January 21st, 2010 Comment
I’m a fan of maybe ten brands on Facebook. There’s one or two signs of support for friends’ businesses, some Stockholm clubs and art institutions whose events I want to be in the know about, and a couple of fashion/design magazines. It’s this last category that interests me here, as there is no particular practical reason for becoming a fan, other than getting the basic info of a new issue coming out. Well you don’t exactly have to be Bourdieu to craft a very simple theory of why I associate with certain brands (as a friend once put it: “habitus galore!“), so I won’t bore you with it. (Even though I think the question of type of product is mysteriously absent when the most avid of Brand Conversation Evangelists are preaching. Frankly, if you’re a toilet paper brand, you ARE a little less fascinating to strike up a conversation with than if you’re Acne.)
What fascinates me a bit is this: the very act of Facebook fandom seems to lessen my appetite to actually go out and buy the magazine. Not that I read the magazine on-line instead, that wouldn’t be especially interesting. I just… lose interest a little. I don’t know if it’s just me, but I suspect not – there’s something quite logical about this paradox. You could call it the commercial brand equivalent of “slacktivism”, simply signing up digitally for a cause without any actual change of behaviour or donation. (Purely digital activism is not all bad, of course – here’s a piece for design mind that makes a case for it, but sort of avoids the question of bottom-line contributions.)

There are as you probably know hundreds of models of consumer motivation, but one that seems useful here is Dan Ariely and Michael I Norton’s concept of conceptual and physical consumption. Conceptual consumption, meaning the psychological consumption of ideas and concepts, can occur both together with and independent of physical consumption. Basically, they argue that conceptual consumption is implicated in, and plays a large role in even the most basic consumption acts, such as eating or drinking. Rather than just eat something to survive, human beings add a lot of conceptual layers to the act: “Is this dish fairtrade/eco/healthy?”, “Doesn’t this dish feel a bit 80s?”, “Will my colleagues thinks I’m unmanly if I choose the salad?”. The satisfaction of successful conceptual consumption (feeling good about yourself in a number of ways for choosing the small, expensive, stylish, fairtrade chocolate) often drives behaviour even when it’s in conflict with physical consumption (assuming that you enjoy the taste of the cheap private label stuff more). My thinking is that if the conceptual part of the consumption of a brand’s products is large, it can be replaced by other interactions with the brand, that allow you to get the good bits without effort or having to pay.

It’s a common observation that the artefact is losing importance, that the enjoyment of physical ownership (the record collection) can be replaced by the access to shared digital files (Spotify) without much grievance. But the Facebook page does not even offer a part of the product, like the streamed Spotify album vs its physical (deluxe edition with book and linen cover) counterpart. It’s just the brand as a sign, without the product. And it’s interesting that when it comes to some brands, for many consumers, that might be what counts. In a world where more and more social life happens digitally, what’s the value of owning a pair of New Hip Brand shoes vs showing that you’re in the loop by being a fan of said brand on a social network?

The more a brand is building its strategy on its magic as some sort of status signifier, the easier it would probably be for the consumption of its products to be replaced by some free, purely symbolic consumption – the conceptual part of consumption is satisfied in any case. It leads to an interesting challenge for luxury and subculture brands: how to balance brand, product and digital presence, to be both in the conversation and in business?
January 13th, 2010 Comment
No, planned brand communication cannot be replaced by “delivering a great product or service that will get your customers talking (online)”, like I’ve heard said more than once in recent years. Not that you shouldn’t. You should deliver a spectacular product, if you can. But there’s something far too simple about this concept.
The fundamental flaw, as I see it, is a naive conceptualisation of what makes a “great product”. I’d say everybody would agree that the quality of the product is intrinsically linked to human experience. That is, at least when talking about products in this context (as objects on a market, as opposed to objects in a test setting or similar), it’s the user’s experience and opinion of the product that matters. A great product is one which the user thinks is a great product.
But there are literally hundreds of studies made on consumers over the course of the last, say, fifty years that tell you that people’s appraisal of a product is a highly subjective thing – a wonderfully complex concept filled with cultural bias, preconceptions, situational factors … All very typical for the complicated creature that is the human being. Consumers who drink beer with visible brands see those beers tasting very differently and prefer beers with their favorite brand label, whereas unbranded beers are judged as tasting similar to each other (Allison&Uhl:1964). Your enjoyment of a certain wine increases when you think it’s more expensive, even when you’re actually being served the same wine over and over. And so on.
When claiming that a “great product is the new marketing”, one seems to assume that suddenly, humans experience a product through a radically less complex process: a very non-human objective appraisal of product qualities, that will be shared equally objectively to information-hungry potential new consumers. But surely, it’s been a while since anyone could seriously have such a schematic concept of human behaviour. Even the Homo Economicus died some time ago, after years of illness.
This is not to say that people’s true conception of the quality of a product can be easily subverted by branding. It’s to say that there is no “true conception” based only on the physical product, and therefore, communication plays an integral part in the experience of the product. Together with other aspects (like, obviously, intrinsic product qualities), it helps create very real enjoyment. All very complicated business, and very human. That’s what makes it so interesting.
December 23rd, 2009 Comment
For the holidays, I’ve collected a couple of articles that designers (and design interested non-designers) should read, from recent weeks when like me you’ve been too busy with before-Christmas deadlines.
Slaves of the Feed – This is not the realtime we’ve been looking for
Thomas Petersen, founder and partner of Danish digital creative agency Hello discusses our digital life and ponders possible ways to solve the problem of information overload with design.
Re-thinking Interaction Design
Johnny Kolko claims interaction design should move away from talking both branding and user experience. I don’t agree with everything Kolko writes, specifically I find he’s muddling macro and micro perspectives on the role of interaction design (there’s both a critique of UX and branding as ways of maximizing profits, and a critique of using design for that purpose in the first place, and neither are fully explored), but there are some interesting points made about design’s role in culture.
Don Norman’s attack on design research, and ensuing debate
If you have missed this somehow, the debate goes on about what actually drives innovation, technology or design – and whether there’s actually any point in ethnographic and similar research into the consumer’s deep, subconscious wishes. Norman’s answer is basically no, as he finds that technology more often than not creates the needs it fills. Design research is only useful for small incremental changes, he claims (compare this to what Roberto Verganti says in Design Driven Innovation, a book I wrote about earlier this year!) Three responses to this claim: Bruce Nussbaum, who disagrees, Adam Richardson, who thinks Norman’s definition of design research is too narrow, and Steve Portigal, who raises some interesting questions around several points in Norman’s piece.
October 29th, 2009 Comment
Here’s a couple of more links, continuing this post from the other day: Design + Ethnography Intersections Pt 1.
Sara L. Beckman & Michael Barry: Innovation as a Learning Process: Embedding Design Thinking
2007 Article
Article in the California Management Review linking innovation, design thinking and ethnographic methods. Awarded the 2009 Accenture award by CMR. Authors work at PointForward, where you can find lots of short case stories of ethno-informed design.
Download article PDF, or, yes there’s a lazy option, see the Vimeo video.
AIGA: Design Meets Research
2008 Article
Article from AIGA giving a concise history of the evolution of market research for design and discussing the pros and cons of different approaches. Argues for ethnographic methods as a way to dig deeper into a consumer’s mind.
Read it here
Dori Tunstall: Design anthropology: What can it add to your design practice?
Adobe Design Center Tutorial
Quote extensive introduction to design anthropology (not a tutorial of any sort, in fact), underlying ideas, challenges, possibilities, etc. Written by Associate Professor of Design Anthropology at University of Illinois Dori Tunstall, who’s also worked for Sapient, Arc Worldwide, and AIGA’s Design for Democracy.
Read it here. The author’s blog, posts tagged ‘design anthropology’ here.
University of Dundee: Master’s Degree in Design Ethnography
Degree
If you can’t get enough of design + ethnography, well, there’s the opportunity of getting a master’s in design ethnography from the University of Dundee, UK. (Actually it sounds quite tempting … I love Scotland.)
More about the degree.
October 25th, 2009 Comment
Lately, I’ve been doing some research on how ethnographic methods are used in design – and how design thinking and processes are used to create real world business (as well as social) solutions from ethnographic research. A few interesting links that I’ve found are below, with short descriptions. All are not new, but they provide an online-material-review of sorts that can be useful. Avoiding too much scrolling in the same post, I’ll divide it into two parts.
(A little disclaimer: sometimes, the design world uses the word ethnography a bit more liberally than I would. I’d say some degree of immersion would be necessary? Sometimes, the simple word observation would seem to cover some of these practices just fine. Which is fine. Non-participatory observation is fine. If you’re designing new airport signage, say, you’re very much helped by observing how many travellers that are currently confusedly circling the arrivals hall hunting for a restroom. But it won’t really help you gain much deeper insight, will it? Anyway, in one or two of the links in this review (not necessarily in this part though) it’s not all that clear how ethnographic their ethnography is, but the links might still provide for some interesting thoughts.)
Christina Wasson: Ethnography in the Field of Design
2000 Article
Much quoted academic text on the use of ethnography in a design context. Christina Wasson is an anthropologist, and associate professor of anthropology at UNT. She’s has worked for E-Lab, a design firm that uses anthropological research to develop new product ideas, where she developed an interest in design anthropology. She’s also done consulting class projects for clients like Motorola and Microsoft.
Download PDF of article here, or if you unlike me don’t have a certain sentimental fondness for badly scanned academic article PDFs, it’s online here.
Leslie MacNeil: Design Ethnography: Strategy for Visual Communications
2009 Graduate Thesis
Very, very good text that covers just about every way design and ethnography can meet (at least when speaking about tangible design and not applied design thinking), including case studies of designer-ethnographer collaborations. And, which makes it even more relevant for me, it specifically discusses visual communication, as opposed to product design which otherwise tends to be synonymous with “design” in this context (all those mobile phones!). Academia-phobics have nothing to fear, either, from downloading this since it’s a beautiful and inviting booklet designed by MacNeil herself.
Download PDF here.
IDEO + WKK Foundation: Tangible Steps Toward Tomorrow
2007 Case Study
IDEO is a human-centered design agency more or less impossible to miss talking about these subjects. In this case study, they’ve used ethnographic methods + design thinking to come up with solutions for evolving early education. Do explore other case studies from IDEO as well, many are interesting.
Download PDF case story here.
AIGA + Cheskin: An Ethnography Primer
2007 Information Leaflet
Quite basic primer, veered towards how design can be helped by ethnographic insights. As it’s targeted to designers and pitches ethnography to them in their daily practice, the role of designers solving other types of problems with the aid of ethnographic fieldwork (as in the IDEO case study) is not covered, however, it’s a nice introduction text. Cheskin is a US-based consumer insights consultancy.
Download PDF leaflet here.
September 7th, 2009 Comment
How does it happen – the creation of really innovative products and brands? Not the ones that are slightly better than their predecessors. The ones that redefine their category, redefine the very activity of using a phone, buying groceries, playing video games … In Design-Driven Innovation: Changing the Rules of Competition by Radically Innovating What Things Mean, released last month, Roberto Verganti, Professor of Management of Innovation at Politecnico di Milano, covers this subject and reaches some interesting conclusions.
The problem with much product innovation, according to Verganti, is that is largely user-driven – changes are done to products in response to what consumers say that they want. This will create incremental changes; when asked about what more they want from their phone, say, few people will think up a radically new use for it. Rather, they will talk about small nuisances with their existing product that they would like to have fixed. More radical innovation has traditionally been driven by the emergence of new technologies, it’s technology-driven. Technology has created some groundbreaking products, but is it the only way?
No, Verganti argues, really radical innovation should be design-driven. With this term, he’s not referring to design in its everyday meaning but in its etymological essence, as “making sense of things.” The really interesting point Verganti makes, I think, is that innovation needs to be centered around the meaning of things. People don’t buy products or services – they buy meanings. They use things for various emotional, psychological, and sociocultural reasons, not just utilitarian ones. Companies should therefore look beyond the actual product and its technicalities, and instead try to understand the real meanings given to it by consumers.
Understanding these means being able to innovate radically, by redefining such meanings. This can not be done by standard consumer research. Instead it takes a broader approach to getting to know both the context in which the product is used and general trends in society (I’m thinking that ethnography, anthropology, possibly semiotics are the methods for this?). Additionally, it demands an analytic, creative mind – an interpreter – that can come up with a way to create a new, appealing, meaning.
Verganti uses some very well-known brands as examples of this type of innovation. For example, when asked what they wanted in video game consoles, users said more power, more virtual reality … Enter the Nintendo Wii, a product that doesn’t give you those things, but instead redefines how video games are used. Or, in the service sector, who would have thought that they could see shopping organic, healthy food as a pleasant pastime, pre-Whole Foods? Well, now they are. As these examples show, this approach to creating innovation is not detached from what the user wants at all. It aims to find what he or she wants, but doesn’t know yet. And who doesn’t like to be pleasantly surprised?
You can also hear Roberto Verganti speak about the main ideas in his book in a recent Harvard Business Ideacast.