Innovation is successful when it targets customers’ needs, and yet nearly 90% of those polled in a recent IIR webinar survey reported that they had never worked on a new product in their entire career in which all the customer’s needs were known. Experts in the voice-of-the-customer (VOC) innovation technique shrug their shoulders when confronted with such facts. They say that customers do not know all their needs; customers have latent needs and needs they cannot articulate; their needs change quickly over time. We beg to differ. It is possible to know all the needs of a given customer group—it’s just that VOC has a misconception about needs, and, more fundamentally, it’s the wrong tool for the job.
Tuesday, August 30, 2011
Voice of the Customer does not necessarily equal Innovation
Saturday, July 16, 2011
The Fun Theory
Friday, July 15, 2011
Dear Airlines, Please Don't Piss Off Famous People With Blogs

so, they lied. but why? just for fun? just to torture tired travelling musicians? just to make annoying travel even more annoying?
did they get a memo from the devil that morning:
'whenever possible try to make air travel, which is already annoying, even more annoying.
sincerely,
the devil'
Monday, July 11, 2011
Ericsson and Dave and his machines

Some of you are going to look at this video — the story of a young guy named Dave (that's Dave in the picture just above) who's on his way home to an apartment where his stove, lights, vacuum cleaner, microwave and fireplace are feverishly anticipating his return, and you're going to say, "Ahhhhh, let me be Dave. If only I could have a place wired like his."
Others of you are going to want to take a sledgehammer to every lamp, toaster, vacuum cleaner and microchip in the place — and perhaps to Dave.
I don't know which side of the Dream Technology Divide you are on, but trust me, this is a polarizing video.
UK Rail tickets fail basic usability

I overheard a familiar conversation on the train to London the other day. The ticket inspector was explaining to a passenger that their ticket was no good, the conversation went something like this.
Inspector: Tickets please Passenger: Here you go Inspector: I need both parts please Passenger: …. I only bought a single Inspector: Your ticket comes with a reservation. If you don’t have the reservation part you’ll need to buy a new ticket. Passenger: (Cue panicked fumbling through bags)… Oh here you go. Inspector: …Ahh see you’re on the wrong train. This ticket has booked you on the 7.45.
The passenger had to buy another ticket, or risk a penalty fare.
This got me thinking (As I looked down to check my own ticket). No wonder they didn’t know what train they were allowed to catch. These tickets make no sense. They are designed for ticket inspectors. Not for travellers.
Friday, July 8, 2011
Frank Gehry and Principles of Design
Time and time again we see Frank Gehry, with great intention and thoughtful discipline, building great experiences around the needs of people. He never once started a project with the end goal of pleasing his client; rather, he approaches each engagement with a continuous devotion to the end user.
So if we take the Three Principles of Being Frank:
- purpose before presentation
- explore and iterate
- shape and movement
we begin to see some very foundational UX practices.
Full article here: http://uxmag.com/design/lets-be-frank
Saturday, July 2, 2011
Clifford Geertz and the "thick description"
Sometime in the mid-90s, when I was learning how to use research in the design process, a mentor of mine, Rick Robinson, would hold book reviews on Fridays at e-Lab, one of the first ethnographic research consultancies that helped design firms, advertising agencies, and corporations understand their users and customers. During one of those late afternoon sessions, he introduced Clifford Geertz's book The Interpretation of Cultures and spoke about the role and importance that a "thick description" plays when describing our experiences in the field.
Sunday, May 29, 2011
The Art of Design Research (and Why It Matters)

Recently, my colleague Ben McAllister contributed a piece to this section called "The 'Science' of Good Design: A Dangerous Idea." In it he cautioned against a simplistic view of research as it applies to the design process because it's often synonymous with science—a discipline known for providing "hard truths" about the world. This leads people to believe (sometimes falsely) that "the research" will do the same for business. I am a researcher and a designer, and his article does raise a worthwhile question: "What is research good for, and how can we use it for the purpose of design?"http://www.theatlantic.com/life/archive/2011/05/the-art-of-design-research-and-why-it-matters/239561/
Designers thrive when they have a working concept of what makes people tick, a context that allows them to shape their ideas by considering what people covet and use, and somewhere to focus all their creative energy. Research can provide the fuel for new ideas. To Ben's point, design research isn't a scientific endeavor aimed at finding truths. Our clients typically can't afford the large sample sets and extended time frames necessary for such a "scientific" process.
And sometimes design teams don't have the patience to see the value in dragging out a study in an effort to make it scientifically or statistically significant. We're just not wired that way; we prefer to make and experiment and then analyze later. So what is research good for?
Saturday, May 22, 2010
Videotaping the DEMCMCAH
At a conference here this month, more than 70 social scientists gathered to bring to a close one of the most unusual, and oddly voyeuristic, anthropological studies ever conceived. From 2002 to 2005, before reality TV ruled the earth, researchers at the University of California, Los Angeles, laboriously recruited 32 local families, videotaping nearly every waking, at-home moment during a week — including the Jacket Standoff.
Filmmakers have turned a lens on the minutiae of unscripted domestic life before, perhaps most famously in “The Osbournes” on MTV and the 1970s PBS program “An American Family.”
But the U.C.L.A. project was an attempt to capture a relatively new sociological species: the dual-earner, multiple-child, middle-class American household. The investigators have just finished working through the 1,540 hours of videotape, coding and categorizing every hug, every tantrum, every soul-draining search for a missing soccer cleat.
“This is the richest, most detailed, most complete database of middle-class family living in the world,” said Thomas S. Weisner, a professor of anthropology at U.C.L.A. who was not involved in the research. “What it does is hold up a mirror to people. They laugh. They cringe. It shows us life as it is actually lived.”
Thursday, February 25, 2010
How to put your brand into the garbage in one easy step

When companies mess up, social media can amplify that mess by orders of magnitude.
Maintaining brand standards all the way to the literal curb is probably one of the hardest things to accomplish. The best planning and execution deteriorates quickly on the ground when once invisible mistakes get broadcast through the web.