in world history were led by
members of the upper class who inherited extraordinary leadership abilities.
However, the style of leadership depends on the situation. In the 1950s and
60s, scientific leadership, action-centred leadership in the UK and Blake and
Moutons (1964) Managerial Grid were popular approaches generating better
productivity and efficiency in the manufacturing economy.
Due to economic paradigm shifts, various focuses on different types of
leadership were researched, such as servant leadership, a business leadership
concept developed by Greenleaf in the 1970s, which puts the leader as
responsible to the followers (House & Mitchell, 1974). Developing leadership
believes a leader will emerge as the needs of society, a group of people, or a
certain situation arises (Bass, 1954). Transformation leadership is to meet a
goal (Avolio, Bass & Jung, 1999). Transactional leadership is a traditional
approach of rewarding followers based on their skills and abilities to handle
tasks. Fiedlers contingency theory in the 1960s and situational leadership by
Hersey and Blanchard (1993) are adjustable styles to meet the situation that
leaders face. In other words, leaders change their styles in different situations.
In recent years, research has focused on a new style of leadership theory,
such as visionary leadership (Sashkin & Rosenbach, 1998), charismatic
leadership that has the complete trust of its followers (Bass, 1985; Ciulla,
1999), organic leadership, which mixes different types of leadership for better
HAN & LAM
2222
outcomes for an organisation (Avery, 2004), and authentic leadership (Avolio
at al., 2009), which aims to be more ethical and encouraging in sharing
information needed to make decisions while accepting followers input. The
organic leadership style is developed from transformation leadership. Avery
(2004) indicated that the leadership studies tend to identify the importance of
sharing value and vision and emotional support and to deal with multi-culture
in globalisation.
Although each definition has shortcomings, they support each other.
Recently, Dulewicz and Higgs (2003) proposed the competency leadership
approach, which encompasses most theories to analyse skills and styles of
leaders. They mention that effective leaders have competencies including
traits, intellect, emotions, behaviour as problem-solving and management
skills, adaptable attitude contingently in different situations, and charisma
and vision from transactional and transformational leadership styles.
Theory Key Idea Researchers
Trait Effective leaders exhibit common traits,
leaders are born.
Carlyne (1907);
Kirkpatrick and
Locke (1991)
Emotional intelligence has a stronger
influence than intellect.
Goleman et al.
(2002)
Behaviour or
style
Effective leaders adopt styles and
behaviour and leadership skills can be
developed.
Blake and
Mouton (1978 );
Tannenbaum and
Schmidt (1958)
Contingency or
emergence
Different situations need different types
of leaders or the needed leaders emerge
from situations.
Fiedler (1967);
Greenleaf (1970);
Hersey and
Blanchard (1982)
Transformation &
transactional
Leaders influence and develop followers
and rewards. Most accepted theory in
leadership with influence to develop
related theories such as visionary,
charismatic and organic.
Bass (1990); Bass
& Avolio (1994)
Competency Effective leaders have certain
competencies such as traits, behaviour,
emotions, and intellect. Different styles
are better in different situations.
Dulewicz and
Higgs (2003)
Table 1 Different types of leadership
Characteristics of Design Leaders: Ability to Communicate Design to Non-designers in NPD
2223
While there are many different definitions of leadership caused by
different perspectives, it is generally conceived as one persons action in
leading a group of people to achieve a common goal (Avery, 2004; Gill, 2006;
Vroom & Jago, 2007). Several researchers have indicated that effective
communication is an essential component of effective management and
leadership (Awamleh & Gardner, 1999; Flauto, 1999; Kirkpatrick & Locke,
1996; Snavely & McNeill, 2008). Pavitt (1999) and Madlock (2008)
recommended that effective communication between leaders and
subordinates is highly related to work satisfaction.
However, Vries, Bakker-Pieper and Oostenveld (2009) stated that although
the core element of leadership is interpersonal communication, few
researches have attempted to operationalise leaders communication styles in
their daily transactions with subordinates. By reviewing literature of
leadership studies, the leadership process can be identified as: a leader
applies leadership knowledge and skills to carry out a process, and uses their
traits to influence the actions of others (Jago, 1982). Some design leadership
research has focused on the definitions of design leaders in organisations and
the positive business impact made by design. Thus, this research focused on
exploring the characteristics of design leaders who can competently
communicate design at the early stage of new project development.
Methodology
Although most leadership researches have been conducted using positivist
and quantitative paradigms, due to the nature of this research, which explores
the characteristics of design leaders at FFE of NPD, it is more appropriate to
employ a qualitative methodology. Qualitative methods allow a closer
relationship between the researcher and the participants (Denzin & Lincoln,
1994), thus providing extensive and in-depth descriptions of a phenomenon
(Geertz, 1973). Klenke (2008) proposed that qualitative research in the
leadership study captures the subjective experience of leaders and followers,
its slippery nature, and the local context in which leadership takes place. To
understand the characteristics of design leaders, this research included two
studies designed to compare designers and design leaders.
Study one Research setting
A live case study with young designers at the early stage of NPD was
chosen as the first study. The objectives of the first study were to identify
HAN & LAM
2224
leadership styles of design students and how they communicated design with
non-designers at FFE of NPD. The project was to create a concept for a
learning centre, called U-Zine, a 12 million project of five hectares in Saint-
tienne, France. The aim of the learning centre is to be an academic,
economic, and industrial realm that focuses on collaboration, innovation and
teaching, and knowledge transfer. The brief given was to design user-oriented
products. The place needs to have accessibility, flexibility, and service for
knowledge transfer. Four universities (Brunel University, UK; Politecnico di
Milano, Italy; Auburn University, USA; and Ecole des Mines, France) grouped
together. There were thirty-two participants, with up to eight years of work
experience. There were young designers from mixed disciplines and non-
designers with engineering and business backgrounds.
The process of the program was conducted over four days and divided into
two parts. For the first two days, all the participants were divided into four
groups of eight to ensure that each team had a balanced mix of all disciplines
and countries. For the first half of the program, they were given time to
generate ideas. Each team had a facilitator, who led and wrote down ideas
and concepts. Each team created 100 concepts. Then each team presented
their project idea. The idea with the potential for further development was
chosen by the facilitators. For the second half of the program, each group was
divided into eight groups of four participants, and they developed the chosen
concept further. In addition, they were asked to prepare a presentation at the
Biennale Internationale Design Saint-tienne. The project concept was
presented to the public and the program participants.
Research Methods
Direct observation and semi-structured interviews were the research
methods employed to understand the characteristics of young designers and
how they communicated design with non-designers and people from different
cultures. Also, all programme participants including design and non-design
students were asked to complete two different questionnaires. Adapting
quantitative data is not for statistical significance. However, it aimed to
provide an in-depth understanding of their leadership and behaviours from
multiple perspectives. Understanding the real situation is vital for research
initiation. Triangulating different sources of researched data to justify
coherently different perspectives can be argued as the validity of the study
(Creswell, 2009).
Characteristics of Design Leaders: Ability to Communicate Design to Non-designers in NPD
2225
Questionnaires from the Leadership Dimension Questionnaires (LDQ)
(Dulewicz & Higgs, 2003) and the Communicator Style Measure (CSM)
(Norton, 1978) were adapted. LDQ from the competency school of leadership
study (Dulewicz & Higgs, 2003) encompasses all the previous leadership
studies of traits and behaviours because appropriate competency profiles may
apply in different situations. After reviewing the literature on leadership
studies, Dulewicz and Higgs (2003) identified fifteen leadership competencies,
which were grouped into three main competence types: intellectual (IQ),
managerial (MQ) and emotional (EQ). They also identified three leadership
styles: goal-oriented style for low complexity projects, involving style for
medium complexity projects, and engaging style for high complexity projects.
The programme participants were asked to read the descriptions of the
fifteen competencies carefully then rate the leadership competencies (Table
2) by assigning 3 for high, 2 for medium and 1 for low (Muller & Turner, 2007).
Group
Competency Goal Involving Engaging
Intellectual
(IQ)
1. Critical analysis and
judgment
High Medium Medium
2. Vision and Imagination High Medium Medium
3. Strategic Perspective High Medium Medium
Managerial
(MQ)
4. Engaging
Communication
Medium Medium High
5. Managing Resources High Medium Low
6. Empowering Low Medium High
7. Developing Medium Medium High
8. Achieving High Medium Medium
Emotional
(EQ)
9. Self-awareness Medium High High
10. Emotional Resilience High High High
11. Motivation High High High
12. Sensitivity Medium Medium High
13. Influence Medium High High
14. Intuitiveness Medium Medium High
15. Conscientiousness High High High
Table 2 Fifteen leadership competencies, adapted from Dulewicz and Higgs (2003)
and the competence profiles of their three styles of leadership.
Another questionnaire was the Communicator Style Measure (CSM) by
Norton (1978), which was employed to compare the differences between
design and non-design participants communication styles. This questionnaire
is self-assessed and consists of 51 items, of which 45 are scored using the
HAN & LAM
2226
Likert-type scale. CSM has been validated as well as examined for reliability
several times. CSM has been used in analysing a leaders communication style,
such as: organisational studies (Snavely & McNeill, 2008; Sorenson & Savage,
1989); how humour functions in manager and subordinate relationships
(Martin & Gayle, 1999); communicator style and managerial performance in
complex organisations (Bednar, 1982); and occupational therapy students as a
cross-sectional study (Brown et al., 2011). All data from the different research
methods for the first study were triangulated for the validity claim of this
study.
Findings from Young Designers
Analysis of qualitative and quantitative data was conducted concurrently.
First, the results of the self-rating questionnaire about leadership competency
were not statistically significant. Overall, design students rated themselves
higher scores.
Chart 3 LDQ results of the participants
Non-design participants rated intellectual competency as more important
than other competencies. Due to their lack of working experience, they
humbly admitted that managing and distributing resources for NPD was
difficult. This result illustrated that design students have slightly higher
confidence in their leadership competencies than non-design students. The
differential characteristics of both parties also referred to the result of the
Communication Style Measure. Both design and non-design students shared a
preference for communicating style, however, the ranks of preferred
2.51
2.27
2.4
2.45
2.17
2.04
0
0.5
1
1.5
2
2.5
3
(IQ) (MQ) (EQ)
Design
Non-
design
LDQ Differences between design and non-design participants
Characteristics of Design Leaders: Ability to Communicate Design to Non-designers in NPD
2227
communicating styles were different. The argumentative style of
communication was ranked first by the design students, followed by the
friendly style. In contrast, the first rank of communicating style preferences
from non-design students was friendly and the second preference was
attentive. These findings echoed with the observation results.
Design participants favoured communicator
styles
Non-design participants favoured
communicator styles
First
Preferences
Coun
t
Second
Preferences
Coun
t
First
Preference
s
Coun
t
Second
Preference
s
Coun
t
Argumentati
ve
4 Friendly 6 Friendly 5 Attentive 3
Friendly 4 Relaxed 4 Dramatic 2 Expressive 2
Attentive 3 Alternative 2 Open 1 Open 2
Dramatic 3 Attentive 2 Precise 1 Friendly 1
Expressive 3 Dramatic 2 Impression 1
Dominant 2 Expressive 2 Leaving 1
Precise 2 Impression 2 Relaxed 1
Friendly 1 Leaving 2
Open 1 Precise 2
Argumentati
ve
1
Table 4. Times of each category rated by the participants
As reflected in the design participants communication preference of
argumentative style, their communication difficulties in sharing and
developing project concepts were often observed. This is echoed with the
results from LDQ (Table 5), where the design participants rated low in
communication and self-awareness emotionally. In addition, the non-design
participants also had difficulty in communicating their ideas and influencing
the design participants.
During the observations and interviews, the designers seemed to be
egocentric and jumped to solutions quickly. First of all, each team had a hard
time understanding the project brief, as not only designers but also young
non-designers showed similar traits. Most participants did not actively seek
what to do for this project. This was caused not only by the language barrier
but also by cultural and national differences and disciplines. Therefore, they
HAN & LAM
2228
experienced friction in communicating ideas. Most design participants said
that this multicultural group work was a nightmare. Designers tended to talk
more about their ideas and concepts. Some design students on each team
faced communication difficulties. The non-designer participants seemed to
organise ideas from team members rather than insisting only on their own
ideas. Their communication style seemed more attentive. On the other hand,
it was observed that a few designer participants who had non-design work
experiencesuch as marketing, insurance, and engineeringtended to have
flexible attitudes and communicated better with different cultural and
national participants. Most of them were emerging to lead their teams.
Leadership
competences
Design participants Non-design participants
Highly rated 1. Influence (2.75), EQ 1. Strategic perspective (2.7),
IQ, and Developing (2.7), MQ
2. Strategic perspective (2.67), IQ 2. Critical analysis and judgement
(2.45), IQ, and Achieving (2.45),
MQ
3. Critical analysis and judgement
(2.58), IQ
Lowly rated 1. Self-awareness (2.04), EQ 1. Empowering (1.5), MQ
2. Engaging communication (2.08),
MQ
2. Influence (1.75), EQ
3. Resource management (2.21),
MQ
3. Emotional resilience (1.95),
EQ
Table 5. Highly and lowly rated leadership competences
Second, most participants had difficulty adjusting to the new working
environment. They admitted it was awkward to work with people they do not
know well. Also, most participants were aged 2533 and always worked with
the Internet, and the facility provided limited Internet service. In addition, the
project concept for each team was not decided based on an individuals
favourite concept in the team. This influenced them to create projects less
productively and effectively. However, regardless of the facility or
communication barriers and the lack of understanding of the project brief,
designer participants were the most effective and productive participants in
preparing visual presentations with the pressure of having a time limit.
Third, most designer participants who were studying business and strategy
at the postgraduate level showed paradoxical behaviours. They said they
knew how to apply strategies and marketing techniques but they did not use
these methods to meet the requirements of the project brief. Throughout the
Characteristics of Design Leaders: Ability to Communicate Design to Non-designers in NPD
2229
multidisciplinary and multicultural group workshop for concept development,
design participants commonly admitted that they wished to develop a better
way of communicating their ideas to people from different cultures and
different nationalities. Also, they realised that working personalities or
leadership styles needed to be flexible and changeable. However, most of the
students did not know what or how to study to acquire better communication
and leadership skills.
One interesting fact was that their attitude and thinking can be influenced
by their surroundings or guided environments. Prior to the workshop, the
students were asked to put a dot on a map to determine how innovative they
perceived their school to be. Four days later, most of the students changed
the location of their dots from less innovative to more innovative. Though the
schools had not changed over the four days, the participants perspectives
had been changed and influenced during this workshop (Figures 1 & 2).
Figure 1 & 2 (Left: 1
st
day, perceptions of students and their schools; Right: 4
th
day,
changed perceptions of students and their schools. Over the four days, the
dots are moved toward more innovative from less innovative.)
HAN & LAM
2230
Fourth, the actual behaviour and attitudes of participants during the program
and thematic analysis of their interview statements were sometimes
paradoxical about self-awareness and their abilities in respect of
communication and leadership. However, it indicated that young designers
have difficulties in communicating design and have deficiencies in leadership
abilities. Also, this study indicates that young designers can be easily
influenced by given working environments and education.
Study two Design leaders
The purpose of study two was to explore how design leaders deliver
design successfully to non-design members during FFE of NPD. To understand
the characteristics of design leaders, semi-structured interviews were used.
The interview questions were formulated based on deficiency in leadership
and communicating design from the study with young designers and the
literature of leadership studies regarding leadership qualities and behaviour at
the early stage of NPD. The objectives of the interviews were to identify their
motivation and career paths for becoming design leaders, characteristics of
design leaders, and how they communicate design to non-designers at the
early stage of NPD.
The sample for this was purposive and snowball sampling was used as a
non-probability method, which is the selection of a small group of people to
represent a certain type of person that meets the selected research criteria
(Creswell, 2009; Gray, 2009). Eleven design leaders were identified for this
study. The research interviewees were design leaders recognised by the UK
Design Council. They were design associates from the Design Leadership
Programme. Others were snowball samples who were recognised in the
design sector as design leaders, design thinkers, and design strategists in the
UK. They have experience of working in both corporations and consultancy.
All interviews were face to face but one was conducted via Skype. Most
interviews were between forty five to ninety minutes. All were recorded and
transcribed.
Qualitative data analysis was supported by the Nonnumerical
Unstructured Data: Indexing Searching and Theorising (NUD*IST Vivo or Nvivo
10), a computer software for qualitative research and solutions. Nvivo was
used to store and categorise interview transcripts and memos. Coding was
created manually first, then organised through Nvivo. Thus, the interviews
were initiated with open coding, then analysed thematically. A huge number
of lower order categories of 155 from 617 open coding appeared initially in
the coding process. For the fourth trial of clustering, codes were grouped with
Characteristics of Design Leaders: Ability to Communicate Design to Non-designers in NPD
2231
similar topics or themes into 28 categories. The codes at level 4 began to
represent the specific characteristics of design leadership practice at the FFE
of NPD. These topical codes were: 1) Group work, 2) Right team, 3) Strong
self-awareness, 4) Interest in people and business growth, 5) Low ego, 6)
Helping people, 7) Humble, not telling others what to do, 8) Understanding
people, 9) Having confidence, 10) Self-taught, keep learning, 11) Diagnostic
tool, 12) Lean, critical, creative, visionary thinking, 13) Selling your thought,
14) Fast analysis for vision, resources, aims, 15) Being objective and
consistent, 16) Research-based, 17) Balance between intangible and tangible,
18) Design competency, 19) Design is a process, 20) Flexible (Leadership
style), 21) Sensitive, influence of decision, 22) Acting as a GP, a solicitor, and a
detective, 23) Observing, carefully listening, 24) Asking probing questions, 25)
Not speaking in design terms, 26) Fine tuning conversation, 27) Explaining
again and again, 28) Various experiences.
Group of Level 4 codes Level 5 Key Principal codes
1. Group work; right team; low ego; humble,
not telling others what to do
1, 3, 7 were merged as 1.
Empathy (motivation)
2. Strong self-awareness; having confidence;
diagnostic tool; selling your thought; fast
analysis for vision, resources, aims; research-
based
2. Independence
3. Interest in people and business growth;
understanding people; not speaking in design
terms; fine tuning conversation
4. Lean, critical, creative and visionary thinking;
design competency, design is a process
3. Design thinking
5. Self-taught, keep learning; flexible; sensitive,
influence of decision; acting as a GP, a solicitor
and a detective; observing, carefully listening;
asking probing questions
4. Reflectively flexible (attitude)
5. Active listening (carefully
listening, analysing and asking
probing questions)
6.Being objective and consistent; balance
between intangible and tangible
6. Patience and consistency
7. Helping people; explaining again and again
8. Various experiences 7. Epiphany: Experience of
various types of work and a full
NPD process
HAN & LAM
2232
Table 6. 7 themes emerged from 28 categories
During the interview, the interviewees all mentioned that every design
leader has different styles and characteristics. However, they have several
common characteristics of leadership and similar communicating styles. This
resulted in the emergence of common characteristics:
Epiphany, a good grasp of the full NPD process and various discipline
experiences: Design leaders learned non-designers language, information
and culture by active listening. They explained that they realised they needed
to learn active listening after experiencing the entire NPD process and
working either in-house or in an agency, managing and running a company or
working in non-design roles. This is reflected by self-leadership (Manz, 1983,
1992; Manz & Neck, 1999). Self-leadership explains how people can influence
their own cognition and motivation so that it improves their behaviours
(Bandura, 1997). Also, self-leadership indicates that people practise before
the actual performance to avoid costly mistakes (Manz, 1992; Manz & Neck,
1999; Thoresen & Mahoney, 1974). Design leaders motivated themselves to
learn how to communicate with non-designers. Most design leaders spent a
certain amount of time (1015 years) learning active listening properly.
Several years in small consultancies, reinforcing the wrong view that
designers are separate...The problem is that designers only relate to
designers, as does anybody...there was one guy who was the corporate
vice president of design. He was a very clever guy. He used humour, and
he opened my eyes to the notion that designers are not automatically
right...From that point, that is when I became more interested in design
management...how different people see things (#7)
Empathy and interest in people and their business: It is their motivation
in having an interest in people, non-design colleagues or clients and business
growth. Design leaders at the FFE of NPD claimed themselves as empathic
leaders. To build a rapport, they deliberately do not use design terms to non-
designers. Empathy is a central element of emotional intelligence (Salovey &
Mayer, 1990, 1997). They acknowledge that NPD is a work with roles for a
range of people, and design leaders believe different people need to be
gathered together for positive results. Their positive attitude, combined with
emotional intelligence, is related to authentic leadership (Avolio et al., 2004).
We just think design is different, but actually, it is not any different (#1).
Characteristics of Design Leaders: Ability to Communicate Design to Non-designers in NPD
2233
If you do not build rapport, they are not interested in having you back
(#4).
In some ways, that is just about the humans being interested in other
humans and basic empathy (#9).
Always try to work with some sympathy and empathy with the people
for whom you are designing. Put yourself in their place. Imagine how
they feel and it makes you much more sensitive (#10).
Independence and confidence: The early stage of NPD is known as the
Fuzzy Front End because all of the information is unclear. Design leaders
investigate NPD contexts objectively and holistically. This comes from the
maturity of working experience, and it leads them to have self-confidence in
leading and communicating their design from the accumulated experiences of
the NPD success. Each one-third of the interviewees gained confidence after
10, 15, and 20 years of working experience. This trait is also echoed in
leadership studies literature and published articles.
You need to link all design suggestions with business growth (#2).
I always ask how your business is first. I am not talking about design
words at all (#9).
Design competency in the design thinking process: Throughout this
research, soft skills were essential at the early stage of NPD. However, this is
based on an understanding of the full spectrum of design regarding the role of
nouns and verbs and executing competent design abilities. Several
interviewees mentioned that they were now more interested in identifying
and using design properly for NPD direction than in the actual visualising and
doing of the aesthetic part of the design. Sketching and other basic design
skills are still important abilities to communicate effectively and efficiently.
You can start changing things. What you are really trying to do is get
them to understand how design really works so they can make
decisions for themselves, rather than getting me to make decisions for
them (#4).
It is still a very unrecognised (design leadership role) I still have to
explain to people what I do. It is not a readily recognised job title. You
HAN & LAM
2234
will not find it in the drop-down box of job titles. It is still very unknown
(#6).
Reflectively flexible attitude: To enable design leadership characteristics
regarding an empathic attitude, analysing NPD issues and design thinking at
the FFE, design leaders strategically are reflective and flexible because every
NPD has a different nature, such as a different aim, time, and budget, and
involves stakeholders and players (Ulrich & Eppinger, 2012). Some design
leaders appeared aggressive, and others had facilitative personalities.
However, they were all reflective and flexible. Interestingly, all interviewees
opposed egocentric attitudes. A reflective attitude successfully enables one to
negotiate within situations of uncertainty, instability, uniqueness, and value
conflict (Schon, 1983). Researchers (Fiedler, 1967; Hersey & Blanchard, 1993)
have noted that effective leadership depends on how favourable a situation
is.
I find I have developed an approach that means I will never speak to a
customer, client, or business owner in my language but always speak in
their language. So they understand from a business benefits
perspective, not a technical perspective (#8).
Being able to adapt the language for whoever the audience is (#11).
Active listening: Two ears, one mouth. Most of the design leaders
learned the importance of listening carefully early in their career. To frame a
meaningful challenge rather than responding to the given brief, listening and
asking probing questions are vital. The attitude of reflective flexibility is
enabled by active listening (Rogers & Farson, 1987). This also underlines the
empathic attitude of serving others, which can be explained by the concept of
servant leadership (House & Mitchell, 1974; Greenleaf, 1970). Design leaders
strongly emphasised listening carefully and asking probing questions to
uncover knowledge and information about NPD. FFE is the NPD period, where
exploring, identifying NPD issues and deciding to either develop the project or
not are required (Moenart et al., 1995; Reid & Brentani, 2004). Some learned
this from various people or training, such as from a barrister, a board of
directors, or empathic training courses. This is how most of them learned not
only business language and knowledge, but also other disciplinary information
related to NPDs. Some went on to get their MBA through the support of a
corporation. However, the fundamentals of speaking business language came
from mastering active listening.
Characteristics of Design Leaders: Ability to Communicate Design to Non-designers in NPD
2235
Two ears and one mouth, you should listen twice as much as you
explain (#6)
I think if you are sensitive and you have an interest, then you can learn
quite a lot about the business side of things (#4).
Patience and consistency: Although design leaders are not in a leadership
position within NPD, their strong self-leadership characteristics enable them
to conduct various tasks, such as actively listening, showing a reflective,
flexible attitude, design thinking and conducting holistic context analysis of
NPD at the FFE of NPD. They begin to fill a leadership role, and different
leadership theories explain that an emergent leader is someone who plans to
direct others toward a problems solution among participants in an
ambiguous situation (Bass, 1954). As authentic leadership emphasises
supporting positive emotions and trust (Avolio et al., 2004), their design
leadership behaviours build a rapport and confidence with non-designers.
Design leaders lead through the authority of their communication, tasks and
responsibility, not through their position (Turner, 2013).
Thus, design leaders at the early stage of NPD can be identified as
empathetic people with experience in the entire NPD process and the ability
to listen actively. They have reflectively flexible attitudes when it comes to
understanding, communicating, and executing a design properly. Their
leadership and soft skills, such as active listening and empathy, are core
design leadership characteristics and communication behaviours. Design
leadership at the FFE of NPD does not belong to one leadership theory.
However, the characteristics of design leadership at the FFE of NPD are
explained partially through various leadership theories. Several researchers
have identified that there are many different leadership definitions (Yukl,
1998). However, leaders for project contingencies need a distinctive set of
leadership competencies (Turner & Muller, 2005, 2010). Leadership of design
leaders and their behaviour and process of communicating design to non-
designers at the FFE of NPD can be illustrated as shown below:
HAN & LAM
2236
Figure 3. Conceptual model of design leadership at the early stage of NPD
Conclusion
This research on the characteristics of design leaders who can
communicate design to non-designers at FFE of NPD was initiated by
identifying a gap, which is rarely researched. Although this research has
limitations in investigating design leaders at a project level and at the early
stage of NPD in the UK, it identifies key characteristics of design leaders that
can increase the effectiveness in communicating with non-designers.
Comparative researches between design students and design leaders
identified distinctively different characteristics of leadership and
communication behaviour. The interviews revealed that design leaders had
epiphanies when they realised the importance of communication and
appreciated what non-designers think about their design contributions.
Subsequently, this motivated them to educate themselves to become design
leaders. Thus, a conceptual model of design leaders at FFE of NPD is
proposed. To fulfil the research questions, this study highlights key
characteristics of design leaders at the FFE of NPD:
Design leadership characteristics: Interest in people and involved
stakeholders within business and NPD, Aiming for business growth
first, understanding how design fits in NPD process, reflectively
flexible attitude.
Characteristics of Design Leaders: Ability to Communicate Design to Non-designers in NPD
2237
Their communication behaviours: Building a rapport, holistic analysis
about NPD-related issues, active listening, willingness to explain
repeatedly, showing examples for better communication.
Becoming a design leader: acknowledging NPD is the work of different
people, experiencing the entire NPD process, working in different
sectors and organisations or in non-design roles, learning how to
listen carefully to different non-design language, culture, and
information.
Becoming a design leader takes time, and designers need to develop their
fundamental leadership skills and design abilities and attitude. The
identification of these characteristics could help designers who wish to
become design leaders or to improve design communication and relationships
with non-designers. During the course of this design leadership research,
design students generally faced difficulty in group work and described the
experience as a nightmare. This result suggests that giving young designers
opportunities to work in multidisciplinary teams is not enough to help them
build empathy toward other disciplines and improve their communication
skills. Design educators and lecturers should emphasise the importance of soft
skills and perhaps include them as part of the assessment criteria. As a
practice, this research indicates the abilities required and subjects that
designers need to concentrate on within design schools and organisations.
The limitation of this research is generalisability. Although this research was
conducted with design students from different cultures and nations, it was
mainly conducted with UK design leaders at project level only. Thus, further
researches are recommended to be conducted in different countries and at
different stages of NPD, which may require different leadership characteristics
for design leaders.
Acknowledgements: the authors appreciatively acknowledge
the support of all participants from academia, industry, and
organisations for the research participations. Special Thanks to
Dr. Ray Holland, Associate Prof. John Boult at Brunel University
UK, Prof. David Delafosse and Jenny Faucheu at Ecole des Mines
Saint Etienne, France, Prof David Hands at Lancaster Institute of
Contemporary Arts, UK, and Mr. Raymond Turner
HAN & LAM
2238
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Yukl, G. (1998). Leadership in organizations (4th ed.). Englewood Cliffs, NJ:
Prentice-Hal
Walker, D (ed.) (1990),Mangers and designers: two tribes at war? in Oakley
M(ed.) Design Management; A Handbook of Issues and Methods, Basil
Blackwell, Oxford, UK
19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
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on each copy. For other uses, including extended quotation, please contact the author(s).
The Role of Service Design Leadership in
Shaping Experience Oriented Organizations
Judith GLOPPEN
*
The Norwegian Centre for Design and Architecture
Design has been argued to be of benefit to business and non-profit
organizations beyond traditional use of design. However, in these
organizations there are often a lack of knowledge and skills to engage with
designers and an inability to see the relevance of design in design of services
as well as in understanding the value of service design thinking on
organizational behaviour, mindset, roles, and structure. This paper offers
some perspectives that may help further frame an emerging understanding of
how an experience oriented organization may benefit from a service design
leadership role that bridges the potential differences in perspectives in
business and design, while still taking advantage of the different
epistemological perspectives in order to create value for the user as well as
for the service provider. However, desirable and holistic service experiences
do not materialize by simply adding design proficiency knowledge and
approaches to the organizational knowledge, but rather as the result of a
strategically managed process of integrating these diverse knowledge sets as
part of a service design leadership role. Consequently, an individual learning
journey towards developing a service design leadership approach is shared.
Further, some organizational consequences of being exposed to the tacit and
explicit knowledge of service designers are identified.
Keywords: service design leadership; knowledge building; user experience;
service design
*
Corresponding author: Judith Gloppen | e-mail: jg@norskdesign.no
GLOPPEN
2246
Introduction
There is a rapidly growing interest of non-designers in leadership
positions regarding the potential of exploiting service design, including how
the explicit and tacit knowledge (Nonaka & Konno, 1998; Nonaka &
Takeuchi, 1995) of service designers can be transferred to, and benefit,
service organizations. The term explicit knowledge refers to knowledge
that can be expressed in words and numbers, and which can be transferred
formally and systematically between individuals (this may take the form of
data, specifications, and/or scientific formulae). Tacit knowledge is referred
to as being more difficult to formalize and express as it is highly personal
and includes intuitions, subjective insights, experience, and know-how.
Adapting design principles to business problems is becoming a focus of
the management literature. In this context, it may be linked to the term
design thinking (Martin, 2009). There is a tacit knowledge aspect of design
that is difficult to understand through verbal communication only.
Consequently, to understand the value of the design process and the
potential of the strategic use of design, one has to experience it. For non-
designers, this experience may take place by working in collaboration with
service designers as part of a design process to get a broader exposure to
and a more enriched understanding of design methodologies. Thereby, a T-
shaped knowledge platform (Bitner, Ostrom, & Morgan, 2008) is shaped and
serves as a foundation for a service design leadership approach.
While it is a familiar concept that designers work for or with
organizations, it is less well established within the literature of design and
design practice how service design and service design thinking may have an
impact on organizations and shape organizational behaviour towards a user
experience oriented organization. This paper includes a case study on an
organization that has done precisely that. The result is a strong brand that
has great commercial success. A service design leadership approach is
argued to be central for this success by focusing on desirable user
experiences, which have resulted in achieving the highest score on customer
satisfaction the last three years in a row.
Further, this study report on how the journey of leaders in service
organizations who are transformed by their experiences at various cross-
disciplinary service design workshops that take on a human-centered
approach that put the needs and experience of the user at the center of the
design process may be a catalyst for organizational change. One such
change was the creation of new leadership roles, such as the introduction of
The Role of Service Design Leadership in Shaping Experience Oriented Organizations
2247
a role as responsible for the overall customer experience throughout the
customer journey and across current organizational layers and silos.
We live in an experience economy (Pine & Gilmore, 1999), and design is
key to creating meaningful customer/user experiences. At the same time we
live in a world of complexity with a range of wicked problems (Rittel &
Webber, 1973) in private and, not the least, public sector. Design can be a
key to unpack these wicked problems, in close collaboration with other
disciplines, and by being strategically managed at the intersection of design
and strategic management.
The interest of service design is growing in business as well as in
research. The design of services needs to encompass all levels of
management and leadership in a service organization including at the
project, business unit, and corporate levels. Researchers sometimes make a
distinction between management and leadership, associating
management with fulfilling organizational goals and processes and
leadership with playing a key role in evolving future strategies.
The aim of this paper is to contribute to further knowledge of the value
of the strategic use of design and to better understand and capitalize on the
role of service design leadership (Gloppen, 2012) in shaping service
organizations that aim to offer desirable service experiences for the user,
while at the same time create value for the service provider. The road
towards a service design leadership approach is explored by literature
review as well as by knowledge building by practice.
This paper is structured as follows; first, the term service design
leadership is linked to design management and design leadership in the
service sector. Next, an inquiry into the epistemology of practice (Schn,
1983) is presented and reflected upon in the form of a case study. Various
examples of effects of synthesizing knowledge domains are offered. Finally,
suggestions for further research are made.
Methods
To broaden the current understanding of service design and the role of
service design leadership, a mixed-methods approach has been utilised. This
includes participative and non-participative observations of workshops as
well as qualitative interviews. In addition, a situated understanding of the
development of a large service design project, the case of the Airport
Express Train Flytoget transportation service, was described, reflected
upon, and to some extent related to literature. The background for this
GLOPPEN
2248
approach is a belief that we do not only learn and build knowledge from our
experiences as such, but even more so by reflecting on our experiences.
To reduce observational biases, I tried to be aware of what views I was
likely to introduce in my observation due to my interests, expectations, and
my own practical experience within design management and design
leadership in a service context. Consequently, I tried to keep an open mind
regarding the taking in of information in my perceptual observation process.
An explorative and reflective approach was chosen as service design,
design management, and design leadership in a service context are dynamic,
rapidly emerging fields, particularly in the role of shaping experience
oriented organizations.
Service Design Leadership
Service design leadership interlinks the discourse of design and the
discourse of strategic management and leadership and sees design as an
important part of corporate strategy and future experience vision
development in service organizations (Gloppen, 2012).
Most researchers agree that both management and leadership are
important to facilitate organizational performance and that these roles
often overlap, although the degree of this overlap is still being discussed.
Definitions of leadership differ in many respect but often address the role of
the persons who are defined as leaders, the nature of their power and
influence, as well as leadership processes (Yukl, 1989). Leadership may take
on different styles and approaches. According to Haberberg and Rieple
(2008), two main styles are transformational leadership and transactional
leadership. Sternberg et al. (2004) argued that transformational leadership
is just one of a number of models of creative leadershiptransactional
leaders seek to improve current practices based on the existing structure
and culture, whereas transformational leaders will challenge the established
ways of working. These differences in leadership styles have much in
common with the three main kinds of creative leadership identified by
Sternberg et al.: leadership that accepts existing ways of doing things,
leadership that challenges existing ways of doing things and leadership that
synthesizes different existing ways of doing things (2004, p. 145).
A definition of leadership that takes into account a collective effort to
meet future challenges is adopted in this paper in accordance with a
definition by Yukl: Leadership is the process of influencing others to
understand and agree about what needs to be done and how to do it, and
The Role of Service Design Leadership in Shaping Experience Oriented Organizations
2249
the process of facilitating individual and collective efforts to accomplish
shared objectives (2010, p. 26).
The same kind of discussion of distinction between management and
leadership can be made when discussing design management and design
leadership. Design management seeks to position design as an essential
part of business strategy (McDermott, 2007, p. 84). In a Design
Management context, a distinction can be made between design
management and design leadership. Design management concerns the
project level of operational management of design projects (e.g., the
management of people, time, budgets, and processes). Getting the small
things right is often what matters in design management (Olins, 1987).
Design leadership concerns integrating design to enable corporate strategy,
envision future scenarios, and encourage innovation (Lockwood, 2010;
Topalian, 1997; Turner, 2013; Turner & Topalian, 2002).
Design leadership concerns where to go while design management
concerns how to get there (Turner & Topalian, 2002). Joziasse (2011) has
noted a shift from design management solving simple, discipline-specific
problems towards design leadership addressing complex, interdisciplinary
problems. A cross-disciplinary and holistic approach is typical in the design
of services and therefore relates to design leadership. Although there are
arguments that professional design training is important in order to be a
design leader within specific fields (e.g. Miller & Moultrie, 2012), design of
services often requires knowledge of a range of design disciplines.
Therefore, in line with Joziasse, I take the position that one does not have to
be a designer to take on a design leadership approach. I will argue, however,
that a service design leadership approach calls for a T-shaped knowledge
platform (Bitner, et al., 2008).
The term service design leadership emphasizes design leadership rather
than design management. Further, it draws on a transformational leadership
style that challenges existing ways of doing things rather than a
transactional leadership style. In terms of the creative leadership styles
identified by Sternberg et al. (2004), service design leadership combines
challenging and synthesizing existing ways of doing things. Service design
leadership allows one to customize design leadership to the service
economy so that strategic design management may better conceptualize
and realize the design of services in shaping and effecting strategic,
organizational transformation, and, indeed, success. The effect may be a
leading position in the market.
GLOPPEN
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Service design leadership utilize design in a strategic manner. The
strategic use of design draws on the understanding that strategy is the set
of actions through which an organization, by accident or design, develops
resources and uses them to deliver services or products in a way which its
users find valuable, while meeting the financial and other objectives and
constraints imposed by key stakeholders (Haberberg & Rieple, 2008, p. 6).
Thus, using design strategically means making conscious use of designers
methods, skills, and approaches to create service offerings for experiences
that customers value, thereby affecting the competitive position of the
organization and its profitability.
Part of a service design leadership approach is based on Design Thinking.
Design thinking is a research area that includes how designers think and
designerly ways of knowing (Cross, 2001; Lawson, 2006). Lately, the concept
of design thinking has been extended to include managing as designing
(Boland & Collopy, 2004). This extended use of the term has been taken
further by design practitioners as well as business scholars (e.g., Brown,
2009; Martin, 2009). Although this extension is discussed and criticized
(Cross, 2010) by researchers and design practitioners, others see business
value in the extended use of design methodology. A pioneer in this respect
is Tim Brown, a professionally trained designer and CEO of IDEO, who argues
that thinking like a designer can transform the way you develop products,
services, processes and even strategy (Brown, 2008, p. 85). As a working
definition in this paper, design thinking is about using the design
methodology and approach to solve general problems in private or public
sector, including strategy development and designing user-friendly service
experiences.
The next section offers insight to the authors road towards a service
design leadership approach by synthesizing knowledge and practice from
business and design, in order to develop, and deliver on, a stated user
experience vision across the organization.
An Experience Oriented Organization
In order to support the value of the role of service design leadership to
create an experience oriented organization, I draw on my own learning
journey as a design manager and design leader in a service project context;
Flytoget The airport express train. This is a deep dive into a case that may
be argued to be a best practice case for an experience oriented
organization that place the user at the center while at the same time place
great emphasis on return on investment (ROI). The reason for this argument
The Role of Service Design Leadership in Shaping Experience Oriented Organizations
2251
is that in April 2014 Flytoget received the highest score in customer
satisfaction for the third year in a row, and with the highest score ever
measured in the 20 years research period this kind of measurement has
taken place in Norway. High customer satisfaction often relates to the
experience a user has on both the functional and the emotional level.
Service design leadership played a central role when establishing the service
brand, when revitalizing the brand, and in defining the future customer
experience when additional trains will be put into traffic in 2017. Worth
mentioning is also that 2013 was the most profitable year for the
organization, according to the managing director.
This project brought together people with competencies within design
and business at the front end of the process of shaping a new and
innovative transportation service that became very successful. Part of the
service design leadership role was bringing in the right competencies within
each relevant design discipline as well as working in close collaboration with
leaders of different departments in the organization. These internal leaders
were also included, when relevant, in the design strategy discussions. This
enabled the design leader (the author) to take on a holistic perspective
based on a synthesis of insight from external designers as well as from
internal knowledge and competence. At the same time, the design leader,
internal leaders, and external designers developed tacit and explicit
knowledge that influenced the business strategy in the development phase
and during the implementation of the strategy.
The transportation service Flytoget, launched in 1998, has created value
both in terms of a positive travel experience for customers as well as
financial revenue for the service provider. What lies behind this success? To
partly answer this question, I concentrate on the value that the thought-
worlds, knowledge, and approaches of the fields of design and strategic
management brought to the process. However, first I start with a brief
history, which is based on business documents as well as my notes and
presentations during the service development process. The project
presentation reveals my personal, and thereby biased, subjective
perspective, as seen from a design managers/design leaders perspective.
In 1992, the Norwegian Parliament decided to build a new airport as well
as a new high-speed passenger train service connecting the centre of Oslo
with the Oslo Airport, Gardermoen. The high-speed line was the first of its
kind in Norway. The project had a difficult birth. It was politically
controversial, and the media coverage was mostly negative during the
building of the infrastructure. Also, the general publics expectation of
GLOPPEN
2252
creating a new, positive railway experience was low. A new organization was
established to implement the project. This organization was, however, fully
owned by NSBthe Norwegian State Railwayand organized as a daughter
company. The general opinion with the railway back in the 1990s was that it
was inefficient, old-fashioned, and unreliable. The customers lacked trust in
the service. Design of a new service brand, therefore, was essential from the
new organizations point of view. Conflicts of interest arose between the
owner (NSB) and the daughter company (the new organization) regarding
the level of association with NSB and the new brand to be launched. The
new organization wanted the brand to be perceived as an independent
brand, with minimum association with the image of the railway at the time.
In contrast, the strategy was that it would be associated with air travel,
which at that time (1990s) had a more positive image.
Given this background, the new organization was first named NSB
Gardermobanen AS. The first assignment was to build the new line. It was
later decided (in 1996) that NSB Gardermobanen AS would also be
responsible for operating the new service. The brand name was Flytoget
(The Airport Express Train). Later there was a change of ownership from the
NSB group to the Ministry of Transport and Communication in 2000. In
2004, the administration of ownership was transferred to the Ministry of
Trade and Industry. Flytoget thereby has a state ownership but is run on a
commercial basis. In the change of ownership process, the name of the
organization was changed to Flytoget AS.
The design of the new service brand was highly influenced by the vision
and strategy at every step of the innovation process. The vision was that
Flytoget AS would be Norways leading service company within the
transportation industry; The Airport Express Train would be the air
passengers number one choice (to and from the airport) and a pride to the
companys employees, shareholders, and the entire nation. The business
concept was to be a reliable, efficient, and competitive means of transport
to the new airport and to be regarded as an integral part of the airport. The
brand positioning statement was Flytoget offers the most modern
transportation alternative and is the superior, most effective, and safest way
to go to and from the airport. Also, the vision included the experience vision
that the customer experience of Flytoget was to be perceived as a
harmonious travel experience and as a natural part of air travel. Although an
experience is always personal (Pine & Gilmore, 1999), design projects were
executed with this kind of experience vision in mind.
The Role of Service Design Leadership in Shaping Experience Oriented Organizations
2253
The design manager was employed by Flytoget AS, but also had a close,
formal link to the design director at NSB during the development phase. This
situation led to many interesting discussions, as the design manager was
also closely involved in the business and brand strategy as well as
responsible for the design strategy for the new brand. The design strategy
was built on the above business strategy and vision. These were the result of
a range of stakeholders, including designers, working in close collaboration.
What would this strategy and vision mean in terms of design projects to
be undertaken? The project encompassed a wide range of design disciplines
in order to design terminals, the train, landscapes, interiors, uniforms,
information systems, visual identity, and interactions (humancomputer and
humanhuman), to name some of the elements that were central to the
design of the transportation service. There were no internal, or in-house,
designers. As a design manager operating on a strategic level as well as on
an operational level, I worked closely with the different design companies
engaged for the various design projects. This involved coordinating and
achieving professional design solutions efficiently and according to the
Flytoget strategy. Also, to ensure that we were achieving a holistic customer
experience, meetings were arranged between the various design
companies, sometimes also including the architects for the train terminals
and the new airport being developed. (I often felt like a spider in the role as
design manager). In line with the airport design, the guidelines were to use
wood, steel, glass, and stone. In addition, the guidelines included key words
such as, distinctive character, coherence, environment, and aesthetics. A
Design Guide acted as an inspiration for the different practitioners and other
stakeholders involved in the process. At the same time, the guide
established a common understanding of the identity and values of the brand
Flytoget. This Design Guide, together with the joint meetings with designers
and architects, ensured that the various development projects had a
coherent identity. Below is a visualization of the strategy for achieving the
intended customer experience at selected touchpoints before, during, and
after getting to and from the airport. A range of design disciplines came into
play in the process of designing the transportation service (see Figure 1).
GLOPPEN
2254
Figure 1 Flytoget The Airport Express Train. The illustrations show selected
touchpoints of the service journey before, during, and after making use of
the transportation service. Various design disciplines that together
contribute to the intended customer experience are specified at each
touchpoint. Source: Gloppen, J. (2012 p. 26).
The selected touchpoints in the illustration in Figure 1 of the Flytoget
customer journey includes checking the next departure on the Flytoget App
on a phone (picture 1). At the train station, the user swipes a credit card for
ticketless travel (picture 2). The train leaves every 10 minutes from the train
station in Oslo to the Gardermoen airport, as informed on the information
signs. A service person, dressed in a well-designed uniform, welcomes you
on board with a smile (picture 3). On board the train, the service person is
available for questions. All seats face the luggage racks as well as an
information screen notifying about possible changes in flights, the news, and
other relevant information. The screen has no sound and the interior is
decorated in light and delicate colours. The service person smiles and make
eye contact (picture 4). Arriving at the Gardermoen airport, the traveller
swipes the credit card at the turnstiles and goes by escalator or elevator
directly to the check-in hall (picture 5). The receipt for the airport express
train ticket is sent by e-mail and can be easily printed and included as part of
ones travel expenditures (picture 6).
Designing a transportation service involves multiple design disciplines,
customer- and experience centric leadership, and employee empowerment
to create a service experience perceived as valuable by the user at every
touchpoint during the service journey as well as from an overall perspective.
To ensure that the Flytoget experience was delivered according to the
vision and strategy, a Flytoget Brand Academy was set up that included
brand awareness training for all employees. One important element in the
training program was the attitude that keeping the trains and the terminals
The Role of Service Design Leadership in Shaping Experience Oriented Organizations
2255
clean and tidy was the responsibility of everyone working for the Flytoget
organization, irrespective of their particular hierarchical position level or
organizational silos.
In 2004, eight years after the design programme for Flytoget was
developed and after six years of successful operation, it was decided to
revitalize the brand. Success requires creativity and innovation within all the
areas that together constitute a strong brand, which Flytoget had become.
The desire to continue to be successful led to the decision to revitalize the
brand at all levels. Design was only one part of this large revitalizing project,
which included the actual service offering or service concept, the
empowerment of the front-end service persons, brand values, leadership
philosophy, vision, and strategy.
My role in this revitalizing project was as a project manager for the
design-related projects in close cooperation with the commercial manager
and the marketing manager. Unlike my first engagement with Flytoget as an
employee in the development organization, in the revitalizing phase, I was
hired as a consultant from the Norwegian Design Council, where I was
employed after finishing my first engagement with Flytoget. Within the
discourse of organization theory, these different situations for a design
manager would constitute interesting further study.
The new vision became: We will create the ultimate Flytoget. The
values and main focus areas were effectiveness, innovation, and
enthusiasm. While being aware of the value of the present visual identity to
the brand, a decision was made to work with an open mind and look at
several concept directions. Two groups with different competence profiles
were put together. One group consisted of people who had created the
original identity. The other group consisted of one graphic designer, a pair of
two fashion designers, and one trend specialist. The two groups were asked
to create two concepts eachone approach based on evolution and one
approach based on revolutionincluding analysing the consequences for
the brand. Taking into account the strong position of the brand, the concept
based on evolution and incremental innovation was chosen. The evolution
approach that was developed by the group of original designers was chosen.
The reason for focusing on this example is four-fold. First, it reveals part
of my experience and practice in design management on the operational
level and design leadership at the strategic level and how this has affected
my pre-understanding of service design leadership (Gloppen, 2009). Second,
on their 10
th
anniversary, Flytoget was rated Norways best place to work in
GLOPPEN
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the international Great Place to Work
75
2008 survey. This confirms the
argument of Heskett et al. (2008) that there is a relationship between
employee satisfaction and customer satisfaction. Third, it illustrates that
most design disciplines are neededand need to be consciously and
coherently orchestrated by having a comprehensive overview, while at the
same time being aware of the importance of the detailsin order to design
a service that is perceived as valuable by its users. Finally, shaping the
service in the development process was influenced by a leadership approach
informed by design thinking in the intersection of design and business
competencies.
In line with Levitts (1960/2004) view that organizations should see
themselves in terms of broad industry orientation, from a strategy
perspective, Flytoget saw themselves as in the transportation business
rather than as a railroad company. The strategic choice of establishing
Flytoget as an independent brand (Aaker & Joachimsthaler, 2000; Kapferer,
1998) was vital, as was the vision of a holistic visual identity (Olins, 1989)
and the focus on the user experience when designing the service. The core
values were about making it simple, easy, and effective for airport travellers
to use the transportation service. Advocating a solution that did not make it
simple, easy, and effective for the traveller would not only have conflicted
with the design strategy, but also with the corporate strategy and values.
The same kind of effect on the decision process did the experience value
proposition have. The goal that the passenger was to have a harmonious
travel experience resulted in that there is no sound from the advertising
monitors in order for the passengers to relax. Another issue was to never
have to worry about the luggage being stolen as all seats were facing the
luggage rack, to mention just a few issues.
Reflections
Some reflections on my practitioner experience in the role as design
manager on the strategic level (design leadership) as well as on the
operational level (design management) for the Flytoget transportation
service includes different perspectives.
From a design perspective, the term service design was not an
established term when the Flytoget transportation service was designed.
75
http://www.greatplacetowork.no/best/list-no-2008.htm. (Accessed May 14th, 2012)
The Role of Service Design Leadership in Shaping Experience Oriented Organizations
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However, one can easily draw a parallel between the way of thinking when
developing this new service, in terms of customer experience and value
creating, and todays holistic understanding of service design.
As part of corporate strategy, the use of design methodology in the
process of designing a new service may influence the focus and direction of
an organization, as was the case when developing the Flytoget
transportation service. Part of the process of designing the holistic
transportation service may be referred to as designing for service (Kimbell,
2011; Meroni & Sangiorgi, 2011). Part of the design process is about design
of a service for an intended service experience.
From a design leadership perspective, a reflection is that several issues
and decisions made a contribution to the success of the service project
Flytoget. Two of them were the CEOs attitude towards design and the
strategic decision to create a new, independent brand. The CEO of Flytoget
had gained design experience from serving on the Lillehammer Olympic
Organizing Committee. Although he had an engineering background and
was not part of the design department or the marketing department, he had
gained an understanding and knowledge about the value of design by
working in an organization in which the design director enthusiastically
influenced everyone involved in making the Olympic Games a success. This
way, tacit knowledge (Nonaka & Konno, 1998; Nonaka & Takeuchi, 1995)
was transferred. Indeed, it made the nation of Norway more conscious
about the value of design (Birgit H. Jevnaker, 1995). In addition to the CEO,
the human resources (HR) manager at Flytoget as well as myself, also had
experience from serving on the Lillehammer Olympic Organizing Committee.
At the time when the design of the Flytoget as a service brand took place, it
was rather unusual in Norway to employ a design manager to perform
design leadership (the strategic level) as well as making sure the design
strategy was implemented according to the strategy in every detail (the
operational level). (This still is unusual in Norway, as a matter of fact).
From a service design leadership perspective, the overall perspective
was achieved by drawing on knowledge and approaches from both business
and design and by viewing the transportation service from an overall
perspective as well as zooming in on details. This formed the basis for my
thinking about further developing a service design leadership approach that
was informed by design thinking as a resource for the organization. Close
collaboration between leaders in different departments, designers, and
architects took place during the total development process until the train
service was launched. This collaborative way of working was organized and
GLOPPEN
2258
led by the design manager who adopted a service design leadership
approach and who made sure that everyone understood the importance of
their role in achieving the vision of an overall service experience offering
that customers would value. The principles of service design were used,
although the term as such was unknown to the people involved in designing
the service that was launched in 1998.
In developing the service offering, design and design thinking were used
on the operational and strategic levels, respectively. Professional designers
and leaders in the Flytoget organization complemented one anothers
strength and compensated for each others limitations. They learned from
each other in their efforts to reach a common goal of developing a new
transportation service. Being part of the team, my reflection is that my
personal learning and what we experienced as a team was in accordance
with what Senge (2006) described as a learning organization. Also, as a
team, we moved along a continuous knowledge spiral (Nonaka, 1991;
Nonaka & Konno, 1998), which, I believe, will be an important element in
the future direction of education within design and business as well as in
future design-influenced leadership. In terms of service design leadership,
the combination of knowledge, skills, and methods from design and
business was synthesized to optimize the service offering according to the
strategic foundation mentioned above.
Obtaining high scores on customer satisfaction demands continuous
innovation and creativity on the individual level as well as the organizational
level (Amabile, 1988, 1996). In relation to customers perceiving the Flytoget
service as innovative, everyone in the service is encouraged to use their
creativity. Among other things, this resulted in Flytoget being the first
airport express train to introduce ticketless travel; e.g., using your credit
card as your ticket (as you do with your flight tickets) and then having the
receipt e-mailed to you. This saves time and makes it easier to keep track of
your travel expenses. Also, check-in counters are now available at the
Flytoget station to save time at the airport, in accordance with the value
effectiveness.
The holistic customer experience (and brand experience) of Flytoget is
delivered by the frequency of departure, running on time, as well as through
all touchpoints between the service provider and the customer during the
customer journey. These touchpoints meet both emotional and physical
needs and all personnel who come into contact with the customers are
encouraged and empowered to use creativity to solve problems (even those
not specified in their service manual). According to the HR director at
The Role of Service Design Leadership in Shaping Experience Oriented Organizations
2259
Flytoget (recorded/filmed interview by the author on November 10, 2011),
empowerment is part of the leadership philosophy in Flytoget. In addition,
the back stage employees are considered to be just as important as the
front stage employees for delivering the desired Flytoget experience.
The design of holistic services requires leadership and collaboration with
many disciplines and competencies in addition to design disciplines. In the
case of Flytoget, the situation was not that the business strategy was in
place and then designers were hired to do the visual details. Designers and
the design manager were part of creating the vision of what the travel
experience should be and were part of the strategy process at an early stage
as well as all the way through the implementation stages.
In relation to a larger organizational innovation context, part of a service
design leadership approach is to examine the predominantly held attitudes
inside the business. The need for relating to each other across departments
(silos) and not being territorially driven becomes apparent when taking a
holistic perspective on developing new or improved service offerings that
place the user and the customer experience at the heart of the development
process. Flytoget thereby may represent a case for best practice of an
experience oriented organization.
The contribution for the field of Design Management emerges as a result
of insights gained from acting as an advisor for businesses regarding the
strategic use of design as well as the authors personal hands-on experience
with Flytoget and the Lillehammer Olympics. Reflecting on my service design
leadership approach at Flytoget, I had undoubtedly developed a T-shaped
knowledge platform during the Lillehammer Olympic project, which enabled
me to take on a service design leadership approach by synthesizing my
business background with an understanding of the value of the strategic use
of design in the Flytoget project. In fact, Jevnaker (2000) stated that the
Lillehammer Olympic design development can be seen as a kind of design-
management learning laboratory (p. 26).
Some Effects of Synthesizing Knowledge Domains
Research within the field of Design Management claims that designers
and managers think and act in diverging knowledge domains (Borja de
Mozota, 2007, p. 31). People that have not been exposed to the approach
designers take to problem solving; their methods and systematic processes,
do usually not understand how design is relevant in design of services. Thus,
decision makers in both business and public services fail to see the value of
GLOPPEN
2260
the strategic use of design in the context of designing services. Likewise,
how design thinking may complement business knowledge and approaches.
As a non-designer, the author can identify with this lack of
understanding before one has the opportunity to explore and exploit service
design, particularly in a learning by doing situation. However, it is an on-
going iterative process, and not a skillset you learn by using a few tools. The
design knowledge obtained by those who were a part of the Lillehammer
Olympic Organizing Committee (LOOC) also had an impact on other large
projects, such as the construction of the new airport in Oslo (Birgit H.
Jevnaker, 1995) and the Flytoget project (see above). Key managers from
LOOC had core roles in these projects after the Olympics. In a case where
everyone becomes a champion of design, an infusion approach to managing
design takes place (Dumas & Mintzberg, 1989). Dumas and Mintzberg
referred to their use of the term infusion as the permeation of design
throughout the organization with the intention of everyone being concerned
with design activities as silent designers (Dumas & Mintzberg, 1991; Gorb
& Dumas, 1987). Within the LOOC organization, the design department took
on an infusion approach to create a shared understanding of design-based
values (Birgit H. Jevnaker, 1995). This infusion included external
stakeholders such as licensees and sponsors as well as the International
Olympic Committee (IOC). Thus, in a proactive way, design leadership
(Turner & Topalian, 2002) was promoted by creating an awareness of the
value of design at strategic level as well as creating an awareness of the role
of non-designers as participants in a design process.
Consequently, knowledge-creation took place regarding the value of
design thinking and design management in and beyond the LOOC
organization, as the infusion was extended to these later projects. From an
experience oriented organization perspective, the Lillehammer Olympic
Games were about the strategic use of design to create a great experience
for the athletes as well as the audience, whether they were present at the
venues or watching the television broadcasts.
Organizational Consequences
In Norway, service design is attracting more attention. Focusing on the
innovation challenges facing the service sector, the Center for Service
Innovation (CSI)
76
was established in 2011. The CSI is financed by the
Research Council of Norway in collaboration with some of Norways largest
76
For more information: http://csi.nhh.no/
The Role of Service Design Leadership in Shaping Experience Oriented Organizations
2261
service organizations. The aim is to enhance the innovation capabilities of
the industry partners as well as the academic and the knowledge partners
(among them the Norwegian Centre for Design and Architecture, previously
the Norwegian Design Council) that are part of CSI. An awareness process
and knowledge building of the value of service design in innovation
processes are now being undertaken by the industry partners participating
in service design workshops and being exposed to service design thinking.
In several of the service organizations participating in CSI, synthesizing
or infusing - the knowledge from service design in a learning by doing way
has contributed to seeing the need for new leadership positions, such as
Head of Service Design, Customer Experience Director, and Chief Customer
Officers in three of the five CSI industry partners. In addition, one of the
service providers has defined service design as a key capability for customer-
centricity.
Service Designs Journey towards Public Sector Relevance
In the public sector there is a need to perform service design leadership
to align the overall objectives of the government with a range of services
with a specific, intentional experience for users of these services.
The significance of service design leadership lies in a concern to connect,
explore, exploit, and integrate useful knowledge from design and
organizational knowledge and strategy in order to combine and balance
various requirements against each other. In the context of design of
services, these various requirements are often in the form of wicked
problems (Rittel & Webber, 1973), where multiple stakeholders are
involved in addressing the conscious and unconscious needs and values of
people in diverse circumstances.
Governments are seeking to make a strategic impact for the society as a
whole, yet the role of design in transforming public sector services is just
emerging. Services and service systems are integral part of the service
economy and an argument can be made that design can transform the
experience and value of services, making them more relevant to the users in
need of them. Also, in collaboration with public sector, and by employing
professional service design leadership, service designers can with deliberate
intent shape the users expectations and experiences and influence their
actions with the aim to be independent of future help from the public
sector. One such area is social housing.
GLOPPEN
2262
In Norway, the ministers of five ministries
77
launched, for the first time, a
joint strategy for social housing in Norway. The strategy from 2014 2020
was officially launched at a joint press conference in March 2014.
The primary vision for the Norwegian housing policy is adequate and
secure housing for all. The Norwegian State Housing Bank (NSHB) is the
governments main implementing agency for housing policy. The Norwegian
Centre for Design and Architecture has been working with the NSHB over a
long period of time to introduce strategic design management, design
thinking, service design, system oriented design and the value of strategic
use of design in designing services in general. According to our main contact
person and informant in the NSHB, the organization therefore saw the value
of bringing in competence in design management and designers to facilitate
a common understanding of the strategy as well as to map the totality and
complexity of the current situation of the social housing efforts across the
five ministries, the related six directorates, and the nationwide
municipalities.
To create a common understanding of the strategy, as well as the role of
each organization when it comes to transforming the strategy into actions, a
kick-off workshop with representatives (more than 100 persons) from the
ministries, directorates, and municipalities was conducted in May 2014,
facilitated by designers. This kick-off workshop included results from
different working groups that had worked in close collaboration with the
designers.
The strategy includes service areas located in all five ministries.
Therefore, the informant stressed the fact that it is important to ensure
ownership by the parties involved and how social housing services are
created and delivered across disciplines as well as across ministries and
current organizational silos. The informant further stated that it is
important to put the end user (the human beings in need of social housing
services) in the center on the operative level when the strategy shall be put
into action.
The reaction observed by the researcher in the role of participating
observer among the participants in the working groups, most of them
exposed to the process designers use for the first time, is that they believe
in this process and the value design can bring to the future process on the
77
Minister of Health and Care Services, Minister of Justice and Public Security, Minister of
Labour and Social Affairs, Minister of Children, Equality and Social Inclusion, and Minister of
Local Government and Modernisation
The Role of Service Design Leadership in Shaping Experience Oriented Organizations
2263
strategic level as well as on an operative level. Design and service design
thinking are believed to contribute to create a common understanding
among the key stakeholders as this approach supports the holistic
perspective that the ministries consider a necessary way of thinking to
succeed.
Conclusions
One way non-designers can develop and optimise design leadership roles
is by working in close collaboration with designers and thereby being
educated in design thinking. This process of developing tacit and explicit
knowledge about the value of the strategic use of design by synthesizing
design methodology and approaches with business- and organizational
knowledge forms the basis for a service design leadership approach, when
related to the service sector. As research on design leadership by non-
designers in the service sector is rather limited, a personal knowledge-
building journey towards a service design leadership approach was shared
to provide profound and reflective insights from a practitioners perspective.
Although limited general conclusions can be drawn from a practitioners and
researchers personal experience, a contribution to the field of design
leadership is made by contributing to new insights on the interaction
between design management, design leadership, and business thinking and
how this collaboration benefits organizations through a carefully managed
process on the basis of a visionary and defined service experience.
When the aim is to shape service innovations, new or improved service
experience offerings do not emerge by simply investing in design, but rather
as the result of a strategically managed process of multi-competence
collaboration, as emphasized by presenting the successful service
transportation case.
Being exposed to the value of service design in private and public sector,
the demand for service designers is exploding in Norway. Thus, the need for
service design leadership will grow in a more mature market. Service design
leadership includes developing a service experience strategy that comprises
both an experience vision for the future and a plan for the organization to
deliver on this defined experience across organizational silos. The public
sector is a world of complexity and design methods and processes are now
increasingly seen as a key to unpack the kind of complex and wicked
problems the public sector is facing.
GLOPPEN
2264
For leaders in service organizations, this includes having a deep
understanding of the abductive logic behind a service design approach. It
also includes selecting a multi-disciplinary team with individuals that
complement each other when it comes to diversity in knowledge, skills,
experience, and approaches (Amabile, 1988; Nonaka & Konno, 1998; Rieple,
2004). To bring out the very best of the designers as well as the employees
in service organizations, conscious orchestration is needed in order to
nurture, and benefit from, individual creativity and knowledge. This is where
service design leadership comes into play to influence the leaders in service
organizations to become experience oriented organizations for the benefit
of the user as well as the service provider in a long term value perspective.
The provided Flytoget case is an evidence of exactly that.
Further research into the area of knowledge building by learning by
doing within the areas of service design thinking and service design
leadership should be explored on the individual level as well as in an
organizational transformation perspective before, during, and after being
exposed to design methodologies and processes.
Acknowledgements: This paper is partly adapted from the
authors PhD thesis. The Norwegian Research Council
contributed to the funding of this thesis as well as to the
Center for Service Innovation. For suggested improvements, I
thank two anonymous reviewers.
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Section 5b: Public Policy and Services
Informed by a Design Approach
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2271
Editoria: The Public Side of Design
Management:
Public Policy and Services Informed by a
Design Approach
Sabine JUNGINGER and Nina TERREY
Public managers and policy-makers are challenged to come up with
"better, quicker and cheaper public policies and public services that are
more meaningful, relevant and helpful to communities and their citizens.
And while design thinking, design methods and design practices begin to be
looked to as key for public sector innovation, research into the role of design
in public management and in policy-making is still in its infancy. With this
track Public policy and services informed by a design approach, we have
sought to provide a forum for emerging work around concepts and
challenges of design in policy and in public management. The idea was to
share the latest research in design focusing on public policy and service
design and to raise questions like: What evidence is there that design
approaches embedded in public organizations help public leaders to
succeed? How do public leaders go about co-designing effective policies and
services with their communities? How do we know that co-designed public
services are more relevant and meaningful to communities? How do co-
designed or co-produced public policies or services contribute to cost
reduction? How can design offer a fresh approach to rethinking policy,
redrawing professional and organizational practices and reshaping service
delivery?
To stay on target, we made the tough decision not to include papers
simply because a project involved a public organization, a public hospital or
a community. We also tried to keep the focus on designing as an approach
to policy-making and therefore excluded papers concerned with policies for
designing although we recognize and respect the value and necessity of this
research. We thus ended with six papers that approach government issues;
policy-making and public management through a design lens to highlight
emerging issues of design and the way design management may aid public
sector innovation:
The Public Side of Design Management: Public Policy and Services Informed by a Design
Approach
2272
Debbie Ng Li Teng explores questions of Citizen-centric Public Policies
and Services through Design informed by the work of the Human
Experience Lab at the Prime Ministers Office in Singapore
Jhen-Yi Lin discusses Design Capabilities in the Public Sector and the
implications of thinking of policy as a design artifact.
Alessandro Deserti and Francesca Rizzo point to the importance of
managing change in public organizations in their piece Design and
Organisational change in the Public Sector.
Sabine Junginger offers a design reflection on the understanding of
Participatory Government by returning to one of the earliest works on
citizen participation by Sherry Arnstein.
Eduardo Staszowksi, Alexis Sypek and Sabine Junginger expand on the
issues of design and citizen participation in Public and Collaborative: From
Participatory Design to Design for Participation. This paper reflects on
Public & Collaborative NYC, a research project that seeks to improve the
way public services are being developed and delivered in New York City.
Finally, Christian Bason draws our attention to Redesigning
assumptions: Challenging public problem spaces. He sheds light on the
potential role of design to help public managers challenge their own current
assumptions about the problems of their organizations.
Taken together, these papers offer reflections on design in public sector
innovation labs at the policy-making level; on design in city programs that
involve public organizations and the services they offer as well as theoretical
discussions of how design theories and design practices link to theories and
practices in policy. This marks the first time design management in the
public sector has received its own track at an Academic DMI conference and
we are grateful to the DMI, the conference organizers and our contributing
authors for making it possible to explore the public side of design
management.
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JUNGINGER & TERREY
2273
Junginger, S. (2014). Design and Innovation in the Public Sector: Matters of
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http://ojs.unbc.ca/index.php/design/article/view/542
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2274
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Participatory Government
A Design Perspective
Sabine JUNGINGER
*
The Kolding School of Design
We are in the midst of a renewed effort to understand the meaning and
relevance of design in management across the private and public sectors and
in different economic, social, technological and environmental contexts.
Forms and manners of participation in designing and in design decision-
making are relevant to each of these areas but perhaps are nowhere as
consequential as in policy-making and policy implementation by democratic
governments. In this exploratory paper, I trace attitudes towards
participation in public planning to compare them with concepts of
participation in participatory design and in design education and practice.
I show that participatory approaches in all three areas have evolved from
questions of power. As a consequence, participation is still viewed by many as
a struggle over power with winners and losers. I argue that a human-
centered design perspective on participation in policy-making and in policy
implementation offers a way to sidestep power issues and to focus on actual
gains that benefit citizens as much as it aids planners and public
organizations. To illustrate the way everyone can win from a human-centered
design approach to policy-making and policy implementation, I explain how
the design of a walker for the elderly links to the design of policies.
Keywords: participatory government; participatory design; design education;
policy-making and policy-implementation; human-centered design
*
Corresponding author: Sabine Junginger | e-mail: saj@dskd.dk
SABINE JUNGINGER
2276
Introduction
There is renewed interest in the meaning and relevance of design in
management across different sectors and in different economic, social,
technological and environmental contexts. Comparatively little work has
addressed questions of design and management in the public sector. The
array of design projects that have sprung up in areas of healthcare, social
work and within communities over the past ten years produced many
hands-on examples and case studies on the value of design thinking and
service design to public organizations. Many of these works have
established that design theories and design practices apply to public
services. However, we have still more to learn about the connections
between the design of products and services and the design of policies.
Research into the role and place of design in government itself will help us
build the necessary foundation to understand how and where design has a
role in policy-making, in policy implementation or in public management.
Initial efforts to produce insights are being made by the EU Platform for
Design and Innovation, which launched in Spring 2014. This platform
explicitly lists the public sector and public policy as two out of three core
areas for future design and innovation.1 Another EU level project, Seespace,
also hosted in the UK, has begun to address issues of design and policy-
making but efforts have oscillated hesitantly between policy for design and
design for policy.2 This distinction is necessary because Policies for design
are generally targeted to improve the standing and the conditions of the
design profession and also that of educational design institutes. Especially in
the UK, policies for design tend to aim at securing a conducive environment
for the creative industries and professions that are driving the national
creative economy. In contrast, design for policy is no longer preoccupied
with the design profession itself. Instead, it focuses on how design principles
and design methods apply to problems of policy-making and policy
implementation. Among other things, Design for policy looks at the value
design thinking, design practices and design methods bring to policy.
Questions here include, for example: what kind of design methods are
policy-makers familiar with? What kind of design thinking do they apply and
understand? What kind of design training and design awareness, what kind
of a design attitude to they apply, enable or encourage? Where and how do
they learn about design methods and approaches? These questions
1 See www.designplatform.eu
2 See www.seespace.org as well as their publication series Design for the Public Good.
Participatory Government A design perspective
2277
currently gain urgency, as policy-makers are pressed to develop more
citizen-friendly policies with ever fewer resources. In design for policy, public
services are a problem of policy implementation. Before policies can get
implemented, policies have to be planned and designed. With this paper, I
seek to contribute to a better understanding of design in government where
practices and theories of design, management and organization meet in
policy-making and policy implementation to achieve public sector
innovation and social innovation outcomes.
3
Forms and manners of participation in designing and in design decision-
making are relevant to many areas of making but perhaps are nowhere as
consequential as in policy-making and policy implementation by democratic
governments. In this paper, I trace attitudes towards participation in public
planning to compare them with concepts of participation in participatory
design and in design education and practice. I begin by establishing
participation as a problem for policy-makers and planners who depend on
active citizens to identify and develop meaningful policies that result in
useful and usable services and programs to achieve desirable outcomes.
Next, I use Sherry Arnsteins Ladder of Citizen Participation to reveal that
the basis for citizen participation among planners centers on issues of
power. I then turn look to the origins of participatory design to see if
participation here moves beyond power relationships. As a third area of
investigation, I inquire into the ways in which design education and design
practice have approached matters of participation. I find that all three areas
originally understood participation mostly as gaining or loosing power. As a
consequence, participation is still viewed by many as a struggle over power
with winners and losers. But the power perspective no longer serves
planners, designers or public managers well. I argue that a human-centered
design perspective on participation in policy-making and in policy
implementation offers a way to sidestep power issues and to focus on actual
gains that benefit citizens as much as it aids planners and public
organizations in addressing social and organizational challenges. To illustrate
the way everyone can win from a human-centered design approach to
policy-making and policy implementation, I explain how the design of a
walker for the elderly links to the design of policies. This illustration has
3
I have written on this in a previous conference paper Matters of Design in Policy-Making and
in Policy Implementation for the European Academy of Design 2013, subsequently published
by the Annual Review of Policy Design (http://ojs.unbc.ca/index.php/design/article/view/542).
SABINE JUNGINGER
2278
been used and tested with policy planners in a government office and
public managers pursuing an advanced degree in Public Management.
Participation in Policy-Making & Planning
The idea of citizen participation is not a new one to public employees,
policy-makers or politicians. Citizen participation is one of the foundations
on which democratic societies are built (Pateman 1970). Yet, citizen
participation remains one of the most difficult problems for policy-planners
and public managers. This problem has become more acute over the past
years. In light of the pressures faced by the public sector around the globe,
many governments depend on increased citizen engagement. The
Organization for the Economic Co-operation and Development (OECD)
recently acknowledged the need for rebuilding [of] trust and innovative
approaches to citizen engagement in response to the enormous social and
economic challenges todays policy-makers face. In February 2013, the
OECD Public Governance and Territorial Development Directorate Public
Governance Committee reported that its member Centres of Governments
(CoG) have identified eight key policy responses to the challenges they face.
One of them points directly to the problem of citizen participation in
planning and policy-making:
The general environment for policy is more than ever characterized by
uncertainty and risk; The new relationship is also affecting
policymaking; an increasingly vocal and active civil society and the
rise of social media have led citizens to expect greater speed from
government, in both communication and action.
4
The problem of citizen participation in policy-making and in policy
implementation is shaped by disagreements over the purpose and the
meaning of participation or how it should work. Sherry Arnstein, an
American sociologist was one of the first to offer a critical reflection of
citizen participation. Influenced by the political developments in the late
1960s, she declared citizen participation to be a categorical term for citizen
power which concerns
4
Organization for Economic Co-operation and Development: GOV/PGC/MPM/M(2012)1.
Summary of the 31st Meeting of Senior Officials from Centres of Government (CoG), 22-24
October 2012, Lancaster House, London. UK
Participatory Government A design perspective
2279
the redistribution of power that enables the have-not citizens,
presently excluded from the political and economic processes, to be
deliberately included in the future. It is the strategy by which the
have-nots join in determining how information is shared, goals and
policies are set, tax resources are allocated, programs are operated,
and benefits like contracts and patronage are parceled out. In short, it
is the means by which they can induce significant social reform which
enables them to share in the benefits of the affluent society. (Arnstein
1969)
Critical of the way the term participation was being used by
contemporary planners in what she considered misleading and sometimes
euphemistic ways, Arnstein identified and ranked and ordered eight
different levels of citizen participation into a Ladder of Citizen
Participation. The purpose of this ladder is to show the critical difference
between going through the empty ritual of participation and having the real
power needed to affect the outcome of the process. (Arnstein, p. 2).
Accordingly, she identifies lower forms of citizen participation that are
rhetorically misleading: Despite their participatory references, these forms
of participation deny citizens an active role and merely serve as a means to
manipulate citizens or to conduct citizen therapy. This, in Arnsteins
view, reveals the real intention by planners not to allow for participation:
Their real objective is not to enable people to participate in planning
or conducting programs, but to enable powerholders to "educate" or
"cure" the participants.
Arnstein explains that planners who view participation as a tool for
citizen manipulation or citizen therapy give citizens neither a voice nor an
ear. But having their ear and being able to voice concerns and questions in
itself does not constitute participation either, she points out. Unless
planners actually have to consider and include the views of citizens in their
further planning, forms of participation are little more than tokenism. For
this reason, Arnstein is critical of participation that takes the form of
informing citizens or consultation with citizens. Of the eight forms of
participation, she finds that only three position citizens to act or to take
action. These three forms of participation are participation as partnership,
participation as power delegation, or participation as citizen power. In all
three of these participation forms, citizens enjoy some power and some
control over the planning in development.
SABINE JUNGINGER
2280
It is remarkable that the problems of citizen participation Arnstein
identified more than forty years ago still echo the problems the problems of
policy-makers and planners today. The observation by the OECD that
citizens are increasingly vocal and active and expect greater speed from
government, in both communication and action, means that manipulation
and therapy are no longer viable participatory strategies for planners if
they ever were. New concepts of participation are needed to overcome a
longstanding distrust that has resulted from empty rituals of participation
(ibid, p. 2). Evidence that such distrust in people who plan for citizens still
exists today:
Many planners, architects, politicians, bosses, project leaders and
power-holder still dress all variety of manipulations up as
'participation in the process', 'citizen consultation' and other shades
of technobable.
5
Participation as Power over Decision-Making
Arnsteins ladder of citizen participation remains useful to distinguish
different forms of participation. However, one cannot help but notice that
her arguments are rooted in a position of competing powers. The problem
of participation then becomes a struggle for power-sharing in a zero sum
game. That is, someone has to lose or give up power for someone else to
gain. Ideal or full citizen participation in Arnsteins ladder means to have full
control over the outcome of a process. Ironically, this can be interpreted to
exclude city and government planners! At both ends of the ladder then,
participation is non-participatory and involves only one group of
participants. At the lowest rungs, citizens are not part of the process; at the
highest rung planners leave citizens alone. But while this is problematized at
the lowest rung, it is considered desirable at the higher level:
People are simply demanding that degree of power (or control) which
guarantees that participants or residents can govern a program or an
institution, be in full charge of policy and managerial aspects, and be
able to negotiate the conditions under which "outsiders" may change
them.
5
Observation by Duncon Lithgow in 2004 who publishes a reprint of Sherry Arnsteins original
paper A Ladder of Citizen Participation on his website.
Participatory Government A design perspective
2281
At the time Arnstein developed her ideas about participation, power
relationships were dominating politics: in Europe, students rose up against
educational and institutional establishments; in the US, demonstrations
against the Vietnam war and the civil rights movement all fought for
changes in citizen power, just like feminists sought to increase the power of
women. Today, however, the power perspective on participation is no
longer serving us well. One of the reasons is that the power perspective pits
people against people. It also assumes that civil servants do not want to
engage with citizens. And while there is evidence that this is the case (Bason
2010), the reasons for this situation are not well understood. One possible
explanation may be that in the eyes of many policy-makers and public
managers, participation remains a matter of power, of giving up or of
sharing power in decision-making. In my work with planners and public
managers, I find that Arnsteins ladder of citizen participation is familiar to
many civil servants who still find it useful to distinguish different forms of
participation. But in light of todays public sector challenges, the Arnstein
ladder fails us in one important area: no longer do we need to focus on
powers of decision-making. Instead, we need to learn to participate actively
in identifying problems and in developing innovative solutions. The
challenge of participation in the public sector thus has moved away from
power and is shifting towards designing, more specifically towards
participatory design approaches. In consequence, we need to see what and
how participatory design may contribute to a new understanding of citizen
participation and participatory government.
Participation in Participatory Design & Design
Education
Since Arnsteins explorations into citizen participation, researchers and
practitioners have also looked into matters of worker participation in
workplace decisions and into questions of participation surrounding product
development. I briefly present their respective origins to see how they can
inform our understanding of participation in government.
Participatory Design in the Workplace
Although highly relevant to design practitioners and researchers today,
research into Participatory Design did not originate in design studios or in
design schools. Early research into participatory design was driven by
concern that machines and technologies were controlling workers, putting
SABINE JUNGINGER
2282
them at a disadvantage. The aim of Participatory Design in this context was
to include workers in workplace decision-making. With that, participatory
design was an effort to empower workers within organizations. In a
development that reflects user-based and experience-based design
approaches today, participatory design initially sought to improve the
interaction and the relationships between workers, their working tools and
their work environment (cf: Ehn 1988). Like Arnsteins Ladder of Citizen
Participation, early participatory design thus focused on power relations and
on shifting powers. However, this focus changed in the early 1990s when
principles and practices of participatory design expanded to include not only
workers but employees and embraced ethnographic and contextual
methods (Schuler & Namioka 1993).
US scholar Judith Gregory (2003) identified a specifically Scandinavian
Approach to participatory design. She observed that three distinct
principles, namely the continuous strive for democracy and
democratization; the explicit discussions of value in design and the
relentless imagination of futures distinguish participatory design in
Scandinavia from that, for example, which emerged in the United States.
6
Without stating this explicitly, Gregory argues that the causes for
participatory design in Scandinavia are linked to the broader concept of
human rights and human dignity in society. However, while scholars have
suggested that human-centered design is linked to first principles (Buchanan
2004), most participatory design discussions continue to center on methods
and the role different forms of participatory design assign participants (cf:
Sanders and Stappers 2008). In this sense, participatory design seems to
struggle to move beyond shifting power relationships even today. For
participatory government and for citizen participation, this strand of
participatory design offers principles and methods as well as insights into
participation from an organizational perspective.
Participatory Design in Design Education & Practice
Participatory design is a fairly recent topic in design education and in
design practice. Neither the Bauhaus, nor the Ulm School, for example,
assigned the very people for whom a design was intended to have a
significant role in its development. User research was not part of the
6
The roots of the work by Elizabeth Sanders who was among the pioneers looking into
participatory design and especially into co-design and co-creation, have been in commercial
applications and later on the places and roles of people in participatory design approaches (see:
Sanders and Stappers 2008).
Participatory Government A design perspective
2283
curriculum, nor was co-design or any other participatory design method.
The emphasis rested on developing the technical skills, the material
knowledge and the artistry or craft of the individual designer.
7
Even the idea
of designing in teams is a fairly young phenomenon.
8
Ironically, this is a
mirror image of the way many public managers and policy makers are
trained and prepared today.
Participatory design remains a difficult subject for professionals who
continue to view participation as give-and-take of power and thereby fail to
understand participation as a matter of human experience. To strengthen
their case (against participation), some design professionals and more
recently entrepreneurs and other innovators like to cite successful
designers like Dieter Rams or the late Steve Jobs or Henry Ford. The latter
has become famous for saying: If I had asked people, they would have
wanted me to invent a faster horse. Among those public managers who still
shy away from participatory design, many echo the arguments star
designers use to prevent interference: believing that ordinary people cannot
possibly understand a problem enough to contribute to its solution or be
imaginative enough to envision a different future (cf: Bason 2010).
But interference is a reality for policy-makers and other planners who
cannot isolate themselves from politics, unions, and laws. Participatory
design in the public sector often is more challenging than in the private
sector. It is no coincidence that professional designers have long shied away
from engaging in design matters in the public realm, where the possibilities
for introducing innovation seemed limited, difficult, if not prohibitive. This
has changed as shrinking public budgets have led many public organizations
to call on designers to re-design products and services in an effort to reduce
cost while maintaining or improving their efficiency. In addition, the rise of
service design has led to a recognition that the majority of services offered
by organizations today are being offered in the public sector. The public
sector has emerged as a new business area for many professional designers
and in this context, reopened the issue of participatory design.
7
To this day, German design professors have to provide proof of their artistic profile when they
get hired (ausgewiesene knstlerische Persnlichkeit).
8
Although most successful designers like Raymond Loewy or Henry Dreyfus had design teams
around them, the star designer was heralded as an individual genius.
SABINE JUNGINGER
2284
Participation, Policy & Human-Centered Design
In the public realm, participation is, if not a requirement, so a necessity.
More and more public organizations, national, regional and municipal
governments are linking up with service designers in an effort to co-design,
co-create, and co-produce new innovative solutions. One might conclude
that we have finally reached the higher levels of citizen participation
Arnstein has called for forty years ago as participation as partnership, as
power delegation and as citizen power seem to take hold in public planning.
Already, we are talking about designing for citizens, designing with citizens
and about designing by citizens (cf: Fulton 2007; Leadbetter 2009). Yet, it
seems still difficult to overcome the problem of power and to free
participation from being a zero sum game, which demands losers and
winners. But that is what the design challenges governments face today
demand. These challenges are marked less by a need to obtain or secure
power and more by a need to understand the implications of human
experience in the planning and in the delivery of policies and services. To
develop and deliver such services and policies, those involved have to have a
comprehensive understanding of participation that promotes and facilitates
integrated product development.
One of the problems we face in the public sector is that few policy-
makers and few policy-implementers make the connection between their
policies and the actual products and services that result from them. Seldom
do policy-makers and policy implementers envision or understand how their
policies and the very products and services that bring policies into life
contribute to the everyday experience for many people both in the positive
and in the negative sense. One approach to overcome the power trap in
participation is to develop bridges for policy-makers, planners and public
managers from products and services to policies. This calls on design
education to develop appropriate and relevant materials, case studies and
projects for policy planners and public managers. I am now sharing how we
may engage these two groups in questions of participation beyond power by
focusing on the human experience. At first, this may sound fluffy. However,
as the participants in these two seminars demonstrate, moving from the
human experience to matters of policies reveals economic implications that
easily get lost in the power perspective.
9
9
Group 1 consisted of 20 experts in policy planning; Group 2 consisted of 25 public managers
pursuing an advanced degree in public management.
Participatory Government A design perspective
2285
It is not necessary to recall the complete two-hour seminar. Instead, I
will zoom in on two images I use to discuss participation in policy-making
and policy implementation from a human-centered design perspective.
These two images are presented in Picture 1 and Picture 2 below. Each one
shows a walking aid for an elderly person. At first glance, we are looing at an
object, a design object, to be precise. However, I challenge policy makers
and public managers to think of these two objects as design outcomes that
stand in for two different design approaches to policy-making and policy
implementation. After all, both walking aids are a solution for the same
(policy) problem. Yet, the (policy) solution in Picture 1 is radically different
from the (policy) solution in Picture 2. The design thinking that went into the
walker in Picture 1 reveals a focus on minimal use of resources or materials
and a concern for the physical structure of the object. The design product as
a result is akin to a mechanical device that has no other function or role as
to extend the physical function of the body. The design thinking that went
into the design of this walker failed to consider how people move in public
spaces. This walker, although a walking aid, does not provide freedom and
independence for a person. It achieves the opposite as it limits a persons
activity range to a rather small area, ideally indoors. It is simply too
cumbersome to surmount boardwalks or cross streets with it.
In stark contrast, the walker in Picture 2 second walker anticipates and
embraces human needs, not just their physical condition: A seat anticipates
the need for a break; handbrakes offer additional controls and security on
uneven paths; a basket takes care of shopping items. Overall, the walker in
Picture 2 is much more inviting in its look and feel than the walking
instrument in Picture 1. The second walker takes into consideration that
people want to maximize their independence, not their dependence. The
considerate design enables people to move around in public spaces without
being stigmatized.
When I asked the planners in the first seminar and the public managers
in the second seminar, which walker they would take out on a stroll, not
surprisingly, all of them opted for the walker in Picture 2. However, they
immediately pointed out that cost was a factor: although it would be nice to
have a nicer walking aid, cost had to be considered and cost, so these
decision-makers would force them to go for the simple policy version, i.e.,
the walker in Picture 1 that still fulfils all criteria necessary to offer physical
support for a person.
When I explained the cost in terms of participation in everyday life and
listed the consequences of an elderly person being able to go to a caf on
SABINE JUNGINGER
2286
their own; to spend their retirement savings in shopping malls; to exercise
their muscles, the differences in manufacturing cost all of a sudden
amounted to peanuts. Studies have shown that older people sitting in
isolation in their homes are more prone to depression; if they do not walk
they are losing muscle strength which makes them more dependent and if
they cannot visit stores, they cannot support the economy with their
rightfully earned money. In the end, the cost of the walker in Picture 1 turns
out to being a much higher cost to government and society than the cost for
what appears to be a luxury walker in Picture 2.
In my seminar, the walker in Picture 2 stands for a form of policy-making
and policy-implementation that addresses the human experience and in
doing so, achieves better outcomes for less money. Moreover, it invites,
engages and enables people to participate more fully in society.
Participatory government here stands for more than having a seat at the
decision-making table. It is not about power, it is about care: care for
society, care for human living. For the policy-makers I had the opportunity
to work with, this presented a significant shift in their thinking: in their
struggle to understand when and where they might sensibly bring in
everyday citizens into their planning, they were used to approach the
problem mainly as a matter of who has power, who is allowed to have
power, when and why. But the design perspective illustrated and told using
the example of the two walkers clarified that the knowledge needed to
create useful, usable and desirable policies that contribute to better social
outcomes cannot be accessed via power.
Ian Hargraves has explored the connection between design and care
(Hargraves 2013). He states that we notice the care that has gone into
designing when we engage with products, services and situations. Too often,
we find policy designs similarly lacking in care as the walker in Picture 1.
Neither the walker nor a policy sets out to be bad or careless design that
stigmatizes people and makes them dependent. How then can we ensure
that the policy outcome matches the policy intent? Just like in the design of
a walker, we need to pay attention to our design approaches and consider
participation not a matter of power but a matter of cost: to the economy, to
society, to the individual.
Participatory Government A design perspective
2287
Picture 1 A walker designed to care about cost, not people.
Source: http://www.overstock.com.
Picture 2 A walker designed with care for people and ultimately cost-saving.
Source: http://www.overstock.com.
Why is this important to Design Management?
The OECD findings confirm a need to shift beyond participation as power
and to engage civil servants, public managers and planners to improve
employment services, healthcare services and to strengthen communities.
These developments in the public sector echo the changes we see
happening in management more broadly. For example, we see a shift from
understanding managing as an activity of controlling, containing and
sustaining the status quo i.e. maintaining and monitoring powers to
managing as designing, where decision-making makes room for inquiry,
prototyping and co-designing (Boland & Collopy 2004).
The findings highlight an existing gap in design research in an area where
design theories and design practices apply but where they are not well
SABINE JUNGINGER
2288
understood yet. But design education in the public sector, at this point in
time remains a rarity; an exception rather than a rule. The burden of
understanding and applying design currently rests on a few public
innovation labs that have invested resources to develop their own design
understanding and their own design capabilities. Some of these public
innovation labs are seeking a shift in the design attitudes of their own staff.
While policy-makers and public managers have begun to turn to design (cf:
Eppel et al 2011; Briggs 2011; Bason forthcoming), design research has yet
to engage with the design practices, design methods and concepts
employed in the public sector. More than ever, we are in need of designers
who understand the problems of the public sector; who grasp the
implications of policy-making, policy implementation and public
management; who can explain the role of design and apply designing in
each of these contexts.
Design Management, too, has been slow in embracing design issues and
design challenges in the public sector. As a case in point, this 2014
conference is the first time the DMI Academic Conference offers a track on
this topic. We still do not have enough insights into the roles, functions, and
places of design managers in the public realm. We know little about
managing design processes in the complex landscape that is far away from
any manufacturers conveyor belt, concerning products by obligation, not by
choice. The design approaches chosen by public managers, policy-makers
and front-line workers have organizational, social and individual
consequences. For these reasons, we should have more to say about them.
Summary & Conclusion
In this paper, I have traced attitudes towards participation in public
planning and compared them with concepts of participation that dominate
in participatory design, design education and practice. I have established
participation as a problem for policy-makers and planners with the use of
Sherry Arnsteins Ladder of Citizen Participation. Arguing that the power
perspective no longer serves planners, designers or public managers well, I
have shared how we may instead move from the human experience to
policies to gain a different understanding of participation. In German
language, a proverb states that one swallow does not make a summer. Of
course, two seminars are not enough to make big claims about success or
failure. However, they do offer hope, inspiration and motivation to pursue
the path of human-centered design in government. Many policy-makers and
Participatory Government A design perspective
2289
public managers today are seriously looking for alternative ways to tackle
lingering social problems. Participation is but one of them. And design does
have a role in it. To understand this role and to make design accessible to
the very people who are responsible for shaping policies and services for
millions of people is a challenge we need to embrace in design research.
Acknowledgements: I am grateful for the comments and
insights gained from the students participating in the
Executive Master in Public Management at the Hertie School
of Governance and the participants of the seminar
Participatory Government-an interaction design perspective
organized by the Tel Aviv University as part of the Good
Government Project.
References
Adebowale, Omand & Starkey, K. (2009). Engagement and Aspiration
Reconnecting Policy- Making with Frontline Professionals, Sunningdale
Institute Report for the UK Cabinet, March 2009.
Arnstein, S.R. (1969). A Ladder of Citizen Participation, Journal of the
American Institute of Planners, 35(4), pp. 216-234. I used this publicly
available version: http://lithgow-schmidt.dk/sherry-arnstein/ladder-of-
citizen-participation_en.pdf
Bason, C. (2010). Leading Public Sector Innovation, Policy Press, UK.
Bason, C. (ed.) (forthcoming). Design for Policy, Gower, UK.
Boland, R. Jr. And Collopy, C. (2004). Designing as Managing. Stanford
University Press, Stanford, CA.
Briggs, L. (2011). The Boss in the Yellow Suit or Leading Service Delivery
Reform, a Valedictory Address by Lynnelle Briggs on the occasion of her
retirement from the Australian Public Service on July 7, 2011,
unpublished.
Buchanan, R. (2004). Human Dignity and Human Rights: Thoughts on the
Principles of Human-Centered Design, in Bennett, A. (ed.). Design
Studies: Theory and Research in Graphic Design, New York: Princeton
University Press: 300-306.
Ehn, P. (1988). Work-related Design of Computer Artifacts,
Arbetslivscentrum Stockholm.
SABINE JUNGINGER
2290
Eppel, E., Turner, D. & Wolf, A. (2011). Future State 2Working Paper 11/04.
Instituteof Policy Studies, School of Government Victoria University of
Wellington, New Zealand, June 2011.
Fulton, S. (2007). Keynote, PDF made available to author with link to original
conference: http://designingwithpeople.rca.ac.uk/home/about
Gregory, J. (2003). Scandinavian Approaches to Participatory Design,
International Journal of Engineering Education, Vol. 19 (1): p. 62-74.
Hargraves, I. (2013). People matter: care in design and healthcare,
unpublished doctoral dissertation, Carnegie Mellon University.
Leadbetter, C. (2009). An Original Essay for Cornerhouse, Manchester Draft
March 2009, available online at charlesleadbetter.net [accessed August
2012]. Published under a Creative Commons License.
Pateman, C. (1970). Participation and democratic theory, Cambridge [Eng.]:
University Press.
Sanders, E. B. N. & Stappers, P. J. (2008). Co-creation and the new
landscapes of design. Co-Design, 4(1), 5-18.
Schuler, D. & Namioka, A. (1993). Participatory Design: Principles and
Practices, CRC Press.
19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of the
author(s). Permission is granted to reproduce copies of these works for purposes relevant to the
above conference, provided that the author(s), source and copyright notice are included on each
copy. For other uses, including extended quotation, please contact the author(s).
Design and Organisational Change in the Public
Sector
Alessandro DESERTI
a
and Francesca RIZZO
*b
a
Politecnico di Milano, Design Department;
b
University of Bologna Department of
Architecture
The demand of a new generation of public services is leading to a systematic
exploration of what design can do for public organisations. If the rapid growth of
service design practices spread the idea that design is not just focused on
tangible artefacts, the effects of their introduction in public organisations are still
underestimated. This article explores the ongoing trend of the adoption of design
as a practice to deal with the innovation of public services through the discussion
of three cases, in the light of the hypothesis that the introduction of design
knowledge in public institutions should be reconnected to the management of
their organisational changes. In particular in the analysis of the cases the authors
discuss evidences in favour of a new interpretative framework in which the design
of new artefacts (service, processes and solutions) can be described as a powerful
yet implicit agent of change (Deserti and Rizzo, 2014).
Keywords: Advanced Participatory Design; Service Design; Public Sector;
Organisational Changes.
*
Corresponding author: Francesca Rizzo | e-mail: f.rizzo@unibo.it
NOTE: This work is the result of the joint effort of the authors. Nevertheless Alessandro Deserti
directly edited sections 1, 2, 3 and conclusions; Francesca Rizzo directly edited sections 4, 5 and 6.
DESERTI & RIZZO
2292
Introduction
Many countries still do not show clear and strong signs of recovery from the
global economic downturn that started in 2008, which is causing a structural
lack of resources, particularly affecting the public sector. The economic,
demographic, social and environmental long-term challenges call for deep
changes, questioning many of the assumptions that have underpinned public
services, posing new challenges for institutions, policy makers, civil servants and
communities. While austerity measures were adopted all over the world,
societal challenges are intensifying: youth unemployment, elderly healthcare,
immigration, social inclusion and other wicked problems press the public
institutions with the contradictory request of delivering new services or
restructuring the existing ones achieving a higher effectiveness with less
resources.
As a few studies have pointed out (Diefenbach, 2009; Ashworth, Boyne and
Delbridge, 2009), the main experimented solution cutting budgets and trying
to make the public organisations more efficient by transferring models and
practices from the private sector - has shown many limits.
Research on organisational management and social studies has a long
tradition of binding the competiveness of an enterprise to its capability to
continuously change its culture by overcoming organisational dogmas and
pursuing innovation (Hamel and Prahalad, 1994; Drucker, 1995; Drucker, 2002;
Hamel and Vlikangas, 2003). While organisational change theories recognise
the complexity of the phenomenon of change within organisations and
therefore display a systematic and holistic attitude, the managerial practice is
characterised by a large amount of models and techniques that seem to be
derived from a reductionist way of thinking, thereby producing formulas that
can be easily synthesised and turned into slogans and procedures applicable to
a variety of situations with minimal adaptation. Even if there has been harsh
criticism of the fast turnover of these managerial models and techniques that
led to describe many of them as fads, the practice still seems to prosper (Miller
and Hartwick, 2002; Collins, 2003).
In a more general frame, the very idea that managerial models and practices
can be extracted from a context, abstracted and turned into formulas that can
be transferred somehow independently from the characteristic of the receiving
context has often proved wrong. This did not occur just in the shift from the
private to the public sector, but in the first place in the private sector itself
(Miller and Hartwick, 2002). This is especially true for public organisations,
where too often the transfer of models from the private sector is tried,
assuming that what worked there could be simply replicated to reduce
Design and Organisational Change in the Public Sector
2293
inefficiencies and enhance productivity. Recent studies underline how this
assumption is fundamentally wrong, showing how the lack of situatedness of
the new processes and the lack of involvement of people play an important role
in strengthening the natural resistance to change, often leading to unsuccessful
transformations (Lines, 2004; Cunningham, 2009). This phenomenon can be
reconnected to many reasons, but we would notice that the entrance in the
public sector of the large managerial consultancies, always in need of ready-to-
use formulas, is playing a quite relevant role.
Proposition
The adoption of non-situated innovation recipes is quite distant from the
mainstream of the design culture: design literature strongly recognizes
situatedness, human-centricity and participation as the bases for building
successful innovation processes and tools (Schn, 1983; Gero, 1998; Ehn, 2008).
The aim of this article is to build a link between this design perspective and
the issue of organisational change in the public sector, highlighting the dynamic
relation between the operative and the strategic levels of change, as a way to
overcome some of the limits and inefficiencies of the established practices.
Our proposition is that the adoption of participatory design knowledge and
tools in the development of public services - an emerging trend responding to a
diffused need of building a new generation of more user-centred, efficient and
cost-effective services - requires (and implies) the change of the organisations
that deliver them, and that the more the design practices are new to the
organisations, the more the change should be relevant (Deserti and Rizzo,
2014).
Until today, the only notable investigation of this topic can be found in the
work of Sabine Junginger, who connected the introduction of human-centred
design practices in public bodies and in private companies and the change of
organisations (Junginger, 2006, 2008; Junginger and Sangiorgi, 2009).
Even though we can document a few cases of public bodies that introduced
design in their practices - e.g. the introduction of experience-based design in
the UK National Health Service, or the cases cited in Jungingers PhD
dissertation (2006) - and the experimentations in this field now are flourishing,
their focus is primarily on the change of the services, while very little reflection
is being produced on the change of the organisations that are supposed to
manage them. There seems to be a widespread idea that the introduction of
user-centred practices will work per se, without the need of facing the problem
of change in the hosting organisations. Most of the changes obtained through
DESERTI & RIZZO
2294
the new practices are thus affecting the superficial level, while at deeper levels
the established culture, mindset, habits and practices are still dominant. The
redesign of the interface of the public services is a clear example: we may have
a number of new websites, applications and touch-points redesigned according
to user-centred practices, but the back-office procedures and their underpinned
culture often remain untouched. This might be interpreted as a matter of time,
since affecting the deeper levels can take a much longer period, but for sure
there is also a question of integration and appropriation of the new practices
within the organizations.
Here we should underline that, even if starting from Nonaka and Takeuchi
(1996) a quite strong line of thinking looks at innovation as a problem of
knowledge creation and management, most of the approaches to innovation
focus on the change of the offering more than on the change of the
organisations. In this respect, participatory design practices display an even
stronger bias, since they draw attention on the end-users and see solutions as a
result of their context of destination rather than as a result of their context of
origin. This bias is opposite to that of the self-referential attitude of public
organisations, and per se this could be good, since it can create a positive clash,
leading to the change of an established attitude. At the same time, the focus on
the exterior (citizens or end-users) and the claim for an outside-in
transformation, poses the problem that little reflection is being made on how
public organisations can internalize and integrate the new knowledge, and how
the change process can be fostered or managed: this omission could easily lead
to reject the new practices, or confine them to a cosmetic role.
We would also notice that, even if the body of knowledge on the
introduction of design in organisations is quite strong, it was primarily
developed with reference to private companies, with a particular emphasis on
large multinational corporations that was only recently extended to the SMEs
(Acklin, 2011). The interaction between the introduction of design as a new
approach in public organisations and the management of their change thus
appears as a relevant node that should be investigated. In our perspective, this
investigation can lead not just to find ways of combining the already existing
change management knowledge and practices with the already existing service
design knowledge and practices, but to the construction of a new frame, where
both disciplines can influence each other introducing elements of novelty for
both.
Design and Organisational Change in the Public Sector
2295
Design and the ambidextrous organisations
The existence of a constant tension between innovation and preservation
within organisations is widely recognized in innovation studies. Literature
highlights how established organisations tend to defend their status quo and
how innovation must fight its way up to emerge (Ansoff, 1990; Rumelt, 1995).
The reasons for this conservative attitude have been explored (Schalk, Campbell
and Freese, 1998; Zeffane, 1996; Schein, 2004) and connected to many internal
and external factors, that all turn into a general lack of incentive to abandon a
certain present for an uncertain future, which generates a quite common
situation where business-as-usual tends to overcome innovation. In this frame,
innovation and change are often regarded as a last chance that most
organisations embrace only when the established practices do not work
anymore. Hamel and Vlikangas (2003) notice that organisations should
develop resilience, or else the capability to continuously anticipate and adjust
to changes that threaten their core earning power, and change before the need
becomes desperately obvious (Hamel and Vlikangas, p. 52). In most cases,
radical change as a last attempt to survive actually comes too late: the
competitors already acquired a dominant position; the resources are too
limited; the time is too short etc. In this respect, Treacy (2004) argues that
breakthrough innovation should be pursued as the last growth strategy, since in
the long run radical changes usually get beaten by the slow and steady
approach of the incremental innovation. (Treacy, p. 29). Building on this,
Norman and Verganti (2014) recently reconnected incremental and
breakthrough innovation to two different design approaches, questioning some
of the traditional assumptions on UCD.
The idea that the capacity of managing the established practices and that of
innovating and changing in a reactive or proactive way can be balanced was
actually discussed in organisational studies from a long time, with the
introduction of the concept of ambidextrous organisation (Duncan, 1976;
March, 1991). Ambidexterity can be primarily described as the balance of
exploitation and exploration, which makes organisations able of relying on
efficient and profitable solutions, while continuously searching for new and
better ones. Even if the concept is established, , the ambidextrous organisation
faces quite a few structural, cultural and operative problems in shifting from the
theoretical model to its implementation.
Ambidexterity can be built by devoting a part of the organisation to
innovation while keeping the rest focused on exploitation, or by introducing the
attitude of innovating in a pervasive way, involving all the components of the
organisation in the exploration activities. The adoption of both the solutions
DESERTI & RIZZO
2296
must be carefully considered: the first may encounter problems of integration,
since it may lead to the creation of innovation units or areas operating (or
perceived) as a separate bodies; the second may encounter problems of
prioritization, since the daily activities may prevail over the ones dedicated to
innovation. Another relevant problem is that exploration and exploitation are
bound to different thinking modes, very difficult to run simultaneously. Here is
where design gets in the picture, since it is used to play in the intermediate
ground between exploration, typically represented by its capacity of dealing
with the chaotic front-end of innovation, and exploitation, typically represented
by its capacity of dealing with new product development and engineering.
According to Martin (2009), the use of a complex mix of deductive, inductive
and abductive logic is a typical trait of design thinking that makes it useful not
just to bring sparks of creativity in staid organisations, but to balance
exploration and exploitation, overcoming the typical bias towards reliability
(Sutton, 2004; Martin, 2009) that characterizes established organisations.
The introduction of design practices in the public sector
The demand of smarter solutions for a new generation of citizen-centred
services is leading to an increasingly systematic exploration of what design can
do for public organisations. The rapid growth of service and experience design
spread the idea that design is not just focused on tangible artefacts, but also on
processes and interactions that can be effectively developed by assuming the
perspective of the end-users, putting them at the centre of the projects and
involving them as actors rather than as clients (Bannon, 1991), opening the way
for advanced participatory practices (Ehn, 2008; Manzini and Rizzo, 2011).
In many countries public organizations are introducing design to foster
innovation and change, with a particular emphasis on the development of a
more user-centred approach.
In the last 10 years quite a few service design consultancies specialized in
working for the public sector: Thinkpublic, Live|Work; Design Continuum,
Experientia, Engine, Reboot, Snook, just to mention some of them. A big player
such as IDEO now features Public Sector (but also Organizational Design) in
the range of its expertise. These consultancies are involved in small service
projects and in large reforms of the policies, and are helping the public
organisations in assuming a new perspective, overcoming the established
practices.
Governmental and NGOs such as Nesta and the Design Council in UK, or
Mindlab in Denmark are also playing a relevant role in pushing the design
Design and Organisational Change in the Public Sector
2297
approach to the innovation of public services, brokering the experimentation of
design-led projects and de-risking the introduction of new practices in a quite
conservative sector. The strategic guidelines of the European Union on Design
for Growth and Prosperity (Thomson and Koskinen, 2012) enforced this
trajectory, underlying the importance of a human-centred perspective in the
innovation of public services to build a better society. The report Restarting
Britain 2. Design and the Public Services (UK Design Commission, 2013)
emphases the role of design in the transformation of the public service system,
presenting it as a fresh approach to re-thinking policy, professional practice and
service delivery.
In our view, the application of design in the public sector is being
experimented in two different but complementary directions. The first can be
called people-centred services: it stretches from the traditional user-centred
design to the co-design methods, relying on the intensive involvement of the
end-users in research, prototyping, testing and implementing the services, with
the aim of improving the usability, the quality of interaction and the users
experiences. The second can be called people-led services: it stretches from co-
design to co-production and aims at developing new Public-Private-People-
Partnerships to co-produce solutions with the users/citizens.
Along these two directions we can document the blooming of initiatives,
professional structures, projects, programmes and recommendations. At the
same time, even if there are some long-term experiences (Junginger, 2006), we
have to underline that the introduction of design culture in the public sector is
in its initial phases: design methods and tools are still largely unknown by public
institutions and design knowledge is still far from having entered the public
organisations at a large scale, affecting their daily processes and their
underpinned culture. The European Commissions public consultation (2009)
pointed out that the most serious barriers to the better use of design in Europe
(78% of responses) is the: lack of awareness and understanding of the
potential of design among policy makers (p. 7). Even if much has been done,
recent studies point out the difficulty of legitimating design in the new field:
It is important to remember that for the public sector to commission
design agencies to address social challenges was, and still is, a big leap in
thinking. Design is not typically associated with creating social solutions
within the public sector. Without the backing of key organisations like
Nesta and the Design Council, and the promotion of innovation (i.e.
trying new processes and methods to produce innovative results) by the
Government, a design agency proposing to tackle an inadequate public
service or improve a health or social inequality would have seemed
DESERTI & RIZZO
2298
absurd. Even with the work of these key organisations and the innovation
agenda, for many it still is. (Cook, 2011 p. 25)
Moreover, we have to remark that the ongoing initiatives and experiments
of introduction of design in the public sector are primarily focused on the direct
results: there is a wide and documented interest in how design can change the
public services, making them more accessible, usable, effective, participated,
money-saving etc. Other than introducing generic objectives such as making the
public organisations more citizen-centric or more efficient, until now there is
almost no concern on how the change of the services and of the practices
adopted in their development should be reconnected to that of the public
institutions.
The introduction of design methods and tools in the
redesign of public services: case studies
In order to deepen these aspects, in the following we examine three cases
of redesign of public services, in the perspective of reconnecting the
introduction of new design knowledge to the change of the organisations:
The design of new services for neighbourhood-based communities in
the frame of the MyNeighbourhood European research project;
The design of new services for active ageing, which is being conducted
in Helsinki in the frame of the DAA European research project;
The introduction of Public-Social Partnerships (PSPs) in the
development of new public services in Scotland.
The three cases are representative of three different ways and levels of
experimenting the introduction of design culture in public contexts through
small experiments or projects for a new generation of public services.
MyNeighbourhood is piloting public and collaborative services for
neighbourhood-based communities experimenting a participatory approach
and looking for ways to scale up the solutions. DAA is collecting evidences from
already conducted experiments attempting to affect the policy level. The Public-
Social Partnership Project of the Scottish Government is experimenting new
forms of partnerships to deliver public services, introducing design knowledge
in the construction of the networks of actors.
The three cases will be discussed to derive empirical evidences and key
findings, which will be reconnected to a theoretical framework to build new
knowledge and to stimulate future studies.
Design and Organisational Change in the Public Sector
2299
Case 1. The design of new services for neighbourhood-based
communities in the frame of the My Neighbourhood European
project
MyNeighbourhood is a EU-funded research project (www.my-
neighbourhood.eu) started in January 2013 with the goal of applying service
design methods and tools in four different European neighbourhoods to
identify and support the establishment and the upscale of grassroots and
community-based initiatives, through the adoption of a web-based service
platform. The project is operating in a typical ICT research area, introducing the
idea that advanced participatory design methods can foster the innovation of
the public services.
At the core of the MyNeighbourhood vision there is the idea of collaborative
services (Baek et alii, 2010) as those solutions that may match the need of
balancing the technical smartness of cities with that of extending the
participation through the development of softer solutions based on public-
people partnerships (Rizzo and Deserti, 2014).
Through the co-design activities conducted in the four piloting sites,
MyNeighbourhood developed innovative partnerships, deeply challenging the
public institutions by involving them in unprecedented dialogic and interaction
activities.
In Milano the project delivered two collaborative services - Quarto Food
Club and Quarto Gardening - currently under experimentation in Quarto
Oggiaro, one of the most run-down peripheral districts.
Quarto Food Club matches the need of delivering food to the elderly people
who are not in condition to self-prepare it with that of their social inclusion. The
service idea is to deliver meals to a group of elders living in the neighbourhood,
creating for the occasion a kind of social space in the local hotel and catering
management schools, where elderly people can enjoy the meal together,
getting in touch with each other and with the students who take part in the
experiment within their practical training activities.
Quarto Gardening is based on the same structure, and gives to the
Municipality the possibility of exploiting the competences of the students of the
local agricultural school to take care of some of the green areas in the
neighbourhood. The service is made possible thanks to the agreement between
the management of collective green areas (Municipality of Milano and Public
Institute for Social Housing of Milano) and the local agricultural high school.
Both services also respond to the second neighbourhood issue of the young
people unemployment, exploiting the involvement of the students from the
DESERTI & RIZZO
2300
local schools, who receive credits for the practical training having at the same
time the possibility of going through a real work experience.
Fostering new principles of mutual partnership, MyNeighbourhood is
experimenting with the idea of providing local services creating partnerships
between the public bodies and the local citizenry and operators, introducing a
new rationale bound to the Public-Private-People Partnerships as results of
complex participatory design processes taking place in the sphere of the public
services.
Here we would underline that MyNeighbourhood is experimenting service
design not only as a method to design innovative and people-centred services
but also as set of competences that may trigger changes in the public
organizations involved in the development and the delivery of the new services.
The new processes are transferred and interiorized by the employees through a
long-term process of engagement in the design experiments. The team working
on the implementation of the new services is composed by researchers (the
authors of this paper are among them), professional designers and employees
from the Milano municipality, who worked together to turn people Wishes,
Interests and Needs (WINs) in new collaborative services. The project is thus
matching grassroots experimentation with the larger strategic goal of
introducing a systemic perspective, where the public actors, the citizens and the
local stakeholders work together in envisioning and co-producing new
solutions. This perspective gives to the public actors the opportunity of
interacting and dialoguing with citizens without loosing contact with the real
problems (bottom-up trajectory), while at the same time defining priorities and
building solutions around a meaningful long-term vision beyond the
acknowledgement of local needs (top-down approach), thus revealing
unexplored space for democratic governance.
Case 2. DAA - Design-led Innovation for Active Ageing
DAA is a EU funded research project (http://daaproject.eu) that aims at
scaling innovative and yet sustainable solutions for elderly care, combining the
expertise of care specialists with that of service designers. The project involves
a network of cities acting as pilot sites where to experiment the development of
new policies starting from the innovative practices.
The EU 2020 Strategy identifies demographic ageing as one of the main
European long-term challenges, requiring innovative solutions and improved
policies to enable better social and healthcare services with less money and
fewer caretakers. In this frame, the new forms of value networks, directly
involving the citizens as co-producers within a Public-Private-People Partnership
Design and Organisational Change in the Public Sector
2301
(PPPP) scheme, are seen as promising practices that could be up-scaled to
obtain a systemic change (Murray, Caulier-Grice and Mulgan, 2010).
The DAA project goes one step beyond the ongoing hands-on experiments
of designing social innovation, since its goal is not introducing new services, but
learning from the already established innovative solutions, improving the
innovation capacity of the city administrations and the public sector policies.
The expected outputs of the project thus include 8 city implementation plans
and a guidebook on the introduction of design practices in the public sector.
The case of Helsinki will offer a better understanding of the overall project.
In Helsinki (one of the piloting sites) the target group are people over the
age of 65 who are receiving informal care in their own homes, and regular and
temporary clients of home care support services. The project aims at diffusing a
new, more flexible service provision model, personal budgeting funding and
operating model, creating a network of service providers to support them. With
the new kind of service planning and budgeting, the elderly can organise their
own support and services in a more independent way. The main goal of the
project is to identify the leverage points within a complex senior care systems,
i.e. policy areas and management practices within the city of Helsinki and
service departments of national government, where a shift is needed for
sustaining and scaling the new model. The overall objective of the design
intervention in Helsinki is to make policy makers and managers on strategic
level understand their importance and role in innovation process. To achieve
this objective, the project aims at making changes in three different but
connected layers:
Policy and strategy making;
Service delivery;
People and Communities.
In the frame of the project, the interaction among actors operating in these
three layers is seen as a key factor in aligning different perspectives and ways of
perceiving the problems and evaluating the solutions. Since the project just
started, results are still to be obtained and evaluated, but this trajectory draws
attention on the construction and management of complex networks of public
and private operators, which will be focused in the next case.
Case 3. The Public-Social Partnership Project of the Scottish
Government
The Scottish Government is committed to ensuring that the third sector is
able to play a full role in public service reform through greater involvement in
DESERTI & RIZZO
2302
service design and delivery. To tackle this vision it has put in place the Public-
Social Partnership (PSP) project (The Scottish Government, 2011b) aiming at
encouraging routine use of co-production in the design of public services,
supporting the development of Public-Social Partnerships.
The purpose of the PSP Project is to select partnerships to co-plan and
pilot the design of services which contribute to the delivery of national
and local outcomes. These designs were intended to inform the
specification for future services, which the lead public authority was
expected to procure at the end of the process. (The Scottish Government,
2011a, p. 6).
The underlined project assumption is that PSPs can enable the delivery of
public services more efficiently and with more person-centred outcomes for the
users of services, by putting co-production at the heart of service design.
The project is structured in three main stages:
Third sector organisations work with public sector purchasers to design
a service;
A consortium of public sector and third sector organisations may
conduct a short-term pilot, helping to refine service delivery
parameters;
The service is further developed to maximise community benefit before
being competitively tendered.
A period of PSP piloting is thus meant to help experimenting with the new
practices before implementing future solutions. The project successfully met its
objective of selecting pilot partnerships, where the application of service design
methods and tools was experimented. The project was thus turned into a
structured programme, led by the Ready for Business consortium, including
governmental institutions and private partners, with the aim of bringing on the
experimentation to build strategic exemplar PSPs.
Besides the centrality of co-production, PSPs have the added benefit of
giving all partners the opportunity to test out new service designs through
piloting. This allows operational issues to be addressed and user feedback to be
incorporated into the final design of the service.
The results of the experimentation conducted along the project are now
being evaluated, to give feedbacks for the adoption of the PSP model in the
delivery of the services at a larger scale. The lessons learnt include
considerations on the question of managing organisational change in parallel
with the adoption of new procedures and the construction of partnerships and
Design and Organisational Change in the Public Sector
2303
networks (Ready for Business, 2013). This must be seen as a long-term process,
going far beyond the single experiments and requiring years to be implemented
to the stage of full adoption and internalisation of the new knowledge, as it
occurred in the following case.
Discussion
The blooming initiatives concentrated on the introduction of design culture
in public contexts seem primarily concentrated in obtaining more user-centred
services, or else in changing the offering more than the organisations. The
above-presented cases document a different attitude, based on the awareness
that the introduction of design culture may not just cause implicit and
unforeseen changes in the public organisations, but also require explicit
processes of organisational change.
In our perspective, the initiatives and the experimentations described in the
cases can be interpreted as ways of building an ambidextrous frame around
the public organisations, creating parent structures or embedded areas meant
to introduce design knowledge for the systematic exploration of new ways of
doing things.
With respect to this issue, the cases show different levels of elaboration.
MyNeighbourhood is developing small-scale experiments taking the risk of not
affecting the overall culture of the involved municipalities due to their size, and
is thus looking for ways of scaling up the solutions. DAA starts from recognising
the risk described for MyNeighbourhood (and for the similar initiatives) and
tries to address it by developing frameworks for interpreting experiments and
transferring insights that could affect the vision and the policies of the
organisation. The case of the PSPs in the Scottish government shows a strong
awareness that the change of the services and that of the organisations cannot
be untied, and is thus operating in a reverse way: from the policies to the
experiments and back to the policies.
In our empirical experience with the MyNeighbourhood project (and with
previous ones), the participated construction and the prototyping of new
services at a small-scale appears as a way of triggering a process of change in
the public institutions that are about to introduce them. The small-scale
experimentation may produce different effects: i) bounding the change to the
competences of the organisation, by situating the experiments in its specific
context and culture; ii) engaging the employees in the process of change, by
involving them in the development of the new solutions; iii) introducing the
idea that the change strategies must become dynamic and adaptive, by
DESERTI & RIZZO
2304
constantly informing and assessing them through the results of the on-going
experimentation.
The DAA case shows the possibility of building an intermediate playground,
where a participated and situated approach can be introduced through the
dynamic interaction between the operative and the strategic levels of
organisational change. In this frame, organisational change can be described
both as a pre-condition and as an effect of the introduction of new ways of
doing things.
The case of the PSPs shows the need of shifting the attention from the
effectiveness of the single solutions to the possibility of pursuing a wider impact
through the introduction of new policies aimed at designing and experimenting
new ways of delivering services, and using the experiments to assess the
policies and to foster the change of the involved organisations.
The passage from the success of the experimental projects to the review of
the policies is far from being simple and automatic. Turning the new solutions in
new practices seems to require a different role for design: striving for a massive
change of the processes through the dynamic integration of the operative and
the governance levels, i.e. informing the policies through the results of the
experimentation. Within this frame, we see a major space to revise the
processes of change of organisations: integrating bottom-up and top-down
trajectories, breaking the borders between inside and outside, and introducing
new forms of participated change management (Fig. 1).
Design and Organisational Change in the Public Sector
2305
Figure 1. The participated framework of organisational change
The cases show how the conception and delivery of the new services might
be bound to the creation of networks and partnerships that in turn require the
development of new policies. Some of the service design tools - such as the
actors mapping, the stakeholders matrix, the system mapping and the
service blueprint (Fig. 2) - apparently put both feet in the field of
organisational change without a sound understanding of its complexity.
Organisational change issues are actually unknown to most of the designers:
the above-mentioned tools might guide them in defining conveniences and
triggers for all the actors and stakeholders, but they seem to miss the
awareness that change is not a mechanical process. Even if you might find good
motivations for change, not necessarily it will be welcome by the organisations
that are suppose to undertake it.
DESERTI & RIZZO
2306
Figure 2. A caption of a service blueprint developed in the MyNeighbourhood project to
configure organisational structures and processes
Another relevant point that we can draw from the cases, confirming what
we already mentioned, is that the introduction of a user-centred perspective
per se does not seem enough to establish adequate new practices. The DAA
case clearly shows how the focus on the end-user should be balanced with the
understanding that the introduction of new practices requires a continuous
mediation with the already established practices. From this, we derive the idea
that the very concept of participation should be revised, shifting from the
traditional UCD perspective to that of complex participatory design, where all
the actors and stakeholders should be involved as co-designers. Building on this,
cases also show that when the innovation is carried on through new forms of
networking the process of change should not just affect the leading public
institutions. In the case of the Scottish PSPs, the ongoing evaluation (Ready for
Business, 2013) highlights that joining the partnership both third sector
providers and public sector organisations have to change their existing service
models:
Whilst the public and social economy sectors appear to take a favourable
view of the concept of PSP, in a practice, it is apparent that there is a
need for culture change within both sectors. The co-planning approach,
Design and Organisational Change in the Public Sector
2307
the method recommended by this evaluation, requires participants in
both sectors to enter into partnership as equals. There have been times,
within all three pilots, where the importance of this, and the time it takes
to make this happen, has been underestimated. (McDonald, Wilson and
Jack, 2012, p. 3)
These new forms of partnership also highlight how public and private could
be seen as a continuum rather than as opposites: the construction of complex
partnerships calls for the capacity of change from both sides, rather than the
commonplace that the public can become efficient and cost-effective only
imitating the private.
The lesson learnt during the experimentation of PSPs suggests conducting
an internal analysis before committing to the change journey. The evaluation of
the piloting clearly identifies change management as one of the key issues,
explaining that if there currently is not the capability or capacity to properly
drive through this change in your organisation, then a change management plan
can be drafted () (Ready for Business, 2013, p. 5). We would say, in a stronger
way, that whenever a program of introduction of design knowledge takes place,
a change management plan should be drafted.
Conclusions
The cases have shown that embedding the practices of design in public
bodies requires the management of their organisational change. If the
introduction of design knowledge can trigger positive effects, there are also
many issues that should be carefully considered.
The analysis of the cases shows that the trajectory of the small experiments
is easier to be implemented, since it does not affect the whole organisation
from the very beginning, but it could be at the same time source of major
obstacles to the real integration of the new knowledge in the organisation,
since it might create a binary system with potential conflicts between the new
and the established culture. With respect to this risk the cases show that
concurrent strategies can be implemented, like the design of an interactive
playground where the results of the design projects can be managed together
with the long-term visions and strategies, to be integrated in the organisational
practices in the perspective of a long-term cultural change.
With this paper we want to provide a new frame for the investigation of a
participated approach to organisational change, introducing an interdisciplinary
perspective. Disciplines dealing with innovation should consider the interaction
DESERTI & RIZZO
2308
between the renewal of the offering and the change of the structure and the
processes, promoting the interchange of knowledge with the disciplines dealing
with organisational change.
Acknowledgements: Part of the results presented in this paper
was developed by the authors within the EU-funded project
MyNeighbourhood, Grant agreement N. 325227.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of the
author(s). Permission is granted to reproduce copies of these works for purposes relevant to the
above conference, provided that the author(s), source and copyright notice are included on each
copy. For other uses, including extended quotation, please contact the author(s).
Redesigning Assumptions: Challenging public
problem spaces
Christian BASON
*
Copenhagen Business School
Managers in the public sector are increasingly looking to design to help them
drive innovation in policies and services. Design is brought in from external
consultancies but also established as an internal capacity through hiring
designers into government departments and agencies, or by establishing
innovation labs or studios. However, when design is applied in any organizational
setting, a complex interplay arises between design methods and processes on the
one hand (design practice), and the manager's actions and decisions on the other
(management engagement with design). What characterizes these dynamics in a
public sector context? Inspired by Boland & Collopy's (2004) and Michlewskis
(2008, 2014) concept design attitude, this paper explores how public managers
relate to design approaches as an innovation tool. In particular, the paper
examines the potential role of design in allowing public managers to challenge
their own current assumptions about the problems their organization is facing.
Which methods and approaches seem to trigger new insights into the problem
and opportunity space? How does the attitude, or engagement, of the public
manager matter to the process? The research is based on data from qualitative
interviews with public managers in five different countries and policy contexts.
Keywords: Design; Innovation; Public services; Policy
*
Corresponding author: Christian Bason | e-mail: christianbason@gmail.com
Redesigning Assumptions: Challenging public problem spaces
2313
Introduction
The last decade has seen a significant growth in both scholarly and practical
interest in public sector innovation.
In academia, the governance paradigm of New Public Management has
come under intense scrutiny, and attention has been drawn to the emergence
of a new paradigm of networked or collaborative governance (Goldsmith &
Eggers, 2004; Hartley, 2005; Alford, 2009). These researchers have thus turned
to the question of which new approaches to public management and leadership
might be needed under such a governance model. In practice, public managers
have been faced with an almost unprecedented level of turbulence and
pressure for change following the 2008 global financial crisis and the ensuing
austerity measures and scarcity of public resources. Coupled with other
challenges in many the Western economies, such as increasing differentiation
of citizens expectations toward government, increased immigration and cross-
border mobility, spiralling health costs and the rise of new networked, social
and mobile technology, public managers are thus searching for smarter and
cheaper ways of getting things done.
These developments have been associated with what appears to be an
increasingly systematic exploration of what collaborative design approaches can
do for public organisations. Empirically, we are seeing a period of increasing
experimentation, often framed in the context of new forms of citizen
involvement and collaborative innovation. According to Bourgon (2008), citizen
engagement aims at opening up new avenues for empowering citizens to play
an active role in service design, service delivery and in the ongoing process of
service innovation.
Public sector organisations in countries such as Australia, New Zealand,
Singapore, France, Denmark, the UK, Canada and the United States have to
varying degrees and in different forms taken up collaborative design
approaches as a tool to drive innovation and change (Parker & Heapy, 2006;
Bate & Roberts, 2007; Shove et. al. 2007; Bason, 2010, 2014; Boyer et. al. 2011;
Cooper & Junginger, 2011; Meroni & Sangiorgi, 2011). However, the
relationships between the new design approaches to public innovation on the
one hand, and the role of public managers on the other hand, are still largely
unexplored. The quest for spurring public innovation may propel public
managers into an engagement with design, but how is this different from their
traditional roles as bureaucratic leaders or performance managers? This paper
seeks to address the specific question of how design might enable public
managers to view the challenges they face differently. In other words, what
happens when public managers engage with design to explore public problems?
CHRISTIAN BASON
2314
The paper is structured as follows: First, I present the key research question,
methodological foundation and data material.
Second, the paper discusses different ways of thinking about the
contributions of new collaborative design approaches to public management,
policy and service innovation. The section highlights the particular dimension of
design as a tool for opening up new perspectives on the problems facing public
organisations and the managers who lead them.
Third, the paper outlines the concept of design attitude as a segway to
understanding the potential roles of public managers in relating to design
practice as it unfolds in their organisations.
Fourth, the paper presents empirical findings from a range of cases where
public managers have experienced the application of design methods.
The paper is concluded with a brief discussion of perspectives for research
and practice in terms of wider implications of the contribution of design.
Methodology and research question
The research question posed in this paper is:
As public managers engage with design approaches, to what extent are
their assumptions about particular problems or opportunities
challenged?
Methodologically this study, and the wider doctoral research it draws upon,
takes inspiration from Corbin and Strauss (2008) grounded theory approach to
qualitative research. This implies amongst other things a focus on exploration,
discovery, qualitative and idiographic research, empathy, judgement, social
action and interaction, meanings, cognition, emotion, closeness to the empirical
material and successive induction (Alvesson and Skjldberg, 2000). The
emphasis is on eliciting meaning from qualitative empirical data, discovery,
identification of patterns, and establishing conceptual building blocks that can
lead to an emergent theoretical framework (Blumer, 1969; Eisenhardt, 1989;
Corbin & Strauss, 2008).
Empirically I explore multiple entities where change might happen, for
instance at different levels of government (national/local) and in different
policy domains (such as homelessness or healthcare). The mode of change is
largely constructive, as a sequence of events which emerges through the
purposeful enactment or social construction of an envisioned end state among
individuals within the entity (van de Ven, 2007: 203). This is particularly suited
for exploring applied design approaches, since as Rowe (1987: 34) points out,
Redesigning Assumptions: Challenging public problem spaces
2315
the unfolding of the design process assumes a distinctly episodic structure,
which we might characterize as a series of related skirmishes with various
aspects of the problem at hand. It is exactly these skirmishes large and
small that are explored.
The study focuses on individual public managers who have had key
responsibility for, or been engaged in, collaborative design approaches to
create new solutions within public policies or services. The criterion for
choosing a manager for interview has been that some combination of design
approaches have been applied, usually labelled explicitly as service design,
co-design, co-creation or strategic design. Multiple sources have been
used to identify organisations and thereby public managers. I have engaged
with the global design and public sector innovation community, essentially
through a snowballing approach. Using a theoretical sampling technique implies
that focus has been on deriving concepts from data during analysis, and letting
the discovery of relevant concepts drive the next round of data collection
(Corbin & Strauss, 2008). This fits well with the highly emergent nature of the
field of study. The interviews have been largely open-ended, following a loosely
structured interview guide that seeks to elicit some basic fact (actors involved,
timing, main methods used, results achieved etc.), but which as its main
component asks the open question: Please share your own story of how the
design project(s) unfolded, and how this made a difference to you as a manager,
if at all.
The number of interviews has been determined by on-going analysis of the
key emerging concepts. Additional interviews have been added to the point
where I have reached saturation, understood as the point where no new
categories or relevant themes emerge from the material (Corbin & Strauss,
2008:148).
Design for exploring problem spaces
There is no one simply way of analysing how new collaborative design
approaches unfold in public organisations, or how they matter to public
managers. The issue has partly to do with how we view design management,
partly with the role of design practice.
Towards a new design management paradigm
As design is applied as a new social technology, often for the first time,
within public policy and service organisations, the resulting effects are likely to
be both complex and multiple. Cooper and Junginger (2011:1) state that the
CHRISTIAN BASON
2316
intersection of design and management has generated decades of lively
debate in the design and business communities. What are the relationships
between design and management, and between management of design and
design management? As new and more collaborative approaches to innovation
in the public sector come to the fore, this question is increasingly relevant to
public managers. As service design, interaction design, human-centred design
and strategic design approaches in their various shapes and forms are being
applied to public problem spaces it becomes increasingly important to reflect
on how managers relate to these strategies. Cooper and Junginger (2011)
suggest that what we are witnessing is essentially the emergence of a new
paradigm of design management, which might be termed design capability.
Table 1: Paradigms of design management. Source: Cooper & Junginger (2011)
Function Design practice Design
management
Design capability
Adds value
through...
Solves problems of
design relating to...
Develops and
fosters design
competency
along...
Achieves objectives
of...
Aesthetics, product
innovation,
differentiation
Products, brands,
services
Top management,
board members,
design leaders,
design consultants,
design team, cross
disciplinary design
teams
Managing design to
deliver strategic
goals
Interpreting the
need, writing the
brief, selecting the
designer, managing
the design and
delivery process
All aspects of
design in the
organization, but
principally
products, brands
and service
Top management,
board members,
senior
management,
design
management
consultants
Managing design to
Humanistic,
comprehensive,
integrative, visual
approaches
Change in
environment,
society, economy,
politics and
organizations
Every area of the
organization
Delivering
sustainable
organizations in the
context of societal
and global wellbeing
Redesigning Assumptions: Challenging public problem spaces
2317
deliver strategic
goals
Cooper & Junginger argue that this paradigm is particularly salient in public
sector settings, as a reflection of the social and human nature of most, if not all,
public policy concerns. A global environment characterized by intractable social,
economic, environmental and political challenges calls for an increased use of
design-led approaches to problem-solving: Because the skills and methods that
constitute design are useful in responding to the challenges facing us today,
designing is now being recognized as a general human capability. As such, it can
be harnessed by organizations and apply to a wide range of organizational
problems. (2011:27).
The question then becomes not only how design approaches are in practice
applied in public sector organisations to tackle public problems, but also the
evolution of design capability: how public managers themselves design in
their quest to proactively affect human and societal progress. Boland & Collopy
(2004) frame the potential of design in management in their edited volume
Managing as Designing, suggesting that:
Managers, as designers, are thrown into situations that are not of their
own making yet for which they are responsible to produce a desired
outcome. They operate in a problem space with no firm basis for judging
one solution as superior to another, and still they must proceed (Boland
& Collopy, 2004:17).
This indicates several interesting challenges for the public manager as
designer: What kinds of situations do they find themselves thrown into and
how do they relate to the nature of the type of problem space this entails? To
what extent may this problem space be redesigned?
Dimensions of design practice
Design appears to offer a different set of approaches to the task of
understanding public problems. In the present research, three such overall
approaches, or design dimensions, have been identified as shown in the table
below:
Table 2: Mapping design approaches and related management action by cases
DESIG
N
DIME
N-
Exploring the
problem space
Generating alternative
scenarios
Enacting new practices
CHRISTIAN BASON
2318
SIONS
Design
appro
aches
Field
resear
ch
(text/p
hoto)
Field
rese
arch
(A/V
)
Visuali
sation
Idea
tion
Con
cept
dev.
Protot
yping
Use
r
test
ing
Employe
e
involvem
ent and
impleme
ntation
Busin
ess
cases,
evalu
ation
First, design is associated with an array of highly concrete research tools,
ranging from ethnographic, qualitative, user-centred research, to probing and
experimentation via rapid prototyping, to visualising vast quantities of data in
new and powerful ways. Drawing on elements of systems thinking and
behavioural economics, design research seems well positioned to help policy
makers better understand the root causes of problems and their underlying
interdependencies the architecture of problems (Boyer et al. 2010; Mulgan
2013). Given that many, if not almost all, demands for innovation in public
policies and services are triggered by the recognition of some kind of unsolved
societal problem, this should position design centrally in the policy makers
toolbox.
Second, the emergent and more collaborative aspects of design suggests
that alternative scenarios could be increasingly co-designed through an
interplay between policy makers at different levels of the governance system,
interest and lobby groups, external experts and, not least, end-users such as
citizens or business representatives themselves. Graphic facilitation and the use
of tangibles and visuals for service and use scenarios can provide the means for
cross-cutting dialogue, mutual understanding, and collective ownership of ideas
and solutions.
Third, design offers the devices concepts, identities, interfaces, graphics,
products, service templates, system maps that can help give form and shape
to public initiative in practice: The ability to create deliberate user experiences
and to make services and products desirable and attractive, impacting human
behaviour and outcomes, is at the heart of design practice.
The key concern of this paper is the first of these three design dimensions:
Exploring the public problem space. How can design often framed as design
research, design anthropology or ethnography provide a qualitatively
different way of understanding public problems and possibly also new
opportunity spaces? What characterises the ways in which public managers
experience these methods, activities and processes, and how do they relate to
Redesigning Assumptions: Challenging public problem spaces
2319
them? To what extent do they generate appetite for further development work
and potential innovations, opening up for the generation of new ideas and
concepts? This delineation means that wider research questions raised by the
two additional dimensions are not addressed; for instance, the (very relevant)
question of the extent to which design adds more or better value than other
more traditional approaches to strategy and change is beyond the scope of the
present paper.
Five dimensions of design attitude
How might we understand ways in which managers can relate to design
practice? In an exploration of what Boland and Collopys notion of design
attitude might entail, Kamil Michlewski (2008) undertook doctoral research in
which he interviewed a number of design consultants and managers from firms
like IDEO and Philips Design and mapped how these people viewed their roles
and practices. On the basis of this study he subsequently proposed five
characteristic dimensions of design attitude. More recently, Michlewski has
developed his thesis into a book and has tested a number of the design attitude
dimensions statistically through a questionnaire-based survey among nearly
240 designers and non-designers. According to Michlewski (2014) the survey
showed a statistically significant difference in the attitudinal dimensions
between designers and non-designers.
I will describe these attitudinal dimensions briefly in this paper, not with the
intent to use them as a testable set of hypotheses for the present research, but
rather as a conceptual frame that might provide a useful interpretative lens for
my exploration of public managers approaches to problem-solving by engaging
with design. The design attitudes presented in Michlewskis most recent and
developed (2014) work are as follows:
1
Embrace uncertainty and ambiguity. Michlewski perceives this dimension in
terms of the willingness to engage in a process that is not pre-determined or
planned ahead, and where outcomes are unknown or uncertain. It is an
approach to change that is open to risk and the loss of control. According to
Michlewski (2014), true creative processes are wonky and often stop-start.
1
The original (Michlewski, 2008) terminology on design attitudes was a little less straightforward,
which perhaps reflects that his recent work is intended for a wider and also non-academic audience:
1) Embracing discontinuity and openendedness; 2) Engaging polysensorial aesthetics; 3) Engaging
personal and commercial empathy; 4) Creating, bringing to life; 5) Consolidating multidimensional
meanings.
CHRISTIAN BASON
2320
The challenge for managers is to not resist, but to allow for the creative process
to unfold.
2
One might say that this reflects an acceptance of Boland and
Collopys (2004) point that managers operate in a problem space where the
basis for judging one solution as superior to another is at best questionable.
Managers who embrace uncertainty and ambiguity are likely to say why dont
we just do it and see where it leads us?
The power of five senses. According to Michlewski, designers have a
fondness for using their aesthetic sense and judgement whilst interacting with
the environment. As a dimension of design attitude, this is not only about
making things visible, or about creating beautiful designs, but about merging
form and function in ways that work well for people. Designers recognize this
and are likely to work with more than one or two senses.
Engage deep empathy. Michlewski finds that designers intuitively tune in
to peoples needs and how they as users relate to signs, things, services and
systems. What do people want, what kind of quality of life are they seeking?
Using true empathy requires courage and honesty in abandoning ones mental
models. Engaging personal and commercial empathy is in Michlewskis
interpretation also about listening to better understand the human, emotional
aspect of experiencing products and services.
Playfully bring to life: To Michlewski this means creating traction in an
innovative process/dialogue designers truly believe in the power of humour,
playfulness and bringing ideas to life.) This dimension has to do with an affinity
for creating things, and bringing new solutions to life and with creatively
bringing ideas to fruition. One designer in Michlewskis research describes this
as the process of visualisation and rapid prototyping a core activity of many, if
not all, designers.
Create new meaning from complexity: Michlewski argues that what is at the
heart of designers ways of doing things is the ability to reconcile multiple, often
contradicting points of view into something valuable that works they use
empathy as the gauge. This describes the designer as a person who
consolidates various meanings and reconciles contradicting objectives
(Michlewski 2008: 5). This reflects an ability to view a situation from a wide
variety of perspectives, essentially creating a landscape for exploring further
2
Based on email correspondence with author (February-March 2014)
Redesigning Assumptions: Challenging public problem spaces
2321
problems. Michlewski defines this process, essentially of consolidating
multidimensional meanings, as the managers ability to operate in an analytical-
synthetical loop in order to achieve a balance between the cohesion of the
organization on the one hand and external constraints on the other.
These five dimensions were empirically derived from the design consultancy
community and a significant number of the interviewees were themselves
trained designers. Most public managers have a professional and experiential
background that is vastly different. My aim is therefore not to test the
transferability of these conceptual dimensions to the public management
domain, but rather to draw, where relevant, on the interpretative prism offered
by Michlewski and Boland and Collopy in a discussion of my findings.
I will thus examine how managers experience design practices that are
focusing on exploring the problem space by looking at ways in which they
understand and interpret what is going on. Dealing with public challenges
such as family services, work injury or care for the elderly, what is the
contribution, if any, of design in helping managers understand the problem
space? Given the particular nature of public problems complex,
interdependent, wicked (Rittel & Webber, 1973) how do managers relate?
Are some of the insights by Kamil Michlewski (2008) concerning design attitude
helpful in interpreting how the managers respond to design practice? For
instance, to what extent are managers in fact able to keep an open mind about
the problem at hand while working on a practically focused solution?
Challenging the problem space: Empirical findings
Among the public managers interviewed, there is a recurring pattern that
they systematically tend to question the assumptions on which they base their
decisions.3 This manifests itself in different ways, but part of it does concern
the managers ability to confront their understanding of problem space. By
understanding the problem space I refer to the process of exploring the
characteristics, dynamics and boundaries of the problem at hand; and making
those dimensions explicit: Formulating the mess one might call it (Ackoff et.
al., 2006: 44).
3
This section partly builds on Bason, Christian (2014) Design Attitude as Innovation Catalyst, in
Ansell and Torfing (2014, forthcoming)
CHRISTIAN BASON
2322
In defining the notion of challenging assumptions, let us examine some
ways in which design seems to catalyse the ability of public managers to do this,
drawing on some particular examples.
Suspending judgement
Carolyn Curtis is a public manager in family services in Adelaide, Australia.
She conveys the process of involving end-users (at-risk families) in a design-led
innovation project. For nearly eight months she conducted field work together
with a sociologist and a designer from The Australian Centre for Social
Innovation to explore, in-depth, how vulnerable families lived their everyday
lives. To her the project had a profound effect:
It is bottom-up, it has end-user focus, and there is no fixed structure,
criteria or categories. The work has been extremely intensive. We have
focused on motivation and on strengths within the families identifying
the positive deviances where some families are actually thriving, even
though they shouldnt be, according to the governments expectations.
We have focused on finding entry points and opportunities, rather than
just trying to mediate risk. It is a co-design, or co-creation approach, and
it has been entirely new to me. We are ourselves experiencing the actual
interactions within and amongst the families, and breaking them down
to examine in detail how they might look different. It is very concrete,
capturing what words they use (...) It all looks, feels and sounds different
than what I did before. Taking an ethnographic approach is entirely new
to me. It has helped me experience how these citizens themselves
experience their lives, and has allowed me to see the barriers. I have had
to suspend my professional judgement.
In this case it is the deep dive into citizens (families) experience through
ethnographic research which seems to allow this manager to shift her
professional knowledge and experience to the background, and to suspend
judgement. A key theme here is the shift in the managers understanding of the
problem from mediating risk and assessing the legal basis for taking action and
removing children from families to finding entry points and opportunities. In a
sense, what this manager used to understand as a problem space is shifting to
an opportunity space.
Questioning staff behaviour
Paula Sangill is Head of Secretariat of the City of Holstebros department for
Elder Care in Denmark. Having worked with a team of service designers from
Redesigning Assumptions: Challenging public problem spaces
2323
Danish design consultancy Hatch & Bloom, Sangill explains how she has
increasingly come to question her staffs practices as they carry out in-home
services for elderly citizens. Whereas the design project focused on the citys
meals on wheels programme, Sangill tells of a recent situation where she
challenges the entire workflow her employees carry out as they spend perhaps
15 minutes with a senior citizen in that persons apartment, delivering dinner
but also helping with other personal matters:
So when they say we cannot manage to do it, how do you assess that
message, and what quality is it in fact that you will support them in being
able to provide? What kind of service is it? Do you talk with them about
how to get in the door, and do you talk with them about it from a service
experience approach?
What Sangill is explaining here is that by working with the design team, she
has found that what matters is the citizens entire service experience, rather
than the details of the delivery of professionals practices. But this is not
something that is ever articulated by her staff. At a staff meeting, Sangill even
engages in a bit of role-playing to challenge her staff to explain to her why there
cannot be time for a personal conversation with the citizen, all the while they
help that person use the toilet or as they prepare her meal. Sangills message to
her staff, she explains, is that:
Have we talked about what our approach is, how the citizen must
experience it when you have walked out of the door? De we talk about
that? No, we do not.
This mode of challenging assumptions then very much has to do with placing
the citizens experience at the centre, insisting that the outcome of the process
needs to be a better service experience. Working with the design team has
sensitized this manager to the importance of the experience as viewed from a
citizen perspective. And it prompts her to insist on taking up this conversation
with her staff.
The eye-opener
Anne Lind was until the end of 2012 the Director of the Board of Industrial
Injuries (BII) in Denmark. She explains how she had the sense that something in
her organization needed to change, although she could not be precise about
what it was.
CHRISTIAN BASON
2324
The Board of Industrial Injuries is a government agency in Denmark and part
of the Ministry of Employment. The responsibility of BII is to handle workers
injury claims and ensure that the case management is legally correct, so that
insurance settlements (which are generally paid by private insurers) accurately
reflect the degree to which citizens have lost their ability to work. It has also
historically been a key emphasis in the organization to ensure highly efficient
case management. Tools such as lean management, team-based work and
performance-based remuneration, and the introduction of digital systems in
case and workflow management, have been used extensively in BIIs pursuit of
increased productivity.
Meanwhile, in the period 2007-2012, BII collaborated with various
designers, including MindLab, a government-run innovation unit that is part of
amongst others the Ministry of Employment, and Creuna, a private service
design firm, to explore how its services are experienced by citizens. The
methods included ethnographic field research (contextual citizen interviews
recorded on video and audio) as well as numerous workshops with staff and
management.
To Ms. Lind, leveraging design approaches to better see how her
organizations services impact citizens, was a shift in perspective. Referring to
the experience of watching video-taped interviews with injured citizens who
share their stories of the case management process, Lind says:
It is an eye opener ... it is more concrete. [The design process] has made
me aware that there are some things we have to look at. ... So far we
have been describing a service to citizens, not giving them one.
This quote reflects a questioning by Ms Anne Lind, the Director: What is the
ultimate contribution of an organization such as the BII? What does it mean for
us to provide a service? At a more fundamental level, the questions derived
from this work became an issue of the mission of the agency: Is it to efficiently
handle the case process to settle insurance claims and payment in accordance
with legal standards, or is it to produce some kind of longer-term outcome for
citizens and society? By challenging her assumptions, the Director implicitly asks
questions about the underlying purpose of her organisation, and hence of key
policy and governance issues that need to be addressed.
Design attitudes in the mix
The types of management engagement with design that happens in the
cases here focus in various ways on challenging assumptions. This reflects
Boland & Collopys point that the first step in any problem-solving episode is
Redesigning Assumptions: Challenging public problem spaces
2325
representing the problem, and to a large extent, that representation has the
solution hidden within it. (2004:9). In using the term episode they may
implicitly be referring to Peter Rowe (1987) who likens the solving of design
problems as a process unfolding in skirmishes or episodes. Rowe points out
that the problem, as perceived by the designer, tends to fluctuate from being
rather nebulous to being more specific and well defined (1987:35). It appears
that
The examples above all address the issue of challenging and (re)framing the
problem as it is understood by the manager, and in some instances also the
staff. Another way of interpreting this style of thinking and questioning
assumptions is to draw on Michlewskis concept of design attitude, Embracing
uncertainty and ambiguity, which reflects managers [...] keeping an open mind
while working on a practically focused solution [...] (Michlewski, 2008: 381). So
for instance the way in which Ms. Sangill, the manager of the local government
elder care services, begins to explore new solutions by playing them out and by
challenging her staff and her own thinking about their practices.
There are also, in the stories we hear from the managers, clear elements of
engaging deep empathy (Michlewski, 2014), where the manager herself
becomes affected. All three managers in these cases are in different ways
empathising with citizens, end users: Carolyn Curtis by seeing the potential of
service transformation from a risk-based approach to helping families thrive;
Paula Sangill by asking questions about the whole service experience; and Anne
Lind by emphasising the eye-opening fact that whereas citizens may be
provided by a service they do not experience a service. And in the case of both
Ms. Sangill and Ms. Lind, they allow the rich qualitative material to affect the
organisation, by prompting new conversations with their staff.
Discussion: Design as a tool for opening public
governance?
From a broader public management perspective, what is the significance of
challenging and redesigning assumptions in the ways we have seen above?
Fundamentally, the design processes seem to open up questions that concern
the underlying way in which public organisations carry out their missions (or,
indeed a question of what that those missions are). Design not only becomes an
approach that allows for the exploration of public problems; it becomes a
catalyst which may drive the opening of new governance models.
To Carolin Curtis, the manager in family services in Adelaide, it becomes a
governance issue of the fundamental effectiveness of her organisations current
CHRISTIAN BASON
2326
efforts; the model she envisages (and has subsequently built in the form of the
independent organisation Family by Family) is one that shifts from a focus on
the legal grounds for removing children from their families, to one that focuses
on what it will take to help families thrive again.
To Paula Sangill, the model she is allowed to explore is one which shifts from
a professionally defined standard of efficiency and quality to citizens holistic
experience of their interactions with public employees becomes. It is a model
that may be built on quality as defined by the citizen.
To Anne Lind she challenges the notion of her agency as the steward of a
legally correct application of rules and regulations to work injury cases, and to
questions of rehabilitation and of placing return to labour market as the core
mission of the Board of Industrial Injuries.
The type of governance model that implicitly becomes explored through
these various challenging processes might best be characterised as peer-to-peer
production, or co-production. While by no means a new concept (the term was
coined in the early 1970s by Nobel laureate Elinor Ostrom), what is interesting
is how design approaches seem to elicit highly concrete considerations by
managers which recognise that they might be able to produce
public services in an equal and reciprocal relationship between
professionals, people using services, their families and their neighbours.
Where activities are co-produced in this way, both services and
neighbourhoods become far more effective agents of change. (Boyle and
Harris, 2009:11)
Hereby design catalyses the emergence of a new governance model, which
is reflected in the growth of new and different ways to involve users of social
services as co-producers of their own and others services. (Pestoff, 2012:15).
As discussed in the initial sections of this paper, design offers approaches and
methods which may enable managers to steward their staff through the
process of taking the organisational consequences of these types of discovery,
and of enacting the new practices that may eventually enable a shift towards
co-production a de facto model of governance. Not only does design thus
contribute to challenge public managers appreciation of the problems they are
facing, design might catalyse the identification of much more effective ways of
dealing with them.
Redesigning Assumptions: Challenging public problem spaces
2327
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Public and Collaborative: From participatory
design to design for participation
Eduardo STASZOWSKI
*a
, Alexis SYPEK
a
and Sabine JUNGINGER
b
a
The New School;
b
The School of Design Kolding
Current practices in design for the public sector involve collaboration with
public agencies, service providers, and the public to whom they are
accountable. This participatory design approach creates a unique space in
which government agents and the public are teaming together to create new
conditions to promote change that accounts for each others needs. Yet
despite the inclusion of multiple stakeholders in the design process, decision-
making for creating services and policies ultimately lies within the public
agency and is bound by policy mandates and political decisions. While much
has already been discussed about the transformative nature of design as a
source of innovation to the public sector, we build on this literature by
suggesting the need for designers to re-focus efforts on examining and re-
distributing the decision-making processes, of creating stronger, more
responsive relationships with public officials by imagining new forms of
participation. We call this approach designing for participation. In this paper
we look at Public & Collaborative NYC
1
, a research program created by the
Parsons DESIS Lab at the New School
2
to explore how co-governance, co-
design, and co-production approaches can provide better public services in
New York City. We examine initiatives individually and their attempts to
increase participation and trust between citizens, service providers,
community-based organizations, businesses, and government. We explore
their unique successes, as well as ways they could further help facilitate more
public participation and distributed decision-making.
Keywords: public policy, public services, participatory design
*
Corresponding author: Eduardo Staszowski | e-mail: staszowe@newschool.edu
1 http://nyc.pubcollab.org
2 http://newschool.edu/desis
STASZOWSKI, SYPEK & JUNGINGER
2330
Introduction
Designing for participation is an approach that seeks to re-imagine public
polices and current service delivery in public agencies by transforming the
relationships between designers, civil servants, and citizens and ultimately
by making the process of public service design more inclusive. Increasing
public demands for greater government accountability in the wake of the
economic recession and emerging narratives of greater citizen engagement
substantiate this type of design work. However, designing within the
politicized, hierarchical world of government agencies is no small task and
requires every designer involved to learn how to navigate the political arena
and its complex power structures. Despite the inclusion of multiple
stakeholders in participatory design processes currently championed by
designers working in the public sector, decision-making for services and
policies ultimately rests within the public agency and is bound by policy
mandates and political decisions. Policy action is kept separate from the
public. Decision-making remains concentrated within the hierarchies and
bureaucracies of the political system. We believe that there is room yet for
designers to more fully embed distributed decision-making between civil
servants and those they serve. While participatory design methods facilitate
collaboration with public agencies, service providers, and the public, we
advocate that designers go a step beyond participatory methodology and
actively facilitate truly collaborative situations for shared decision-making.
The aim of incorporating such mechanisms within the design deliverable is
to distribute powers from political actors to public and civil servants to
create an environment that allows for greater empathy, more civic trust,
transparency and overall accountability.
We look at Public & Collaborative NYC, a program of activities
developed by Parsons DESIS (Design for Social Innovation and Sustainability)
Lab at the New School that aims to explore how co-governance, co-design,
and co-production approaches can provide better public services in New
York City. Public & Collaborative NYC initiatives include:
Designing Services for Housing Undertaken with the NYC Department
of Housing Preservation and Development and the nonprofit Public
Policy Lab, this project aimed to enhance the affordable housing
application process and to imagine how affordable housing
developments can provide space for new residents and neighbors to
engage in new activities and collaborations
Public and Collaborative: From participatory design to design for participation
2331
Civic Service A platform created to encourage interagency
collaboration in local government and to inspire civil servants towards
creativity and intraprenuership within the walls of government
agencies
iZone Academy In partnership with the New York City Department of
Educations Innovation Zone (iZone), the DESIS lab is engaged as both
research partner and design facilitator to collaboratively design and
develop a multi-located district high school using partnerships with
business, government, and cultural communities as the place and
context for learning, blended learning and innovative use of time to
allow for self-pacing and uniquely support specific learning outcomes
We examine each of these initiatives individually, and their attempts to
increase participation and trust between citizens, front-line service-
providers, community-based organizations and advocates, and government.
We interview designers and civil servants involved in these initiatives and
ask them what they believe are the unique successes of each program, as
well as ways they are encouraging public participation and distributed
decision-making.
In this paper we point to the risks of participatory design becoming a
tool to normalize or contain citizenship discontent and we argue that design,
by explicitly working towards greater participation and collaboration with
the public, can in fact open up the notion of citizenship in more tangible and
meaningful ways. We explore experiments of service design that attempt to
challenge social and political power structures acutely aware of the
context in which they are enacted.
By political we mean in general two connected concepts: a commitment
to changing an existing structure of engagement and the addressal and
readressal of power. These aspects correspond to Barbara Cruikshanks
critique of citizen engagement programs, typified in what she describes as
technologies of citizenship. Technologies of citizenship are participatory
methods that:
operate according to a political rationality for governing people in ways
that promote their autonomy, self-sufficiency, and political
engagementthey are intended to help people help themselves. This is a
manner of governing that relies not on institutions, organized violence or
state power but on securing the voluntary compliance of citizens. I argue,
STASZOWSKI, SYPEK & JUNGINGER
2332
however, that the autonomy, interests, and wills of citizens are shaped as
well as enlisted (1999, p. 4).
Technologies of citizenship can create an artificial sense of authentic
engagement that distorts true power relations and exploitations within a
political system.
We present the Public & Collaborative projects and the discussion that
follows as experiments that open up the idea of citizen engagement via the
methodology of participatory design. We do not claim that Public &
Collaborative is reimagining political relationships in a major way but we
are incrementally hopeful. Momentum is moving towards the legitimacy of
design as a powerful means of transforming relationships. Beginning with
the methodologies of co-design and those of co-production, upon which
each Public & Collaborative program is based, we consider public
involvement and begin to conceptualize ways in which this might be taken
further. However, we must be responsible and aware of the contexts in
which the public is defined. Keeping this in mind, we explore the evolving
relationships within Public & Collaborative as a snapshot along the spectrum
of social/political change and the role design plays as a tool by which
agencies and citizens alike engage in meaningful dialogue.
Public Governance and Citizen Discontent
Over the past decade citizen discontent has increased globally. There is a
sense that democracy is failing: in settings where state services are simply
unavailable to the point of anarchy with NGOs claiming to fill in (for
example, in Darfur and Haiti); settings where state services were available
but are now being cut back in complex ways (as in much of Europe); settings
where state services are offered through means-testing and partnerships
with non-profit organizations (examples include the United States, Britain,
Australia), and settings where state services are clogged by unresponsive
and corrupt mechanisms (India for instance) or only selectively available
(Brazil). Ortiz, Burke, Berrada, and Cortes (2013) studied 843 world protests
in 87 different countries from January 2006 through July 2013 and found
that the overwhelming issue is the lack of real democracy, peoples
awareness that policy making has not prioritized them, even when it has
claimed to. In other words, there is a growing disillusionment with
governments, their policies and public service structures. Critical analysis
Public and Collaborative: From participatory design to design for participation
2333
that has surfaced in the wake of the 2008 economic crisis echoes these
sentiments. There is the sense that democracy is failing (Palma 2009: 838).
Design and Politics
Derek Miller (2010), founder of the Policy Lab, an international policy
design institute based in the United States, argues that design, as a social
process, can transform epicenters of governance traditionally the only true
centers of action, policy formation, and decision-making into symbiotic
spaces where knowledge co-exists and informs action. For the public sector
designer, knowledge refers to the needs, opinions, and ideas of citizens,
front-line service providers, community-based organizations and advocates,
as well as intermediary subcontractors that bridge gaps between a public
agency and service delivery (such as housing developers). He argues that as
of yet, there is no space in government functions for design the chasm
between knowledge and action is too wide. However, it is not the end of the
road for design, because
the very definition of legitimacy is starting to evolve. People dont just
want a voice anymore. They dont just want to elect people who will
advance their will. They are starting to demand results (Miller 2010, p.
4).
People are increasingly incited to action and vocal outcry in response to
government systems they perceive as failing. As demands on governments
change and the systems themselves respond, it is a valuable opportunity to
set a precedent in public sector reform. Going beyond participatory design
and actually devising and imbedding ways for citizens to take more active
roles in their governments can have long-lasting impact in the decades to
come.
In this situation it is useful to look back at Hannah Arendts concept of
politics (1958) not as a means for satisfying individual preferences and
needs, but as the idea of an active form of citizenship that values civic
engagement and collective deliberation. Participation in the production and
delivery of services, as well as greater shared decision-making in their design
and outcomes, are part of a changing ecosystem between effective service
delivery, citizenship, and political objectives. David Boyle, co-director of the
New Weather Institute and a fellow of the New Economics Foundation,
continues,
STASZOWSKI, SYPEK & JUNGINGER
2334
Most important perhaps, as we have seen, co-production relies on the
idea that the users of services, and their families and neighbours, are a
vast untapped resource when the trend has been to regard them as
drains on an overstretched system. Because of this, co-production
represents a different pattern for the future of public services. It
represents an attempt to tap into these resources and use them to reach
out upstream of problems and prevent them from happening in the first
place. (Boyle 2014, p.18)
Arendt is sensitive to the need for spaces where engagement and free
discussion can happen between a variety of people; so on one hand it is
about active citizenship, on the other hand it is also about creating
structures responsive to these needs and channeling them towards forms of
stable representation. Participatory design is a framework in which the
needs of the public can legitimately be brought to bear via the conduits of
democratic representation.
All of this is to say, or rather situate, participatory design within a
spectrum of political considerations and evolving political contexts. We
understand participatory design as an opportunity to further democratic
processes.
Generating Conditions for Change
A lot has already been written about the challenges facing designers
working in the public sector. Christian Bason, director of MindLab, the cross-
ministerial innovation unit in Denmark, has recently outlined what he views
as major challenges facing designers working in the public sector. He
discusses the difficulties in creating authorizing environments how to
situate design as a legitimate and valuable tool within government and the
opening up of bureaucracy to co-production:
social and public innovation that takes a citizen-centered and value-
oriented approach is ultimately disruptive to the existing public
governance paradigm. It is severely challenging to the command-and-
control logic of hierarchical organizations and to the linear (if
unrealistic) logic of the policy-making process (Bason, 2013).
In other words, designing for participation necessitates specific
conditions, places and processes that facilitate more civic trust. In order to
Public and Collaborative: From participatory design to design for participation
2335
design in such a politicized space, designers and citizens still need
authorization and legitimacy from the very governments and public agencies
they aim to inspire. The Public & Collaborative initiatives have the support
NYC agencies and civil servants, and provide an interesting look into the
ways these agencies engage with citizens and other organizations around
decision-making. A large unknown is the level of reluctance among the
political elite when faced with service designs that decrease their level of
influence.
Brenton Holmes, a senior researcher in politics and public administration
in the Parliamentary Library of Australia, brings up another valuable concern
regarding citizen engagement, a crucial component for successful, valuable
design for participation. Not only must policy-makers come to view the
public as a distinct and legitimate voice capable of holding other sites of
power accountable arguably a paradigm shift in itself but it is also built
on the assumption that the public will be invested, engaged, and participate
(2011). In order for designing for greater participation to achieve legitimacy
within the necessary authorizing environments, it must have tangible social
and political benefits and citizens must willingly engage in order for design
for participation to have an impact.
Public & Collaborative
Public and Collaborative is a series of initiatives developed by Parsons
DESIS Lab at the New School that aims to explore how new forms of
collaboration such as co-governance, co-design, and co-production can
provide better public services in New York City. Within the Public &
Collaborative framework Parsons DESIS Lab has been working on projects
with different New York City agencies, creating programs to inspire civil
servants, educate design students, and inform the public and the design
community about government processes and practices. Below we outline
three Public & Collaborative initiatives. For each initiative we present a brief
overview and the ways in which they have experimented with the notion of
design for participation. We interviewed those involved with each project to
try to better understand how design processes have has pushed established
relationship structures towards openness and transparency.
Designing Services for Housing
The Designing Services for Housing initiative as part of Public and
Collaborative has been discussed extensively elsewhere (see: Maudlin and
STASZOWSKI, SYPEK & JUNGINGER
2336
Staszowski 2013). In brief, it is a collaboration between the Public Policy Lab,
a non-profit service design organization, the NYC Department of Housing
Preservation and Development (HPD), and the Parsons DESIS Lab with the
support of the Rockefeller Foundation. The goals of the project were to
enhance user experience and touchpoints across HPDs offerings and to
support community engagement in neighborhoods with major HPD
investment. After intensive design research, the resulting pilot proposals
included making informational materials for affordable housing lotterys
applicants more accessible, supporting community housing developers, and
creating HPD face-to-face street team outreach initiatives (See Figure 1).
Ultimately Designing Services for Housing sought to strengthen the network
between NYC citizens, HPD leadership and staff, housing developers, and
housing advocates in true participatory design fashion.
We sat down with people involved in this project, one from HPD and
another from the design team, and asked them to share some thoughts on
the successes of design within the project.
We spoke with a project manager for HPD in charge of pilot
implementation, who was encouraged by the use of participatory design
workshops with housing advocates and developers. These workshops, they
said, led to the realization that advocates and developers wanted better
information from HPD to provide their constituents and greater
transparency from the agency overall. This forced HPD to figure out what
information is high priority and the best ways this information can be
shared. It highlighted a previously unknown information gap: while HPD was
not actively withholding information, there was a clear unawareness
between what they thought they were providing and what information
needed clarification. Communication between HPD and housing groups will
continue to evolve through the Designing Services for Housing pilots as HPD
continues to identify ways they can better reach more people and
communicate outwards. The collaboration with DESIS and the Public Policy
Lab was the launch pad for this process. Via participatory design
methodology, HPD is more cognizant and open about their processes and
now better understands the gaps in knowledge that exist among the
different parties involved in the housing lottery process.
In addition to a better understanding of the gaps in transparency, HPD
also received positive feedback from affordable housing applicants who
were asked to participate in the design process. Much of the user testing
was a collaborative effort between the design team and the community-
based organizations in the HPD network. This way of building relationships,
Public and Collaborative: From participatory design to design for participation
2337
the project manager noted, was beneficial and ultimately had a
strengthening effect between HPD and the community-based organizations.
Ultimately HPDs experience in this project has led to greater openness
and engagement by involving the public and deepened their understanding
how service design can better help their constituents. While understanding
the value of this openness is difficult to measure, within the agency itself it
is felt to be distinctly positive. There is a hopeful sense is that participatory
methods are gaining traction.
From the design teams perspective, we interviewed a Public Policy Lab
design fellow on the project, who was brought in on a hybrid role to
integrate service design methods (such as improved interfaces) with
increased participation through the design and delivery processes for co-
produced and co-designed services. The fellow became a strong advocate
for participatory co-production.
HPDs main role in NYC housing is primarily financing and oversight.
They are limited in the ways they interact with the public and must be very
careful about giving applicants an unfair advantage in the housing lottery
process. A distinct challenge for the Designing Services for Housing design
team was the sensitivity inherent in the work of HPD. HPD could not embark
upon anything that pertains to counseling people on their applications,
limiting the direct transformation of citizen-agency relationship in this
particular case. Alternatively, most of these needs for counseling and
information, as revealed during the discovery phase of the project, and are
taken care of via informal channels. By reviewing the agency processes that
limit these interactions, the design team identified a need for greater
advocacy for community-led innovation.
The fellow noted that as the project continued, the design team began
to serve as a means of legitimizing things HPD wanted to do but couldnt
justify prior to the project. Because the design team were outsiders to the
agency, their recommendations gave HPD permission to think and do things
outside their normative behaviors. The project helped create an
authorizing environment on its own and helped change relationship
between civic servants in HPD and their approach to innovation in a really
positive way. It opened up possibilities in their everyday procedures.
Finally, we asked the HPD project manager what HPD thought would be
the best outcome for the Designing Services for Housing project. HPD would
love to see a reduction of the number of people who are filing erroneous
applications, thus reducing the ratio of people being rejected and making
the process of applying (for those who should) more transparent. Many
STASZOWSKI, SYPEK & JUNGINGER
2338
people apply for public housing even if they dont qualify, or apply and dont
know where their application stands, or what their chances are, or how to
make best decisions for their circumstances. This facilitates a frustrating and
disempowering cycle that damages peoples relationships with housing
developers and HPD alike. Participatory design, as a first step, can serve as a
means to this end by facilitating mutually accountable relationships
between HPD, community-based organizations, housing developers, and
citizens.
Filling the gaps in knowledge to facilitate the lottery application is
certainly helpful but one way to think about future relationships is to
consider what information on housing policies themselves would look like,
and how would they be presented to the public? As Sarah Schulman of
InWithForward writes, But should a public service's remit just be to deliver
the same-old services, better? Or should we be redefining what constitutes
a public service, and a public agency? (2014). Design processes have
opened up relationships within the public housing system in NYC, and
moving forward, design can serve as a tool to involve all stakeholders in a
conversation around what those relationships mean.
Civic Service
Civic Service is an initiative created to facilitate civic innovation from
within government. It is not an intervention with a typical chronology, but
rather an ongoing conversation through a series of seminars, workshops,
lectures, and increasingly visible support of innovation within NYC civil
servants community (See Figure 2).
We talked with one of the Civic Service co-founders to get a better
sense of the motivations behind the project. Despite the prevailing attitude
that consultants, designers, and external collaborators are still crucial
partners for any true civic innovation, Civic Service advocates that civil
servants themselves can drive real change in public agencies if there is the
appropriate groundwork. Often civil servants face an atmosphere of distrust
and lack of inter-departmental collaboration. In addition there is a sense of
disempowerment among civil servants to identify shortcomings and improve
their departments of their own initiative. There is as of yet an inadequate
mindset or authorizing leadership for this kind of civic innovation to flourish.
Civic Service is trying to create the foundation and infrastructure for exactly
this type of innovation.
Civic Service has spent past year laying the mental groundwork.
Through lecture series, workshops, and a growing network of supporters,
Public and Collaborative: From participatory design to design for participation
2339
the goal is to re-think the way civil servants can collaborate with each other
and their constituents to improve current service delivery practices and
better serve NYC citizens. Civic Service has identified four steps that help
achieve this goal within government:
1. Exposure to new ideas
2. Training in creative skills
3. Building foundation for collaboration
4. Rapidly prototyping public services
As discussed above, designing for participation necessitates a
fundamental shift in government power structures. By encouraging the
same types of collaboration among civil servants that public sector designers
encourage between civil servants and citizens, there is hope that an
understanding of the process and increased empathy will emerge. Civic
Service recognizes both the frequency of contact citizens have with local
agencies and the many programs designed to inspire citizen engagement.
Civic Service, in direct redress, aims to push from the other direction and
inspire civil servant engagement with citizens.
Civic Service points towards an interesting reflection for the future
utility of participatory design processes. It challenges practitioners to not
only consider its methodology for citizen engagement (and future
conversations for what that looks like through the socio-political lens), but
also for challenging the status quo for the outcomes of local agencies.
iZone Academy
iZone Academy is an initiative that fundamentally re-imagines a typical
public high school. A collaborative effort with the NYC Department of
Education (DOE), iZone Academy will offer personalized instruction through
blended learning, mastery-based assessment, and real-world learning. It is a
high school based on a multi-location model where students will work with
teachers, businesses, cultural communities, and local governments. Within
this framework students will learn outside traditionally held school
boundaries, using the city itself as a backdrop to project and challenged-
based learning. The 2014-2015 will be the inaugural year for iZone Academy.
Two project managers for iZone Academy from the DOE shared their
thoughts with us on the design and future hopes for the project.
According to the project managers, utilizing a design methodology to
understand students and teacher needs and aspirations was a stated goal
STASZOWSKI, SYPEK & JUNGINGER
2340
from the outset of the project. Because iZone Academy has largely been
about school processes reform and design, understanding the clarity and
effectiveness of any new process and experiences from the perspective of
students and teachers has been critical (See Figure 3).
Thus far in the prototyping tests the responses from teachers and
students have been very positive. They have felt that their input has had a
more direct impact on iZone Academy in ways that go beyond traditional
school reform methods. Typically an agency has an idea, brings people in to
validate that idea, then says there was participant involvement. Several
participants in this project felt that their feedback helped support a refined
model of original thinking and engagement that went beyond simple
validation.
Because iZone Academy is a radical new way of thinking about a school,
it will be difficult to compare its unique successes and accomplishments.
However, having a viable school where teachers who are happy to work and
a track record of confident experiences around learning are among iZones
top priorities. In addition to the tactical objectives, creating a demand to
learn more about iZone Academy, increasing the number of partners who
want to be a part of the school, and cultivating a waitlist and high demand
among students are all secondary hopeful measures centered around
community buy-in.
While the project managers note that the design process has been slow
moving and iterative, there is much hope and optimism that this approach
has resulted in a school that will be successful. The unique skills of designers
in making the school process flexible and visual has resulted in high quality
artifacts that will be effective in helping future programs learn and iterate
upon the iZone model. In the long run, the hope is that this initial design
process will lead to greater attention and uptake, and will make the next
group of schools designed on the iZone Academy model even more
effective, and innovative.
While the larger decisions about the exact shape of iZone Academy
rested with the design team and DOE, involving teachers and students in the
design process in such a way as to actually use their ideas at the very outset
of the design process presents an exciting form of engagement.
Conclusion
Design for participation remains a key challenge for democratic
governments. What role should a citizen have? What does participation
Public and Collaborative: From participatory design to design for participation
2341
mean? What are the boundaries of participation? How much participation is
good? Participatory design approaches offer a new way to come to terms
with this problem. However, it also presents designers and policy-makers
with new questions and challenges. With this paper we seek to open up the
possibility for design to go beyond consultation and to look for ways to
embed decision-making among all service stakeholders.
Public & Collaborative initiatives impact is still to be determined. The
Designing Services for Housing pilot programs are underway, with the
genuine hope that better, faster information transfers will not only make
HPDs offerings more efficient, but also foster greater trust and reliance on
the agency. Civic Service is championing the need for inter-governmental
innovation, and among certain circles there is optimism that support for
internal collaboration is not too far in the future. iZone Academy embodies
unique modes of collaboration and partnership in the education sector.
The Public & Collaborative initiatives exist within a unique political,
social and intellectual moment. They each encourage the participation of
citizens, agencies, and organizations in the production of services and invite
all parties into new conversations. In the process, relationships within the
current public service paradigm are shifting. As Designing Services for
Housing, Civic Service, and iZone Academy take root in New York City, we
look forward to the future where design can help bring about new
relationships and roles between people and their governments.
Figures and Tables
Figure 1 NYC HPD Street Team pilot (May 2014)
STASZOWSKI, SYPEK & JUNGINGER
2342
Figure 2 Civic Service workshop on Service Design (July 2014)
Figure 3 iZone Academy scenario building workshop (February 2014)
References
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Chicago Press.
Bason, C. (2013). Design-Led Innovation in Government. Stanford Social
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Boyle, D. (2014). Turbo Charging Volunteering: Co-production and Public
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Cruikshank, B. (1999). The Will to Empower: Democratic Citizens and Other
Subjects. Ithaca, NY: Cornell University Press.
Holmes, B. Citizens' engagement in policymaking and the design of public
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services (2011). The Parliament of Australia. Research Paper No. 1
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Miller, D. (2010, October 6). Design Ethics for International Peace and
Security. Business and Design Lab. Lecture conducted from the
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premature. Cambridge Journal of Economics, 33(4), 829-869.
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Staszowski, E., & Mauldin, C. (2013). Public & Collaborative: Designing
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5(2), 48-55.
19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of
the author(s). Permission is granted to reproduce copies of these works for purposes relevant
to the above conference, provided that the author(s), source and copyright notice are included
on each copy. For other uses, including extended quotation, please contact the author(s).
Citizen-Centric Public Policies and Services
Through Design
Debbie Ng Li Teng
*
The Human Experience Lab, Public Service Division, Prime Ministers Office
Singapore
The Singapore Public Service is well regarded internationally for its efficiency
and effectiveness in policy and service delivery. Notwithstanding this, it faces
challenges similar to public services around the world, including citizens
rising expectations and increased desire for participation on policies that
impact their lives. The changing operating environment is driving many public
services to develop new skills and capabilities, in order to continue delivering
good policy outcomes. The Government has adopted design thinking and
other tools to support its journey towards developing more citizen-centric
policies and services. Importantly, this journey has provided many useful
insights, particularly on the need to address several organisational issues,
including the mindsets of officers and tendency of agencies to work in silos.
This paper seeks to present how the design thinking has proven to be a very
useful approach to overcome those barriers to create citizen centric public
policies and services. To illustrate, three Singapore public agencies have been
able to see issues from the citizens perspectives and reframe their projects to
better achieve both agency and citizen objectives. The officers gained a
deeper understanding of citizens needs through ethnographic methods,
experimented with prototyping and co-creating solutions with end-users, and
ultimately learnt valuable lessons on how public agencies can design for
better outcomes.
Keywords: Public sector innovation, public service transformation, citizen
centricity, silos mentality, design thinking, empathy, reframe, sense making,
prototyping, co-creation
*
Corresponding author: Debbie Ng Li Teng | e-mail: debbie_ng@psd.gov.sg
Citizen-centric Public Policies and Services Through Design
2345
Introduction The Call for Transformation
In an increasingly VUCA (Volatility, Uncertainty, Complexity and
Ambiguity) environment, many public sectors around the world face a
common challenge of reassessing ways to deliver better public services. The
expectations of many citizens are rising, and the standards upon which good
service delivery is judged upon have increased. This is partly due to citizens
getting used to higher service standards in the private sector. Unique to the
public sector, many citizens also want a say on policies that matter to them.
Ubiquitous digital connections and advances in technology, which have
strongly influenced how people access information and communicate with
one another, exacerbate this. As a result of these trends, citizens now
expect public services to be delivered with speed, quality and
personalisation.
This current state of disturbance of living in a different world today is
now showing up in data in Singapore (Tan, 2004; Leicester, 2014), where its
public service is coming to terms with rapid change and wickedness of
challenges. Examining recent indicators from Our Singapore Conversation
survey (Reflections of Our Singapore Conversation 2013), scores for the
ability of Government to manage the country well remained high. However,
there was a dip in the softer aspects of users trust on the Government,
particularly in areas such as understanding the concerns of Singaporeans. At
the Public Service Leadership Advance in 2013, Singapores Prime Minister
Lee Hsien Loong called for public service leaders to ensure citizens needs
take centre stage in their agencies goals:
Our policies have to change with time, to keep up with changing
aspirations and needs. Our organisation also has to change with time, to
provide Singaporeans with a seamless, functional service. So we are
adapting the structure of our Government to meet these new needs as they
ariseWe have to be customer-oriented. We have to see things from the
perspective of those we are serving, those who are on the receiving end
when we make and carry out policies.
Our operating environment has changed. The Government no longer
have all the answers to all problems faced today. Changing circumstances of
today requires us to adapt fast (Tan, 2014) and to deal with this daunting
task with empathy. In an interview with Challenge, a bi-monthly Singapore
Public Service magazine (Chen, 2014), Head of Civil Service Peter Ong
highlighted the pluralistic nature of our citizens where peoples needs are
becoming more diverse, and hence the Public Service has a duty to discern
which needs to meet, and to do so with empathy.
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Nevertheless, a huge challenge lies ahead to strike a balance between
safeguarding national interests and managing the diverse and sometimes
conflicting needs of its people, with the balance skewed towards the former
today. There is a desire for a more relational mode of governance, which
involves more engagement with citizens in order to build public trust. In a
Conference paper by Bason, (2012) titled Designing Co-production:
Discovering New Business Models for Public Services and NESTA publication
by Simmons and Brennan on Grumbles, Gripes and Grievances: Role of
Complaints in Transforming Public Service (2013), both articles highlighted
the need for a rethinking and reshaping of the relationship between citizens
and government. Across governments, there is a growing recognition of the
need to understand citizens better and open up spaces for them to play a
greater role. Doing this effectively will require new skills, competencies and
mindsets among public officers.
In this respect, design holds immense potential in helping to build a
public service that is more citizen-centric, i.e. capable of delivering policies
and services that can meet the needs of our citizens better.
The objective of this paper is an attempt to demonstrate how public
agencies can leverage design methods and mindsets in meeting citizen-
centric goals. First, the paper will discuss the barriers that are inhibiting
citizen-centricity. Second, we will share a citizen-centric design model
adopted by The Human Experience Lab (THE Lab) at the Public Service
Division, Prime Ministers Office of Singapore. Third, we share three stories
of how officers in the Singapore Public Service have applied this human-
centric model to the issues faced at their agencies. The reflections of the
public officers serve as a useful account of the impact of the design
approach in their agencies to achieve citizen-centricity. This paper concludes
with a summary on how design can support public services in their journey
towards citizen-centricity.
Challenges towards Greater Citizen-Centricity
We begin by analysing the current barriers and potential roadblocks
before exploring how design could help agencies take on a more citizen-
centred approach.
1. Mindsets of Public Officers and Operational Rigidity
The prevailing mindsets of public officers, is first and foremost, an inertia
and a major psychological shift as organisations orientate internally to
Citizen-centric Public Policies and Services Through Design
2347
discern, and even solicit, customers needs and dreams at the heart of
their mission and vision (Gulati, 2009, p05). Bureaucrats need to overcome a
hurdle on the road to effective renewal and this barrier is the mindset of
public officers as policy makers and citizens as end users (Vigoda-Gadot, E,
Shoham, A., Schiwabsky, N. & Ruvio, A. (2005)). No wonder public officers
are often perceived removed from the reality on the ground. Sometimes
policymakers forget that they are citizens too. This tendency to see
themselves as distinct from citizens would invariably result in a loss of the
human connection in policymaking and service delivery.
While many public agencies have embraced the concept of customer-
centricity, they find that it also spawns operational chaos and job confusion
because public agencies are not set up to execute on the promise (Gulati,
2009). Large public agencies are often made up of layers and rigid
structures. Bureaucracy and red tape can be inhibitive and limiting, and
often prevents public officers from exercising judgement and flexibility in
dealing with new or emerging issues. Putting citizens needs as a priority
would require public officers to adapt their approaches depending on the
specific needs of various citizen groups. However, they are often not
equipped or empowered to exercise flexibility or make exceptions.
2. Silo Mentality Creates Unnecessary Barriers
Beyond cultural issues, specialisation and organisational boundaries have
resulted in increasing fragmentation of mandate amongst agencies over the
years. Eggers & Singh (cited in Bason 2012) pointed out that organisation
structures in the public service are very much hierarchical, bureaucratic and
highly sectorialised, which makes the possibilities and desires for cross-
agency coordination less likely to be present. Agency silos have made it
difficult for the public sector as a whole to adapt quickly to changing
citizens needs. These boundaries between agencies have made navigating
from one agency to another like a revolving door, causing interactions
with the government painful and long drawn. Bason, in his conference paper
(Bason, 2011) stated that incentives for sharing tasks and knowledge
amongst the agencies are not high, resulting in a state where no one is
looking at the holistic needs of the citizens completely as a whole. Where
there are overlaps, too many helping hands only adds to the confusion
experienced by the citizen.
2. The True Meaning of Citizen-Centricity
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Gulati stated that many organisations embrace the terms customers-
centricity without recognising what it takes to achieve it (Gulati, 2009). The
report Restarting Britain 2: Design & Public Services described how
unfortunately the language of human-centred has been appropriated by the
marketing discipline, so even when managers say they know they need their
services to be citizen-centred, they dont necessary know what that means.
Specialisation in what we do might have caused some degree of expert
blindness such that we might inadvertently assume that we know our
citizens well.
Yet, the span of grey areas for many policies has increased, and requests
for exceptions flood the inboxes of many public officers. At times, this seems
that every issue that each citizen face is unique and requires special
attention. The crux of the issue is: to what extent do we really understand
the needs of the users at the receiving end of our services?
A deeper connection to our citizens, based on seeing them as individuals
with unique needs, is often lacking. Public agencies tend to rely on
demographics and digits to identify the average user. Designing in this
manner tends to result in one-size-fits-all policies. While this approach may
seem fair in theory, it can also result in policies that do not fit anyone
particularly well in practice. Designing for the average user can therefore
lead public agencies to deliver mismatched services. But being citizen-
centric is not asking agencies to yield to the whims and fancies of every
customer either. It is being able to delve deeply into the underlying needs of
our citizens, even if they are not able to articulate it well, and seek new and
innovative ways to design policies and services that meet both agency and
citizen objectives.
Design as an enabler for building citizen-centricity
Design applied in the public and social sectors in innovating citizen-
centric solutions and co-production of public services is not new. Several
countries have set up design centers and innovation labs such as MindLab in
Denmark, The Human Experience Lab in Singapore, the Design Council in the
UK with its work on design for the public sector, and SITRA in Finland with its
Helsinki Design Lab that champions design within the public service.
Due to its highly flexible, disruptive and iterative nature, some scepticism
is common when introducing design as an approach to design better policies
and services. One shortcoming is applying design in an adhoc manner and
lacking sufficient follow-through in implementation, making it difficult to
realise the impact and value that design can create.
Citizen-centric Public Policies and Services Through Design
2349
In both the Design for Public Good report and Restarting Britain 2:
Design & Public Services, published for Europes public sector, it was
mentioned that design is key, and not as an add-on, to structuring
development in the public sector. Design, as a discipline and approach with
over 20 years of application in social, service and strategic design is now
evident as a user-centred approach in public sector innovation.
A Public Sector Design Thinking Model
Underpinning the three stories we will be sharing, is a Design Thinking
Public Sector model adapted from Design for Growth: a Design Thinking
Tool Kit for Managers by Jeanne Ledtka and Tim Ogilvie (Ledtka & Ogilvie
2011) is put together as an iterative design process unfolded into a step-by-
step process and methodology in four key phases: Reframe, Empathy, Build
and Evolve, and ten key questions illustrated in Figure 1: A Citizen-Centred
Design Thinking Model for Public Service. The Reframe stage looks at
scoping the right problem by considering the voices of the citizens and key
stakeholders. The Empathy phase explores the current needs and gaps
faced by the citizens using ethnographic methods. The Build phase envisions
a new future user experience for the targeted citizens using prototyping and
co-creation approaches. Lastly, the Evolve stage takes us to the planning
phase to identify key guiding principles, communications for policies and
services, as well as key shifts and new roles needed in the agencies.
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A Citizen-Centred Design Thinking Model for Public Service
Figure 1 The four key phases and ten key questions of a Citizen-centred Design
Thinking Model for Public Service. Adapted from Source: Liedtka, J., Ogilvie,
T. (2011). Designing for Growth: A Design Thinking Tool Kit for Managers.
The narrowing and widening of the bands represent the convergent and
divergent thinking of the iterative design process. While the phases appear
to happen sequentially, the project may always go back to the previous
phases if new insights arise during the process. All three stories in this paper
cycled through all the phases but for purposes of this paper, each story has
been written with a different emphasis. The first story will highlight on
Reframe, the second story will focus on Empathy, while the third story
will close off with Build phase. The Evolve phase will not be discussed at
length in this paper.
Story 1. Breaking down silos for the citizens
Are we able to get the respective agencies to work together? Otherwise
it will be very difficult. The last thing you want is to duplicate effort. This
block organises a Halloween party, the other organises another Halloween
party.
This was a verbatim quote from a resident in Punggol town in Singapore,
who attended a co-creation session attended by over 20 fellow residents.
The session was organised and run by THE Lab in partnership with staff from
Citizen-centric Public Policies and Services Through Design
2351
the National Environment Agency (NEA), the Housing and Development
Board (HDB) and the Peoples Association (PA), for a project that aimed to
instill a greater sense of pride and ownership among Punggol residents for
their living environment. The residents quote was a reflection of how
agencies seemingly worked together but in reality agencies actually talked
to one another in an uncoordinated manner when dealing with similar
issues that the citizens faced.
The Challenge
Seeing things from the citizens point of view sounds like common sense
but is in fact not a common practice for many public service agencies. Public
officers are often focused on their own deadlines and mandates to the
extent that they found it hard to see issues from the citizens perspectives.
Each agency was a specialist in their own domain areas i.e. HDB in creating
the best homes, PA in organising community bonding events or NEA in
public hygiene education. No agency took the point of view of the residents,
that they might desire to take greater ownership of their living environment,
build closer communities and foster a deeper sense of place. How could the
agencies start to reorganise themselves to better deploy resources more
effectively and work together to address residents needs in the
community in an overarching manner?
How design helped to overcome the challenge
1. Reframing the problem from inside-out to outside-in
To draw on the collective wisdom of the agencies, a committee
comprising key stakeholders from the three agencies overseeing community
relationships and outreach was formed. The three agencies started by
reframing the project challenge. The committee members were told to
remove their own respective agency hats, to focus on seeing the problem
from the citizens viewpoint. What kind of challenges would the residents
face with respect to the littering problem? What were their thoughts on
taking the initiative to maintain the cleanliness of their living environment?
What were their motivations and attitudes towards caring for the
environment?
Design thinking reverses the usual top-down process by allowing us to
hear from our audience first, rather than telling them what we want,
reflected Mr Brandon Low, Deputy Director, Department of Community &
Outreach, NEA. By turning the lens around to see the problem holistically
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from the perspective of the residents, participants were able to view the
problem in a different light. What appeared to be a simple littering problem
was actually a more deep-rooted issue people generally felt apathetic
about their living environment due to the lack in the sense of pride for the
community and their neighbours. Certainly, NEA could have adopted
measures such as fines to reduce the number of littering cases but that
would not have tackled the underlying issue. Reorienting the challenge from
the outside-in citizens perspective changed the way the project was scoped,
away from littering, to one that aimed to improve the living experience of
Punggol so residents could take pride in and care for. This was on the
premise that if people took pride in where they lived and cared for their
neighbours, they would take better care of their living environment.
Eventually there would be less littering cases and less complaints about the
litter.
2. Seeing the whole picture from citizens experiences
With a new focus on understanding the sense of pride that people had
for their neighbourhood, the committee members conducted field
observations and experiments in situ throughout day and night to study
peoples behaviours and reactions to different scenarios of littering and
cleaning in Punggol. They met with a total of 59 residents at their homes to
hear their stories and living experiences on a one-to-one basis. The
interview questions were designed to hear the stories and anecdotes from
the residents, and they were asked to draw a journey map of their past
living experience, including their highs and lows. This approach helped to
elicit their thoughts and emotions where they felt pride in (or not), their
attitudes on neighbours, and also their motivations in keeping their
environment clean. Because there was no script in these interviews, the
residents were allowed to lead the interviews with their stories and
experiences while the agencies, of a maximum of three interviewing team at
any time, listened out for verbal and non-verbal cues of the underlying
needs, attitudes and motivations of the residents.
My biggest takeaway is about being there hearing it first account, not
through a third party or vendor where Government tend to outsource a
number of things. You probably get a better sense of the angsts and feelings
that citizens have, added Brandon, who shared this as his biggest takeaway.
One of the key discoveries from this research was the perception that
residents had with the agencies. They were confused by the episodic
touchpoints different agencies had with them over similar events and
Citizen-centric Public Policies and Services Through Design
2353
campaigns and that nobody would be the one single touchpoint that was all
that the residents needed.
What is the shift and impact made?
The first step of the design approach in reframing perspectives reminded
the agencies to always take a step back and to adopt a more holistic view
from the citizens perspective, especially where complex challenges such as
anti-social behaviours project required multi-agency efforts. Breaking down
the silo mentality to work horizontally was necessary to overcome root
problems at the onset of policy development and interventions.
As a result of this new understanding about the residents type, the
agencies saw the opportunity to leverage on the natural champions
amongst the residents to become advocates and be empowered by agencies
to overcome the community issues on the ground. One of the key
recommendations of the project was therefore for the agencies to work
together as one, where officers represented themselves as friends of the
residents rather than representatives from the agencies. Their roles would
become that of facilitating and working with the natural champions of the
community to bring about a better living experience that the community
desired. Although this was an idea that needed to be further worked out for
implementation, it was a paradigm shift from a multi-agency approach to a
single-respondent approach as they could possibly represent the
government as one service, with the goal to meet citizens needs holistically.
Nevertheless, the path towards agencies working in a connected way
centred on end users remained a challenge. Marion Blake, current chair of
Association of Non-Governmental Organisations of Aotearoa (ANGOA), New
Zealand, and Dave Henderson, Coordinator, ANGOA in the policy quarterly
publication From the Outside Looking In Reactions to the Better Public
Services Report commented:
There would always be a fear that agencies would rather achieve
results individually and independently than dealing with a more
complex cross-agency approach but that would totally miss the point
of one public service and working to meet the needs of the citizens.
(Policy Quarterly, 2012).
Bourgon & Ryan (cited in Khoo & Fong, 2014) pointed out that such
horizontal forms of collaboration that draw upon networks both within and
outside government entails experimentation and continual reframing of
the way complex issues are perceived and approached from the point of
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view of the citizens. As a quick win for the project, however, the committee
continued to collaborate as one to conduct co-creation workshops with the
residents to develop more ideas about building community ownership and
pride.
Story 2.Unleashing new citizens insights through empathy
People did not believe me because of my background and history. No
matter how much I scream, people cannot hear my voice.
Project $Sense was an initiative by the Central Singapore Community
Development Council (CDC) with the objective of helping low income
families make better choices for financial security. The above quote from a
low-income individual reflected the impression that citizens have on the
government, that the government did not know what they need or even
care to listen to them. Relationships between officers and the low income
individuals were mostly transactional, with officers lacking the empathy in
understanding the pains that the families were going through or in some
cases might also have pre-conceived stereotypes about the families they
served.
The Challenge
We might indeed have been assuming too many things without truly
understanding their needs and perspectives. This could have caused us to be
barking up the wrong tree all this while.
Workforce Development Agency (WDA) officer Vengadesh Naidu,
reflected on his journey in using design thinking to relook at the various
assistance targeted to help low-income individuals. He realised that past
efforts at improvements were often based on reengineering existing support
mechanisms rather than stepping back to think about what the real needs of
their target citizens were. These individuals were perceived to be incapable
of managing their finances and hence social assistance and education
programmes were mostly aimed at helping them become independent such
as the financial literacy programme and to prevent them from becoming
reliant on the Government in the long term. But why were the low-income
individuals unable to get out of their plight? How could the agencies
Citizen-centric Public Policies and Services Through Design
2355
understand the needs of these low-income families better so as to help
them better?
How design help to overcome the challenge
1. Scoping the research around peoples lives
Using the design thinking model by THE Lab, the team embarked on the
Empathy phase, tapping on the methodologies of ethnography to get up
close and personal with the subject of their studies the low-income
individuals and their families. The policy makers, programme officers and
service managers delivering assistance to the recipients of the services did
this in their own capacities without bringing in outside researchers or
consultants. To begin with, the team identified the types of users that they
could talk to, mostly individuals with complex situations, e.g. lived in poor
housing options and health conditions that would give them greater
inspiration. The research was scoped to explore the behavioural and
psychographic perspective of the users lives, beyond the social assistance
programmes that were offered. They were interested to understand the
citizens as a whole around how they lived, made choices and managed
their finances, how they felt (their fears, worries and aspirations) about their
low-income in securing their future, as well as how all these challenges were
related to other parts of their lives e.g. raising their children.
2. Experiencing the lives of their citizens
To broaden their perspectives, the team conducted body-storming
exercises with the hope to experience citizens lives and understand their
behaviours. In a body-storming exercise unorthodox to public agencies, one
of the team members role-played as a low-income single mum doing her
weekly grocery shopping on a limited budget and gained greater
understanding of the internal struggles.
Money spent on McDonalds at the expense of more essential necessities
might appear to be ostentatious for a low-income mum, but I realised that
was her way to show her love and compensate her child for being born to a
poor dysfunctional family. I thought back at the cases I encountered, and
was humbled.
Joanna Oh, Central Singapore CDC officer, shared that she didnt knew
better previously but walking the shoes of the citizen allowed her to
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empathise, relate and feel the emotional tussles that her users were
experiencing. This exercise helped to reveal the unspoken pain point of the
citizen and challenge their previous judgment that these individuals did not
know any better on how to manage their expenditure. Their children and
families were the sole reasons why they are alive.
What followed after this was a series of 10 immersive in-depth
interviews with the families at their homes and listening to their stories.
Conversations were open in nature, asking the users to tell me your story
about living with your income, why was this important? How did you feel?
In contrast to more formal interviews, surveys and focus group discussions,
these conversations were organic in nature with the citizens leading the
conversation, forcing the interviewing team to actively listen and
continuously explore what was happening in the minds of the users.
The officers thought there were many welfare shoppers and that
identifying themselves as Government officers might simply open up a
floodgate of requests for assistances, but they were surprised at the honest
and intimate sharing. One citizen shared the fear of trusting others, and in
fact turned to the Government as a last resort. She said this: I tell my kids,
dont cry if I die. Get my insurance and call a social worker. Society to them
had become unforgiving and unemotional, and there was this realisation
that at the end of the day, they could only depend on themselves to make
things work. Not all the low-income individuals had wanted to depend on
the Government if they had a choice.
3. Synthesising insights and needs to develop personas
The team then went through a sense making phase where these
interviews were transcribed for synthesis, which they clustered into themes,
insights and needs that framed the personas of the low-income individuals.
Unlike how they used to pigeonhole target users of their policies based on
demographics such as income levels, they discovered eight personality types
that described the personas of low-income individuals. For example, a
persona named Let-me-die was someone who needed to feel a sense of
dignity by being independent versus a Rock of the family who played the
role of a mother reaching to give her best for her children. Personas based
on real people with real, motivations, pain points and needs, gave added
meaning in customising solutions that would better cater to different
citizens type for more effective outcomes.
What is the shift and impact made?
Citizen-centric Public Policies and Services Through Design
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Instead of conducting surveys and close-ended interviews that asked
people directly what they want, listening to peoples stories and seeing the
world through their lens actually helped officers to gain empathy on who
they are serving beyond the practical needs and from the social and
emotional angles. It was so critical to understand the whole person not just
what they do, but how they felt and how their needs were linked to other
parts of their life. The impact it made to the team as a result of this project
was to always keep an open mind and not to presume they-know-it-all. For
some, the experience gave renewed meaning to their work too. The design
thinking journey has allowed me to find new meaning to my work, shared
Vickie Yeo, another Central Singapore CDC officer.
Through this story, it demonstrated how design using ethnographic
research methods clarified the true meaning of citizen-centricity. Geoff
Mulgan, CEO of NESTA made a statement in his paper titled Design In Public
And Social Innovation: What Works And What Could Work Better that
summarized the need to hunt for answers even in the most efficient public
sector systems:
Serious engagement with end users of any kind brings new insights to
the surface, showing how apparently well-designed systems often fail to
take account for the fine grain of daily life. (Mulgan, 2014)
In a blog Design is a powerful approach: so why isnt everyone doing it?
by Alex Roberts of the previously set up Australias DesignGov, he described
that policy makers can be relatively removed from those they are seeking to
have an impact on and their connections with the lives of citizens rather
remote(Roberts, 2014). Design could lead public servants to where they
needed to be with its focus on people and how it would be so important to
do so in creating citizen-centric policies and services. We tend to adopt
quantitative surveys and focus groups that informed us about the whats
symptoms of the problem but might be inadequate to inform us on the
whys root causes of the problem. Looking deeper, beyond what we see
from the surface, even in the smallest yet critical details revolving around
citizens lives would shed light on the root of the issues and important in
overcoming our barriers in understanding our citizens needs better.
Story 3. Creating shared value: From top-down to mutuality
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Design has change the way I look at things, basically to unlearn whatever
that we knew before. Even in the little things we do, we start to see them
differently in the office and the environment around us by looking from the
users point of view. When we do our own work, we also start to look at
issues from a different perspective.
In a predominantly engineering heavy culture, moving from a top-down
command and control structure to one that is more fluid and flexible in
meeting the transport needs of its citizens, the Land Transport Authority,
renowned for its world-class public transport system globally, faced an uphill
task. As Lynnette, Assistant Manager for its Transformation Office,
described, a fair amount of effort in unlearning was required in a situation
where the standard operating procedures and operational excellence
were no longer effective strategies in the current situation where citizens
yearned to become active agents and owners of their own lives.
The challenge
This was the challenge for the LTA team involved in Project Smart Move,
in which LTA hoped to delight motorists by using an in-vehicle technology to
better suit their lifestyle needs. Regardless of the sophistication of the
technology implemented, sentiments amongst the motorists were negative
as many still experienced the heavy traffic during peak hours. Instead of
designing a technology that nobody wants, how could LTA move from
providing all the solutions to co-designing solutions with their citizens so
that the public would better accept the new initiative?
How design help to overcome the challenge
1. Prototyping ideas to communicate better
After a series of observational exercises in which team members
shadowed drivers, and carried out in-depth interviews, the team adopted an
exploratory and experimental prototyping and co-creation approach in
engaging the motorists early in the development process. Rough prototypes,
visuals, and storyboards describing a new end-to-end experience revolving
around an in-vehicle technology named Personal Secretary that would
function like a smart device including downloadable applications for
motorists were conceptualised. Tapping on the engineering expertise of the
core team, less than a day was spent to put together these low-costs and
tangible prototypes of the new concept.
Citizen-centric Public Policies and Services Through Design
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This was somewhat a misfit for an organisation with a culture of
perfectionism. Pilot trials and focus groups were no strangers to LTA as the
mechanism for public consultation on new policies and ideas but these were
sometimes done quite late in the planning stage where most. Any changes
would have been incremental.
On the mark, get set, go! Everything used to be done perfectly in our
organisation before it is rolled out. As a child, we learn through playing. By
doing what is work, we think we are learning. But especially as policy makers
and decisions makers, to make things better for the public and fellow
citizens, its all the more important to test things early. Each step as we go
we learn new things.
This was a comment made by Audrey Ow, Manager, Corporate
Transformation Office who saw the merits and significance in using
prototyping approaches for learning and testing ideas quickly and early.
Building prototype models in low-fidelity was not a norm in LTA, and hardly
a common practice to engage users early in the policy process. It was
challenging at first for a team of engineering experts to withhold their
professional knowledge to seek comments early from the motorists.
However, they invited a selected group of motorists, some of which
included people they had interviewed, and key stakeholders whom they
needed to get their buy-in from, to share their new concept and co-create
their ideas with. The team members put together a rough skit, using the
storyboards and prototypes to story tell the new experience to the
audience. Surprisingly, the approach made it significantly easier to facilitate
a meaningful conversation with the audience, as they were able to grasp the
abstract ideas presented easily.
2. Co-creation with citizens builds trust and improves
relationships
I found the prototypes childish at first because it feels like toy. I was
afraid we would look frivolous. But their (citizens) willingness to come up
with their feedback actually surprise me, they took us seriously, they were
very honest with their feedback and their insights were very useful. It was
very heartening.
Lynnette reflected at the journey, and was glad that they have engaged
the citizens openly. Citizens appreciated the sincerity and openness of the
team in hearing their honest opinions and in turn felt a sense of contribution
and ownership to refine the ideas. Priceless insights and learning points
were gathered for the team to go back and iterate their ideas before any
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significant investments were injected. The team thought back at the
significance of co-creation and was glad to have involved the users and
stakeholders early. The idea of an in-vehicle device that worked like a
personal secretary was not quite well received and needed changes. It was
something that could have been achieved by the private sector and that the
motorists wouldnt expect the government to do so. Our first idea was
totally dumped by our users. If we were to roll out the idea without users
feedback, I couldnt imagine the negative consequences. shared Audrey.
What is the shift and impact made?
Methods such as prototyping and users co-creation, tools commonly
used by designers, has helped LTA reconciled between what the agencies
want versus what the citizens want and to involve citizens in a meaningful
manner. Citizens no longer want to be passive recipients of public services.
This form of user engagement builds trust between officers and citizens, and
improved the relationships from one that is top-down to a reciprocity
relationship based on mutuality. Botero et. Al (cited in Bason, 2012) claimed
that changes are taking place in the role of how citizens feel responsible and
want to have a voice in shaping their own experiences. In another paper by
Katz, Farrer & Baumann (Katz, A. Farrer, R. & Baumann, M. 2011):
Prototyping Public Services: An Introduction to Using Prototyping in the
Development of Public Services, the authors stated that prototyping helped
stakeholders and users, who may not possess the domain knowledge or
know the jargons used by professionals, to contribute meaningfully. Indeed,
this experience has definitely influence LTA officers to rethink about their
relationships with their citizens and how they would involve their users in
the future.
Getting users feedback early in this manner is important, though not
commonly practiced in the public sector, to minimize the risks involved in a
new initiative that might not be welcomed by the public. There are genuine
challenges extending it into a mainstream approach to public engagement
such as structural and cultural shifts. A paper by Boyle, Slay and Stephen,
(Boyle, D., Slay, J. & Stephens, L. (2010)) Public Services Inside-Out: Putting
Co-Production Into Practice, stated that a model of co-production facilitates
a much more equal partnership between citizens and government and in
doing so shifts the balance of responsibility so that it is more evenly shared
rather than a top-down service delivery. Yet this shift is not supported by
the management structures and regulatory regimes in which public sector
staff work.
Citizen-centric Public Policies and Services Through Design
2361
The key obstacle will be red tape, shared Audrey, who thought about the
potential obstacles in moving from a culture from delivering things to
enabling people to build ideas together. We are the public sector and we
are so structured that it chills us. This process (design thinking) challenges us
to return to thinking for humanity instead of following rigidity.
Conclusion
As Geoff Mulgan, CEO of Nesta concluded in his paper titled Design in
Public and Social Innovation: What Works and What could be Better (2014):
At their best design methods and design thinking catalyse people to
see issues and possibilities in a fresh way. They spark creativity and
help us to spot the possible connections between things, which so
often become obscured by the silos of daily life which dominate
governments and businesses alike.
In conclusion, design might not be a panacea for all public service issues.
It can serve to mitigate many of the obstacles and complement the efforts
towards citizen centricity that many in the public service are pursuing to:
Break down silos by seeing things from citizens perspectives:
Design brings the focus of public service back to the people that
they are creating their policies and services for. Design methods
allow us to break down organizational silos for a more coherent and
joined-up government.
Provide a new process and approach to deepen understanding
and sense make citizens needs: To truly understand our citizens
needs, it is vital for us to develop a deeper sense of empathy, to see
them as unique individuals, understand their struggles, feel how
they feel and discern what their needs are. Design methods
influenced by anthropology and ethnography opened up new
avenues for us to step into the world of our citizens and draw new
insights that would be critical in our policy decisions.
Shift the relationship between state and citizens from
transactional to a relational one: The whole concept of governance
is shifting from a provider delivering solutions, governments are
also becoming facilitators who builds reciprocal relationships
between governments, users of public services, communities, social
groups, families and neighbours. Given the magnitude of the
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wickedness and interconnectedness of problems, the government
does not have all the answers anymore, and neither do the citizens
alone. A public service model facilitated through prototyping and
co-creation can yield joint ownership of policy outcomes that could
meet both national objectives and citizens interests.
And we are not doing this without first understanding and connecting
emotionally with the people we serve. The design process enables us to
build stronger trust: that the government truly cares for people and are
designing policies with their needs in mind. Design has never been more
appropriate and timely as ever in helping the public sector create greater
public value. And as inspired by the Head of Civil Service, Mr Peter Ong, the
success of the public service is only when the citizens are convinced by what
we do and not because of anything we say internally.
Acknowledgements: Thank you to the agencies, NEA, LTA,
Central Singapore CDC and the individuals cited in this paper
for agreeing to share your projects and reflections with an
international audience. Thank you colleagues from The
Human Experience Lab, Choon Hong and Leon for your
comments and inputs to this paper. Lastly, Thank you to Andy
for helping me with your thoughts and editing of the paper.
References
Bason, C. (2012): Designing Co-production: Discovering New Business
Models for Public Services. Boston. MA. USA International Design
Management Research Conference: Leading Innovation through Design
Bason, C. Carstensen, H, V. (2012). Powering collaborative policy innovation:
Can innovation labs help? .The Innovation Journal: The Public Sector
Innovation Journal, Volume 17(1), Article 4.
Boyle, D., Slay, J. & Stephens, L. (2010) Public Services Inside-Out: Putting
Co-Production Into Practice. NESTA
Chen, Jing Ting. (2014). Earn Trust By Connecting Emotionally. Singapore:
Challenge.
Gulati, R. (2009). (Re)(Organize) for Resilience: Putting Customers at the
Center of Your Business. United States of America: Harvard Business
School Publishing Corporation.
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Katz, A. Farrer, R. & Baumann, M. (2011) Prototyping Public Services: An
Introduction To Using Prototyping In The Development Of Public Services,
NESTA
Khoo, M, Yee L F. (2013) Redefining Engagement: Lessons for the Public
Service from Our Singapore Conversation. Ethos, Issue 13, Civil Service
College.
The Design Commission (2011) in Restarting Britain 2: Design in Public
Services. London. Policy Connect.
Leicester, G. (2014). Transformative Innovation and the Policymaker of the
Future. Ethos, Issue 13, Civil Service College.
Liedtka, J., Ogilvie, T. (2011). Designing for Growth: A Design Thinking Tool
Kit for Managers. Columbia University Press.
McNabola, A. Moseley, J. Reed, B., (UK Design Council), Tanja Bisgaard, T.,
Anne Dorthe Jossiasen., Melander, C., (Danish Design Centre), Anna
Whicher, A. (Design Wales), Jaana Hytnen, J., Schultz,O. (Aalto
University): (2013): Design for Public Good Report. UK. Design Council
Mulgan, G. (2014). Design in Public and Social Innovation: What Works and
What could be Better (2014). Publication of Nesta, UK
Reflections of Our Singapore Conversation Survey, Feb 2013
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Information Age Publishing Inc.
19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
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Design Capabilities in the Public Sector
Jhen-Yi LIN
*
Parsons The New School for Design
People who study design and political science are interested in change. Thus,
there is potential for both groups to work together to advance social causes.
This paper examines the current practice of embracing design values in the
public sector from the conceptual framework of public policy as design
artifact. Both public policy and design artifact exist within constraints and
boundaries, form their task structures hierarchically, rely heavily on
negotiation between process and incommensurability, and synthesize their
outcomes from components and resources. This paper also points out that in
order to implement public policy and deliver public service effectively, it is
important to cultivate design capabilities within government agencies at the
individual and organizational levels. This paper is a reflection from literature
review and sets as a stepping-stone for future research goal the merging of
organizational structure redesign and communication design to inform long-
term effectiveness in public policy planning, implementation, and public
service delivery.
Keywords: Design capabilities, design artifact, public administration, public
policy, long-term effectiveness, system thinking
*
Corresponding author: Jhen-Yi Lin | e-mail: linj664@newschool.edu
Design Capabilities in the Public Sector
2365
Crises create opportunities for change
Recently, many crises have occurred in our interdependent networks,
such as the worldwide financial crisis from 2008 to 2012, Hurricane Sandy
hitting New York City in 2012, the earthquake and tsunami disaster in Japan
in 2011, and the sea level elevation and environmental refugee issues
currently faced by Kiribati, an island country in the Pacific Ocean (Goldberg,
2013). These crises have all occurred within a very short period of time, and
the chain reactions followed by the multitude of secondary crises led to
greater tensions among individuals, societies, and nations, which in turn has
created more pressure than the current political, social, economic, and
environmental systems can afford. The scale of these crises was so
overwhelming that it is imperative for governments to play a major role in
generating effective and responsive solutions. However, the existing
government organizational capacity does not meet these needs efficiently
enough to deal with current issues. Thus, the vicious cycle of rising tensions
and the exhaustion of existing government organizational capacity inevitably
cause long-term ineffectiveness. Nonetheless, it should not be forgotten
that crisis creates opportunities to change, too. For example, New York City
has focused on post-Sandy infrastructure redesign to make the city more
resilient in the future. Crises cannot be controlled, but lessons can be
learned from.
In light of current discussion in public administration paradigm and
design paradigm, this paper draws from a literature review perspective to
examine the opportunity of introducing design capabilities into political
system through the synthesis of system thinking (Senge, 1990; Forrester,
1998; Meadow,2008), design thinking (Jones,1992; Buchanan,1992), and
design capabilities (Simon, 1996; Dilnot 2013) from individual and
organizational levels.
Literature review
System Thinking
Jay Forrester (1998), the founder of System Dynamics once said,
All social systems have been designed. Corporate policies, computer
systems, organization charts, and laws constitute partial designs of social
systems. Governments pass laws after debate. Laws redesign political and
economic systems. Such redesigns are experiments using a country as a
laboratory. (Forrester, 1998, p.6)
JHEN-YI LIN
2366
However, because of the changing nature and the scale of social
systems, the social system designer is not an individual or a solo hero but a
group of talents. Forrester (1998) used aircraft pilots and aircraft designers
as examples to point out that a safe and efficient flight experience requires a
pilot, but more importantly, it requires a team of designers and engineers to
build the aircraft structure from the inside out. Though it has been decades
since the launch of System Dynamics, studying the rules of human behavior
and decision-making in an interdependent network is still viable today. This
is an existing path for rethinking the essence of design, extracting the
capacities of design, and adopting design methodology in a public sector
context. This is the inspiration for developing the following four virtues that
public policy and other design artifacts share.
Revisiting the influential book The Fifth Discipline, Peter Senge (1990)
articulated system thinking as the cornerstone for building organizational
capabilities. System thinking is especially crucial in a large-scale organization
like government because sometimes the public policy implementation and
the consequences happen neither at the same time, nor at the same place
(Tushman & OReilly, 1997). Thinking the system as a whole, it is seeing not
only the visible, short-term events that affect human behaviors, but also the
intangible organizational structure, working process, and information about
resources, incentives, and consequences (Meadow, 2008) that actually
governs and forms consistent patterns of human behaviors in a longer
period of time.
Public Administration Paradigm
From a literature review perspective, researchers studying public
administration consistently examine organizational legitimacy, efficiency,
and effectiveness. However, as the changing environment and challenges
evolve over time, as Laurence Lynn states, If there is a transcendent issue, it
is the relationship between bureaucracy and democracy, between
administrators and the people, between managerial responsibility and
popular sovereignty and the rule of law (Lynn, 2007, p.45). Pluralistic
societies and democratic systems create opportunities for the majority of
people within those systems to express their opinions, and technological
advancement has created different interfaces that enable citizens to
participate in the public policy dialogues and to access public service more
easily. However, because social planning issues are essentially wicked
problems (Rittel & Webber, 1973) for which there are no definite solutions,
the freedom of expression by people who might hold different
incommensurable values and priorities will take considerable time to
Design Capabilities in the Public Sector
2367
reconcile. The long negotiation process between stakeholders, power
wrestling in the political system, and corruptive political figures are all
elements tangled together that have frustrated citizens and stakeholders,
resulting in the loss of trust in government organizations. Consequently, the
most likely method of building connection among government agencies,
citizens, and stakeholders is to prioritize and deliver short-term effective
and visible policy implementations and events, rather than long-term
organizational capabilities building (Tushman & OReilly, 1997).
Organizational capacity is based on organizational structure and process
(Christensen, 2011; Tushman & OReilly, 1997), yet government structures
are designed to perform reliably, not to adapt to changing circumstances
(Partnership for Public Service & IDEO, 2011). The scale of stakeholders
network in the public policy making process create a governmental system
that needs to be highly controllable and stable in order to be accountable
and reliable. Revisiting the previous paragraph of system thinking, the
information about resources, incentives, and consequences (Meadow, 2008)
does take time to flow within governmental structure and working
processes, and delayed may happen. However, rather than be discouraged
by this lengthy and bureaucratic process, as citizens, if we can recognize
these time-consuming processes and see the larger social system as a
whole, decision makers, public administrators, as well as citizens will be able
to modify expectations toward a long-term achievement than short-term
symptomatic cures (Senge, 1990). Thus, theres a potential of making the
negotiation process visible in order to rebuild the trust; and this visibility is
one kind of task that design community can help facilitating.
Design Management Paradigm
Design can be understood from three perspectives, and these three
aspects jointly shape the capabilities of design. First, as a noun, design refers
to artifact, which exists in human and object networks and mediate
human interactions (Latour, 2005; Verbeek, 2005) and the form of the
artifact can be tangible or intangible. Second, as a verb, design can be
perceived through Herbert Simons notion of actions: Everyone designs who
devises courses of action aimed at changing existing situations into
preferred ones (Simon, 1996). Third, the role of the designer is to take
design actions to create design artifacts to obtain better or new solutions for
existing problems or underserved needs, and sometimes, designers take
design actions to open up discussions, or to build consensus on certain
issues.
JHEN-YI LIN
2368
In the successful case of the Australian Taxation Office (ATO), John Body
(2008) implemented design methods and articulated how to embed design
within organizational change. The points of reform ranged from ways to
work with complexity to changing the way the ATO thinks about design and
design capabilities, as well as the values of prototyping and the importance
of user research. Two aspects of this implementation are of particular
interest. The first is the process of negotiating and communicating a new
design vision across the tax service agencies and service system; and the
second is how design as a management strategy as well as capabilities
changed the everyday work processes of the employees of the ATO (Garvin,
1998; Junginger & Sangiorgi, 2011). Toward the end of this three-year
implementation, it was concluded that implementation of the design
process relies more on the reception of the staff in the government agency
and less on the work of external consultants.
Because the meaning of design has changed from creating an artifact
itself to further utilize the artifact in broader behavioral change and social
context (Yelavich, 2014), now is a critical milestone for the design
management paradigm to shift from traditional design practices within the
professional designer community to further cultivating design capabilities in
the non-designer realm (Junginger & Cooper, 2011). The same tendency was
also brought up by UK Governor Chris Wormald, head of policy in the UK
government and Permanent Secretary at the Department for Education in
October 2013: If theres one set of skills departments lack its not
policymaking, its designing (Olliff-Cooper, 2013). This is a co-sensing; co-
creating, and mind set reshaping process.
Making the public sector adaptive to changing
environment
This paper examines the current practice of embracing design values and
capabilities in the public sector through the lens of system thinking. By
drawing a conceptual framework of public policy as design artifact, both
public administrator and design community will be able to jointly cultivate
adaptive capabilities to changing environment and manage crises. Given the
scale of public policy and other design artifacts is different, they both exist
within constraints and boundaries, form their task structures hierarchically,
rely on negotiation between process and incommensurability, and
synthesize their outcomes from components and resources. And among all
these similarities, human is the central factor; not only end users and
Design Capabilities in the Public Sector
2369
citizens, but also the talents of product design and public administrators of
the public policy design process.
Figure 1 Conceptual framework of public administration and design management
paradigm shifts. Source: Illustrated by Author Jhen-Yi Lin and literature
referenced from Green 1998 & Junginger & Cooper, 2011.
Public policy as design artifact
The phrase design artifact often directs a person intuitively to think
about tangible objects such as cups, chairs, graphics, clothes, architecture,
or cars, but in fact, it can also be intangible objects such as organization,
process, strategizing methods, or service (Senge, 1990; Jones, 1992;
Buchanan, 1992). Viewing public policy as a design artifact is viewing public
policy makers as craftsman of intangible and evolving objects (Simon, 1996).
The artifact has external identification, which is the form and context,
and an internal structure, which is the composition of the components
(Dilnot, 2014). It is a visible form that can be easily understood and is thus
approachable. Herbert Simon (1996) provided a thorough definition of
artifact that is positioned as a starting point to look into the internal
structure of an artifact. This is fertile ground that creates a new avenue to
analyze public policy as a design artifact in political systems; therefore,
invite designers to work on public policy issues and build up design
capabilities in the public sector. As he put it in The Science of the Artificial,
JHEN-YI LIN
2370
Artifacts can be thought of a meeting pointan interface in todays
termbetween an inner environment, the substance and
organization of the artifact itself, and an outer environment, the
surroundings in which it operates. If the inner environment is
appropriate to the outer environment, or vice versa, the artifact will
serve this intended purposeThis way of viewing artifacts applies
equally well to many things that are not man-madeto all things in
facet that can be regarded as adapted to some situations; and in
particular it applies to the living systems that have evolved through
the forces of organic evolution. (Simon, 1996, p. 6)
By the same token, William Jenkins (as cited in Howlett & Ramesh, 2003)
provides a definition of public policy that indicates public policy planning
and implementation is a process that involves a series of decisions on a daily
basis. He stated that public policy is:
A set of interrelated decisions taken by a political actor or group of
actors concerning the selection of goals and the means of achieving
them within a specified situation where those decisions should, in
principle, is within the power of those actors to achieve. (Howlett &
Ramesh, 2003, p. 6)
The keyword that bridges the design and public policy discipline is
situation. In essence, they are both context-specific tasks and context can
be approached from two perspectives: external reality and internal
structure. The scale and influence of public policy lead to greater
complexity, uncertainty, and conflicting values during the course of actions.
But if one can look into the internal structure of public policy and the
process of public policy making, it is possible to identify the virtues that
public policy and other design artifacts and tasks share. Reflecting on the
public policy and design artifacts, there are four virtues that they share:
1. They both work within constraints and boundaries
Every organization starts from a shared vision or a purpose. A vision is a
situation that a person or a group feels happy about, and would like to work
toward. A vision for a family might be quality time spent together every
night, a vision for a business might be becoming publicly listed; and a vision
for a city might be the citizens living safe and sound. A vision does not exist
in a vacuum; rather, organizational resources and stakeholder consensus
must support it.
Design Capabilities in the Public Sector
2371
Any design starts with the context because the context provides the
source of change (Thackara, 1989; Dilnot, 2013). For example, an
architecture project starts with a design brief from the clients. The design
brief maps out the goal, the budget, time constraints, and users (Jones,
1992; Bobrow & Dryzek, 1987). The design team follows the design brief
with environmental research, the internal building structure and systems,
materials, contractors, the site, and the building ecology. From planning and
design to construction to use and evaluation, the process takes place within
an existing framework and stays as compatible as possible. From this
standpoint, public policy is the same.
For public policy, the external environment is the given reality. It
includes direct and indirect stakeholders, citizens, time, budget, and risks.
While the internal environment is comprised of the actors and
organizational structures, including decision makers, policy analysts, and
administrators, implicit and explicit goals, and selection of certain
methodologies. The adoption of a particular methodology depends on the
capabilities of the actor and the organization structure. This is the realm in
which public policy analysis is working.
2. Their task structure is formed hierarchically
In a large scale but fluid and high-controlled environment, if the subjects
of public policy mandates are to be accountable, there needs to be a
management mechanism (i.e., hierarchy) to govern the actors interactions
within the planning and implementation process and manage complex tasks
(Jones, 1992; Simon, 1996; Lock, 2003; Ferlie, Lynn, & Pollitt, 2007).
Both public policy making and traditional design practices are structured
to accommodate several components or different values. For example, for
an information graphic that consists of lines, photos, text, tables, colors, and
charts in one narrative, a graphic designer (or narrator) must arrange these
components to meet the purpose of communication in a clear form. In
graphic design, the information hierarchy and the layers function coherently
to meet the purpose of communication. It is the final presentation form that
is different, not the creation and management structure.
On the other hand, we can find an example that shares same task
structure in the laws and regulations of political systems, which are design
artifacts, too. For example, the U.S. Constitution (Simon, 1996) can be
divided into three clear sections: the preamble, the articles, and the
amendments. Each section holds the goal to map out guiding principles and
national values, citizens rights and obligations, authoritative power
structures, and historical changes and milestones. This approach may be an
JHEN-YI LIN
2372
over-simplification of the structure of the U.S. Constitution, but one can see
from a birds-eye view that conventional design artifacts and political
artifacts share the same internal structure.
3. Their process relies heavily on negotiation between
incommensurability
An artifact is an interface that works between inner and the outer
environment (Simon, 1996), and the final presentation is the result of
negotiation between different values or worldviews. For instance,
borrowing from Philip Sargents paper (1994) in designing an automobile,
the clients design brief might request speed and safety at the same time
(Sargent, 1994). But how can these conflicting values co-exist in one
artifact? The task for the car designer is to figure out the material, the
weight, or the equipment needed to meet the clients and the customers
requirements for a car; simultaneously, the automobile industry will also
reach a consensus with government agencies on a standard measurement
system to complement the market and safety demands.
This negotiation happens not only among the components of design
artifacts, but also between different artifacts and their external context to
reach a dynamic equilibrium (Meadow, 2008). If we look at the U.S.
Constitution again, we can see that the separation of powers and checks and
balances are also embedded in its structure. This suggests that the U.S.
Constitution as an artifact also contains value negotiation and compromise
to meet the goal of societal cohesion.
4. Their outcomes are the synthesis of components and resources
An artifact mediates human behavior and exists in an interconnected
network. The actions of human beings shape the ways in which they realize
their existence, while the form of that existence, in turn, shapes human
actions (Verbeek, 2005). Take architectural and interior design, for example.
A functional housing unit requires building materials, plumbing systems,
heating and cooling systems, electrical power, windows, furniture, and
appliances, to all function collectively to provide a good quality of life for the
users, human and/or pet. An architect and an interior designer work
together to build an artifact by bringing different items together to arrange
them in accordance with a clients demands and needs (Miller, 1995), as
well as guiding users behavior and circulation in the space.
Social planning tasks also consist of various human and non-human
components. For example, traffic safety as a desired goal also requires
different componentsincluding traffic lights, road design, vehicle design,
Design Capabilities in the Public Sector
2373
direction signs, speed reminders, speed bumps, slow zones, police officers,
and education for drivers and pedestriansto work together to improve the
safety of the driving, walking, or biking environment.
Given the large scale of public policy, when the central value is to deliver
evidence-based outcomes (Bobrow & Dryzek, 1987; Bason, 2014) to solve or
resolve problems (Rittel & Weber, 1973), the task must be pared down to
components and concrete tasks that are actionable, manageable, and
tractable. In the realm of problem solving, the public policymaking process is
similar to the project management process, which includes problem
recognition, proposals for solutions, the choice of solution, putting the
solution into effect, and monitoring the results (Lasswell, 1971; Howlett,
2003).
Building design capabilities in the public sector
In 2012, the McKinsey Center for Government published a report (Gebre,
Minukas, OBrien, & Hallman, 2012) showing that 48% among 974 public-
sector leaders think that capabilities and culture is the most important
driver of successful organizational transformation, followed by 31%
reporting execution and 21% citing structure and alignment (Gebre et al.,
2012). From 2008 to 2013, case studies and organizations (Body, 2008;
Terry, 2012; Manzini & Staszowski, 2013; Design for Social Innovation &
Sustainability (DESIS) Network, 2013) and government agencies such as the
European Design Innovation Initiative, the UK Cabinet Office Policy Lab, and
Denmark MindLab revealed the imperative to build internal government
design capabilities through a systemic approach to regain the faith of
stakeholders and raise overall effectiveness (Body, 2008; Olliff-Cooper,
2013; Farrell & Goodman, 2013; Coletti, 2013; Landry, 2012).
Articulated by Clive Dilnot (2013), design capabilities include those
relating to organizing and planning such as programming and scenarios;
those to do with mediating and attuning relations like negotiation and
resonance; those to do with moving from existing to preferred situations
such as translation and reconfiguration; and those involving in bringing
something new into the world like propositions and discovery. In the public
sector, design capabilities exist in different levels to drive organizational
change and it should be paired with leadership and organizational culture to
drive the transformation. This paper proposes that cultivating design
capabilities within the public sector is a starting point that needs to be re-
examined at the individual and organizational levels. This paper does not
aim to map an exhaustive list of tasks, but to start with a fundamental
JHEN-YI LIN
2374
understanding of the essence of design for opening up the discussions for
policy makers to rethink design and its capabilities.
1. Organization redesign: reframing organizational value
and process
When an organization manager wants to deliver a desired outcome, he
or she needs to think about the process of how to transform resources into
goods and services of greater value (Christensen, 2011; Meadow, 2008), so
the organizational capabilities lie in its resources, its process, and its value
(Christensen, 2011; Tushman & OReilly, 1997). Although public
organizations are created for a country or a city to maintain a stable status,
the information flow in public organizations is constantly changing. Thus,
theres a dilemma to balance between structural and regulation rigidity and
information and situation is changing at a fast pace. The judgment and
decision making requires experience, context-specific knowledge, and
communication skill. Human beings can learn to adapt to changing
information quickly, but the organizations process and structure remains
the same (Lasswell, 1971). As Clayton Christensen (2011), the worlds
foremost expert on disruptive innovation, pointed out:
The reason why innovation often seems to be so difficult for
established firms is that they employ highly capable people, and then
set them to work within processes and values that werent designed
to facilitate success with the task at hand. Ensuring that capable
people are ensconced in capable organizations is a major
management responsibility in an age such as ours, when the ability to
cope with accelerating change has become so critical. (p. 208)
Government is in the same position as established firms that need to
reframe working processes to enable change to happen. Design is an
intentional activity; every step that a designer takes involves his or her
purpose to guide the user or actor in the design context. Leaders who can
create organizational artifacts such as a task force collaboration platform,
brainstorming meetings, or a best practice sharing mechanism to facilitate
the working process in the public sector are designers, too (Senge, 1990).
Communication design: making the invisible interactions and
processes visible
Recalling common and informal conversations when mentioning
government or politics, most people tends to respond intuitively with, Oh!
Design Capabilities in the Public Sector
2375
Politics is too complicated to understand, or Well the less to do with
government, the better! Similar conversations happen frequently and
indicate that people tend to avoid contacting with the government and
politics; but they exist invisibly everywhere. When one turns on the light,
government regulates the electricity system; when one turns on the faucet
to wash ones hands, it is the sewage system built by the government that is
working. Too often, one takes familiar things and system functioning for
granted and even does not realize their existence. Only when they fail does
one start to blame the governments ineffectiveness. Designers are trained
to sketch, build models, and prototype for trial and error along with the
planning process. However, when borrowing the capabilities of the designer,
the point is not just about training government employees to employ
physical prototypes or pilot programs. Rather, it is to be accountable to
citizens by rebuilding mutual trust and making the problem-solving process
visible, and thus accessible for all stakeholders. Adopting the practices of the
designer is to promote transparency in the working process, not just in the
final results or data.
Drawing from the earlier movement of new public management (NPM)
that addressed the public sectors efficiency and efficacy through the private
sectors market methodology, management, and measurement (Ferlie,
Fitzgerald, & Pettigrew, 1996), the lens of design helps to map out the
process and address the paradigm shifts toward more transparent
environment of data and working processes. In 21st century political science:
A reference handbook, John Fisher (2010) uses political scientists Almond
and Coleman (1960) and David Eastons (1950) political system approach,
which provides a framework to understand political systems through seven
functions:
Political socialization, interest articulation, interest aggregation,
political communication, rulemaking, rule application, and rule
adjudication. The first four belong to the input side of a systems
functioning, and the last three to its policy outputs. Political
communication links inputs and outputs in a way that provides the
function of a feedback loop. (Fisher, 2010, p. 76)
The goal of building capabilities in the public sector might not be a task
that can be delivered within one electoral term; it might take up to decades
to accomplish. Thus, mutual trust between government agencies and
citizens is the foundation to embark this long-term journey.
JHEN-YI LIN
2376
2. Being reflective: from information to insights
In the public sector, each agency has its area of focus and priority; thus,
agency-specific expertise also impacts an individual on whether he or she
has the chance to see the whole picture in the government, and sometimes,
the scale of the public policy planning and implementation can sometimes
be overwhelming for an individual.
Though the scale of conventional design solutions and design artifacts
creation are different from public policy. But we understand from previous
political virtues in design, designers also deal with pressure from clients,
supervisors, and the fast changing market, too. Designers have to deliver
effective and profitable solutions, too. However, what keeps designers
motivated is the habit of exploration and curiosity about the unknown, and
one more crucial step is that they reflect these insights in their lives back to
the everyday work. The breakthrough or eureka moment does not happen
every day, but when the habit of observation and curiosity becomes
intuitive, information has much more potential to become insights. That is
what designers and creative people are good at finding. A large number of
government employees are true experts in specific issues. They are
invaluable resources and assets for government agencies as well as citizens
and the country.
Future Research
Currently, in the public sectors and social innovations discussions of
design thinking, ethnography, the co-creating process, and prototyping play
major roles in the practical methodology of design (Forums & Discussions,
2013-2014). However, in fact, these methods are not designer-exclusive
methods. They are iterative problem solving and resources integration
processes (Buchanan, 1992; Dorst, 2011) that can take place under an open
and shared-knowledge organization environment. Revisiting Herbert
Simons (1996) notion of design from devising actions to driving existing
situations into preferred ones:
The intellectual activity that produces material artifacts is no different
fundamentally from the one that prescribes remedies for a sick
patient or the one that devises a new sales plan for a company or a
social welfare policy for a state. Design, so construed, is the core of all
professional training; it is the principal mark that distinguishes the
professions from the sciences. Schools of engineering, as well as
schools of architecture, business, education, law, and medicine, are
Design Capabilities in the Public Sector
2377
all centrally concerned with the process of design. (Simon, 1996, p.
111)
All professions are trained to deal with specific problems in a field. Given
the specificity in certain professions, they essentially share the skill of
evaluating situations and problems, planning strategies to deal with
identified problems, arranging and configuring resources for the strategies,
and implementing strategies and gaining feedback (Dilnot, 2013). It is not
necessarily a one-time occurrence, nor is it a linear process. Starting from
this conceptual framework, this paper suggests that by seeing public policy
planning and implementation process via a system lens, one might also find
that the points of intervention lie in counterintuitive thinking and
observation.
Elevating political system capacity to be adaptive to changing
environment relies on mindset changing to see the political system
structure, map out the implicit and explicit goals and processes, and
individual and team reflections. The future research will use a case study
approach to examine how government structural design influences actors
behavior and public policy outcomes.
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Section 5c: Measuring the Impact of Design
and Design Thinking in an Era of Disruption
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2385
Editorial: Measuring the Impact of Design
and Design Thinking in an Era of Disruption
Brigitte BORJA DE MOZOTA, Jeanne LIEDTKA and Fabiane WOLFF
Contemporary Design Management and Design Thinking challenges
academics and managers to seek new research approaches to understand,
explain, and predict strategies on the impact of design in business.
Measuring Design is fundamental for the domain of Design Management.
We are happy to note that measuring the impact of design is being
studied in different countries as our 15 papers suggest. From Europe (UK,
Denmark, Italy and Sweden) and USA to South Korea, Brazil and Australia
researchers are focusing their efforts on understanding how design can be
measured and valued.
About the papers: approaches and insights
As our track is organized in four sessions, readers and participants will
find groups of papers exploring the impact of design and of design thinking.
The studies take a wide variety of perspectives:
Some deal with outcomes at a general level. Mortati, Villari and Stefano
look broadly at design capabilities for value creation. Carlgren, Elmquist, and
Rauth advocate for a legitimacy perspective as they examine the broader
challenges of evaluating design thinking programs in three large companies.
Badding, Leigh and Williams examine how the components of design
thinking are evaluated through selected models based on inclusion of key
constructs, characteristics, factors, or attributes.
Product evaluation is the focus of Chen and Joo while Wynn focuses on
the consumer products environment and designs influence on competitive
positioning and profits. Doherty, Wrigley, Matthews and Bucolo identify the
changes experienced in the shift from a product focus towards a strategic
focus for design.
Other takes a more localized inquiry. Two studies examine Brazilian
firms: Borba and Specht examine the role design plays in innovative Brazilian
firms and Dutra and Wolff look at design results in large firms. Burns, Rowe
and Snell explore impact through seating design.
Some examine very specific impacts. Malmberg and Holmlid look at the
effects of approach and anchoring in the public sectors. Moore, Zhang,
Measuring the Impact of Design and Design Thinking in an Era of Disruption
2386
Liedtka and King look at designs ability to produce positive affect. Bolton
and Perez Garcia examine how even the vocabulary around the word idea
aids adoption and use of design in a manufacturing context.
Several papers look closely at the human impact of design. Straker and
Wrigley look at its ability to drive change; mutual understanding between
designers and managers is the focus in Storgaard, Rind Christensen, Jensen,
and Storvangs paper.
Service design is another popular focus. Sangiorgi and Prendiville present
a theoretical framework that maps and evaluates service design practices
and outcomes. Holmlid also examines designs value and the logic of service.
Across the papers, references on Design value models are developed as
well as a new global framework on service design value. These models are
useful for business but also for the assessment of design support programs
especially design research programs.
If this design process view of design value is the goal, there remains a
long way to go, as some of our field studies demonstrate that even
innovative companies still see design value only as a sales development tool
or through patent registration . If so, one paper argues what shall we say of
design value in non-commercial sector such as the public sector?
But other studies enlarge the debates demonstrating design influence
on profit through a desirability model of product strategy positioning ,
the value of design award for measuring design impact and the value of
design in the global value chain of emerging economies.
New and interesting insights cover a wide range of findings around four
themes:
A design capability view of design value:
a value matrix model matrix of design capabilities and classification
of innovations linking design capabilities and knowledge capital
how using a psychological framework on competencies , a study
demonstrates that some designers skills -such as their technical and
social skills
are easier to measure in business sense that cognitive and sensitive
skills.
An innovation management view of design impact
the importance of idea generation as a new way to sell design to
business and hence a classification of design value as research
driven value , strategy driven value, organizational change value
2387
Service design is also seen as a new resource for integration of the
value of co-creation in companies.
the focus on design intangible outcomes linking design impact with
organizational culture through the concept of design innovation
catalyst showing design indirect effect , as shift from short term
to long term view of design integration in the customer value
proposition
The value of design for organizational change: facilitating
communication, permission to think creatively, impact on teaching
and learning and for cultural change
New insights on Design Thinking (DT)
DT seen as a tool for management innovation through its impact on
shifting behaviors and affect through DT workshops and the power of
visualization tools.
DT demonstrates its usefulness through cultural adaptation
convincing through experience and the importance of ambassador
networks.
Design value measured by consumer benefits through form superiority
during the consumers selection process according to consumers expertise
and to the evaluation context.
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19th DMI: Academic Design Management Conference
Design Management in an Era of Disruption
London, 24 September 2014
Copyright 2014. Copyright in each paper in this conferences proceedings is the property of the
author(s). Permission is granted to reproduce copies of these works for purposes relevant to the
above conference, provided that the author(s), source and copyright notice are included on each
copy. For other uses, including extended quotation, please contact the author(s).
The Role of Design in Innovation Processes in
Innovative Companies in Brazil
Gustavo BORBA
*
and Marina SPECHT
In the Brazilian context, the lack of studies to assess the importance of design
to the innovative process in an integrated manner is a fact. This study aims to
analyze the role of design in innovation processes in companies recognized
nationally as innovative. The research was based on the quantitative method
through survey and on qualitative in-depth interviews with three companies
comprising the ranking As Mais Inovadoras do Brasil da Revista poca
Negcios de 2011. It can be identified, from the relationship between
innovation and design, an emphasis on the management of the innovation
processes with design being considered a strategic requirement, but used in a
restricted way. As for the qualitative study, it is understood that two
organizations are driven by design. In such cases, the design is present in all
stages of the innovation process, contributing to the development of a systemic
view that sees beyond the product, the communication and the experience.
Keywords: Innovation; design-driven innovation; strategic design
*
Corresponding author: Gustavo Borba | e-mail: gborba@unisinos.br
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Introduction
The economy growth and the need for constant changes stimulate the
organizations of the contemporary world to consider the development of
innovation as an essential process (Tidd, Bessant, & Pavitt, 2008). However,
there are challenges inherent to this process, and companies are constantly
seeking the best solutions to overcome them. It is important that it occurs
continuously, providing the sustainable growth of the organization in the
market. Converging to this idea, Fetterhoff and Voelkel (2006), Van der Meer
(2007) and Schumpeter (1934) expose that innovation should generate
competitive advantage and economic development and, consequently, bring
monetary results and perceived value related to products and services.
Organizations are seeking knowledge, expertise, methodologies and
practices that can assist in generating innovation (Kelley, 2001). As an advance
in relation to current practices, less linear methods have appeared, with the
purpose of integrating the design to the organizational practices, so that it
operates as an element interrelated to the traditional processes already
established. In this context, Mozota (2006) describes a value model for design
considering four different roles: Design as differentiator, integrator,
transformer and good business. This research presented a new perspective to
understand design, considering the importance of a strategic role, and not
just design as style or process.
Besides that, we highlight the strategic design methodology which,
according to Zurlo (2006), aims to perform activities of projection, whose
object is the set of integrated products, services and communication (product-
system).
Although the relevance of the subject innovation is present in numerous
publications (Ardayfio, 2000; Utterback, 2007; Verganti, 2008), it is
understood, based on a search analyzing studies found in the database
EBSCOhost, through the key words innovation and design, that there is a gap
in the Brazilian context of studies that evaluate the importance of design to
the innovation process in an integrated way. In the light of these theories the
research problem is established: what is the role of design in innovation
processes in innovative companies in Brazil? To seek evidence on the issue,
the present study has as its general objective to analyze the role of design in
innovation processes in companies recognized nationally as innovative.
In order to achieve the objective a quantitative research through an online
survey was developed, applied to the managers of the innovation area in
seventeen companies present in the technological parks Tecnosinos and
Tecnopuc, refered in the ranking As Mais Inovadoras do Brasil da Revista
The Role of Design in Innovation Processes in Innovative Companies in Brazil
2391
poca Negcios de 2011, and in the Frum da Inovao da Fundao Getlio
Vargas (FGV). Then there was a qualitative study with three companies ranked
among the five most innovative in the ranking cited.
The study, motivated by a research project in the area, aims to contribute
to further discussion and theorizing in the field of design-driven innovation,
expanding the vision focused on a single organization for a broader
perspective. This perspective considers that the diagnostic of the design role
in innovation processes can support the construction of organizational
networks and increase the competitiveness of different regions.
Besides this introduction, the paper is divided into seven parts. The first
refers to the critical literature review and consists of three sections:
Organizational Innovation, Innovation and Design and Conceptual Schema of
Research. The following section explains the research methodology and how
the data was collected and analysed. The next section corresponds to the
description and analysis of results. Finally, it presents the main conclusions of
the study.
Organizational Innovation
The changes and the market dynamism, characteristics relevant to the
global economic scenario, arouse competitiveness and the need for
companies to thrive, making organizations choose the initiative of innovation.
From the economist Schumpeter's legacy, the concept of innovation can be
understood as creative destruction that generates spontaneous and
discontinuous changes, causing the disruption of the balance achieved in the
circular flow of the economic system (Costa, 2006). Thus, innovation is the
development or improvement of a product (good or service) and an internal
or external process in the organization (Oslo Manual, 2007), generating
competitive advantage and monetary value for companies (Van Der Meer,
2007).
In the view of Martin and Morich (2011), the new consumer has a different
pattern of behavior. The ease in obtaining information as a result of market
dynamism suggests that consumers can easily compare, for example,
information about competitors in the market. This fact implies in a higher
level of demand and consumer expectations regarding products or services.
Therefore, the unmet need of the society and existing technology are the
basic conditions that drive innovation (Fetterhoff and Voelkel, 2006).
Understanding the concept of innovation can be deeply based on the
approaches of Kelley (2001), which relates this process to leverage of
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creativity, creating value through new products, services and businesses.
About this perspective, he recommends setting up a culture for innovation,
outlining the path that will be followed in the context of each company.
Among the different barriers and opportunities to innovate, it recognizes the
role of initiative, of creativity and the commitment of employees, intrinsic to
the organizational culture. Moreover, the strategy, the structure and the
environment are highlighted as drivers of development of this culture, which
appears as a determinant factor in the creation of a climate conducive to
innovation (Acosta, Ramos, Del Rio, & Morejn, 2012).
The activity of innovation, according to the Oslo Manual (2007),
corresponds to four different typologies, understood as: product innovations,
which relate to significant changes in the potential of existing or completely
new goods and services; process innovations that represent significant
changes in methods of production and distribution; organizational
innovations, which involve the use of new methods, such as changes in
business practices; market innovations through the implementation of new
marketing methods, which include changes in the design of the product and
packaging, promotion of the product and its marketing.
Finally, aiming to leverage the innovation process in the actual context,
methods oriented by design have arised, which propose that companies meet
the demands of the society through the development of innovations with
languages, messages and different meanings to consumers. It explains, then,
the importance of the act of designing as an element interrelated to the
innovation processes.
Innovation and Design
Innovation and design are practices that have an interrelation justified to
the extent that the design converges with problems of a complex nature, ill-
defined (Cross, 1982). The same author also states that the designer has
specific knowledge that is directly related to the way of operating theory and
practice, seeking a better definition of the problems treated. Corroborating
this idea, Martin (2005) shows that the connection between theory and
practice occurs through the projects. The existent culture of projects felt the
need to be structured in order to contribute more effectively in the project, in
the development and in the implementation of new strategies, essential to
face the scenarios of the globalization and of the knowledge economy
(Nonaka and Takeuchi, 1995).
The design can spread its "projective thinking" (design thinking), proposing
the project as a new paradigm of innovation (Brown, 2010). In a broader
The Role of Design in Innovation Processes in Innovative Companies in Brazil
2393
definition, design means the activity to innovate in a product-service system
to provide solutions perceived by consumers (Zurlo, 2006).
Mapping Theory
The relationship between innovation and design has been broadly
discussed in the literature (Brown, 2010; Kelley, 2001; Verganti, 2008; Vieira,
2009), through studies that present a state of the art mapping in reference to
the subject design-driven innovation.
However, it is understood that there is a requirement to identify papers
that present design as a driving element to innovative processes. Accordingly,
a theoretical mapping of the major papers consolidated in the database
EBSCOhost was built, which has some relation to the theme. The survey
considered publications between the years 2008 to 2012. The materials found
were classified according to some factors regarding the objectives of the
study.
The search in the database EBSCO (2012) was performed based on the
following keywords: design and innovation; 48 related articles were found,
but eleven, predominant to the theme, were chosen to be analysed. The
selected and classified articles are presented in Table 1.
Table 1 - Analysis and classification of paper in the period 2008-2012
Author
Journal
Y
e
a
r
I
n
n
o
v
a
t
i
o
n
D
e
s
i
g
n
P
r
o
c
e
s
s
P
r
o
j
e
c
t
D
e
v
.
o
f
N
e
w
P
r
o
d
.
R
&
D
T
e
c
h
n
o
l
o
g
Y
C
r
e
a
t
i
v
i
t
y
M
a
r
k
e
t
O
r
i
e
n
t
a
t
i
o
n
Acklin The Design
Management
Institute
2010 X X X X X X X X X
Na; Boult The Design
Management
Institute
2010 X X X X X
NAKATA; IM
Journal Of Product
Innovation
Management
2010 X X X X X X X X
Kelley Journal Of Product
Innovation
Management
2009 X X X X X X X X
Carbonell;
Rodrguez-
Escudero; Pujari
Journal Of Product
Innovation
Management
2009 X X X X X X X
Athaide; Klink
Journal Of Product
Innovation
Management
2009 X X X X
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Chiva; Alegre
Journal Of Product
Innovation
Management
2009 X X X X X X
Zhong; Ozdemir Industrial &
Corporate Change
2010 X X X X X
Flight; D'Souza;
Allaway
Journal Of Product
& Brand
Management
2011 X X X X X X
Armbruster;
Bikfalvi; Steffen;
Lay
Science Direct
2008 X X X X X
Verganti
Journal Of Product
Innovation
Management
2008 X X X X X X
Verganti
Journal Of Product
Innovation
Management
2011 X X X X X X X
Analyzing the articles identified in the mapping theory, it is clear that
different theories are discussed with respect to innovation and design. The
theme innovation is present in all studies pertaining to the mapping, being, in
some cases, restricted to the measurement of organizational innovation
through scales developed for this purpose (Armbruster, Bikfalvi, Kinkel, & Lay,
2008; Flight, DSouza, & Allaway, 2011; Zhong and Ozdemir, 2010), innovation
and teams in the development of new products (Na and Boult, 2010; Nakata
and Im, 2010), integration of consumers towards the innovative process in the
technology and marketing way (Athaide and Klink, 2009; Carbonell, Rodrguez-
Escudero, & Pujari, 2009) and innovation related with the strategy (Acklin,
2010; Chiva and Gay, 2009; Kelley, 2009; Verganti, 2008; 2009).The
representation of the design is understood through the analysis of articles
(Athaide and Klink, 2009; Carbonell et al., 2009; Na and Boult, 2010; Nakata
and Im, 2010) that address the role of enhancing the formation of
multidisciplinary teams and consumer involvement in the development of
new products. In a narrower sense, the design is also specifically related to
the form (style) of the product (Flight et al., 2011).
Although there is a relationship among the papers addressing the theme
design, the study is restricted to the papers that follow the design-driven
innovation approach (Acklin, 2010; Kelley, 2009; Chiva and Gay, 2009;
Verganti, 2009; 2011). It is understandable, therefore, the lack of studies that
present, in an integrated manner, the design as a driver for innovation. In this
context, the next section takes care of presenting the critical literature to the
subject design-driven innovation.
The Role of Design in Innovation Processes in Innovative Companies in Brazil
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Design-driven Innovation
The design must provide the various stages involved in the development of
a new product or service. The companies find in design a means for
differentiation and success, achieving significant competitive outcomes by
adopting this strategy (Ardayfio, 2000; Utterback, 2007).
The designer develops artifacts thinking beyond the object, but based on a
delivery system known as "product-system" (see in figure 1). According to
Mozota (2003), the design is a macro process that, in the corporate structure,
impacts on the operational level (the project), on the organizational level
(department), on the strategic level (mission) and on different existing areas,
making it a relevant resource to organizational management (Walton, 2000).
Figure 1 Product system. Source: VIERA (2009).
Conducting projects' activities, in which the object is an integrated set of
products, services and communication (Figure 1), permeates the companies'
presentation to the market, their placement in society and the formation of
the strategy itself, being defined as strategic design (Zurlo, 2006). Based on
this approach, the relevance of design driven organizations is understood.
This methodology proposes an improvement to the models of innovation,
market-pull (pulled by the market) and technology-push (pushed by
technology), as proposed by Verganti (2009), in Figure 2.
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Figure 2 Innovation by design. Source: VERGANTI, 2009.
It seems, when analyzing the figure, that the innovation by design
permeates the classification of radical and incremental and is directly related
to the generation of new meanings. For the author, there are three types of
innovation:
a) innovation pushed by technology it is a process that results of
technological research.
b) Innovation pushed by the market - part of the analysis of user needs,
which later turns to technological and language research that can actually
satisfy you.
c) Innovation by design - starting from the understanding of subtle and
intangible aspects present in the sociocultural context, resulting in new
products-services with radical languages and meanings. It is characterized as:
i) an investigation into network; ii) embracing, acting outside the bounds of
the company; iii) based on knowledge sharing (sociocultural models,
meanings and languages); iv) influential and modifier of the sociocultural
system.
Accordingly, firms practicing design-drive innovation, should be aware that
the main difference is that innovations are designed to provide a consumer
experience to end customers (Verganti, 2009). Humans consume by strong
emotional, psychological and sociocultural reasons. Therefore, organizations
and individuals may have different ways of relating to innovation (Hippel,
The Role of Design in Innovation Processes in Innovative Companies in Brazil
2397
2009 apud Hall and Rosenberg, 2010). Considering that the consumer has
stopped granting the highest level of satisfaction to the aesthetic and
functional characteristics for delivering meaning.
A critical review of the literature presented was constructed to pervade
the discussion about organizational innovation and innovation and design,
serving as a foundation for the research proposed in this study. It concluded
that innovation is a key factor for companies to evolve and to differentiate
regarding their competitors. In order to pursue different strategies for the
generation of innovations, it highlights design as an element to be integrated
into innovative processes. In order to synthesize the concepts presented so
far, the next section presents a theoretical framework. Furthermore, as a
basis for understanding the role of design in innovation processes in a
practical way, a model of design-driven innovation spiral is exposed.
Conceptual Scheme of Research
Considering the importance of the discussions held about the issues
organizational innovation and innovation and design, a theoretical framework
was developed (see in Table 2). The report presents a synthesis of the theories
discussed, classifying them in the variables that will be guiding the next steps
of the study.
The survey includes companies with different characteristics and realities.
Thus, it is important to define the variables that will guide the analyzes
relevant to the practical study. Because these analyzes pervade the discussion
of the innovation process and the impact of the design in this process, it was
decided to adopt the Franzato model (2011), which proposes a spiral for
design-driven innovation, as seen in Figure 3.
The model adopted assists in the analysis and discussion of concepts and
variables relevant to this study because it considers the analysis of the design
process with innovation as the center of this process, thus allowing us to
evaluate if the organization works with design driven innovation; if the
companies work with a culture of innovation that has the central role in the
development of new products or processes and, in addition, if design projects
that go through the four key stages to reach innovation are adopted in
practice, generating a continuous cycle, and working with innovation and
design in an associated way.
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Table 2 Theoretical synthesis of the research
Section Concept Variable Principal Authors
1
ORGANIZATIONAL
INNOVATION
Attributes for the
construction of an
innovative
organization
- Management
of the
innovation
process
Martin and Morich
(2011); Tidd, Bessant
and Pavitt (2008);
Manual de Oslo (OECD,
2007); Van Der Meer
(2007); Fetterhoff and
Voelkel (2006).
Classification and
types of
innovation
-Incremental
-Radical
-Product
-Process
Manual de Oslo (OECD,
2007); Henderson and
Clark (1990).
Consolidation of
innovation culture
-Culture of
innovation
-Culture of
Creativity
Acosta, et al. (2012);
Barbieri and lvares
(2003); Kelley (2001).
2 INNOVATION
AND DESIGN
Representation of
the design
- The role of
design
Martin (2005); Mozota
(2003); Walton (2000);
Cross (1982).
Strategic Design - Product-system Viera (2009); Zurlo
(2006);
Design thinking -External
partnership
Brown (2010).
Design-driven
innovatio
-Relationship
between
innovation and
design
-Stages of the
innovation
process using
design
-Project of
design in the
innovation
process
Franzato (2011); Hippel
(2009 apud Hall;
Rosenberg, 2010);
Verganti (2009) and
(2008); Utterback
(2007); Ardayfio (2000).
The Role of Design in Innovation Processes in Innovative Companies in Brazil
2399
Figure 3 Analysis model for qualitative research: Spiral design-driven innovation.
Source: FRANZATO, 2011.
Methodology
The objective of this paper is to analyze the role of design in innovation
processes in companies recognized nationally as innovative, so the study is
characterized as exploratory, the most appropriate type of research, because
it allows the exploration and the search for understanding some phenomena
underexplored and it is characterized by flexibility and versatility with respect
to methods (Aaker, Kumar, & Day, 2007). The research was divided into five
phases (Figure 4).
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Figure 4 Research Methodology
Phase 1 aimed to conduct a critical review of the literature, addressing the
themes organizational innovation and innovation and design. At this stage,
the methodological definitions were made.
Phase 2 is the development of the research instruments to be used during
data collection. Regarding the quantitative instrument, it was adopted an
interview script, present in the Vieras study (2009) developed after an
an