Subject To Change: Creating Great Products & Services for an Uncertain World


Book Description

To achieve success in today's ever-changing and unpredictable markets, competitive businesses need to rethink and reframe their strategies across the board. Instead of approaching new product development from the inside out, companies have to begin by looking at the process from the outside in, beginning with the customer experience. It's a new way of thinking-and working-that can transform companies struggling to adapt to today's environment into innovative, agile, and commercially successful organizations. Companies must develop a new set of organizational competencies: qualitative customer research to better understand customer behaviors and motivations; an open design process to reframe possibilities and translate new ideas into great customer experiences; and agile technological implementation to quickly prototype ideas, getting them from the whiteboard out into the world where people can respond to them. In Subject to Change: Creating Great Products and Services for an Uncertain World, Adaptive Path, a leading experience strategy and design company, demonstrates how successful businesses can-and should-use customer experiences to inform and shape the product development process, from start to finish.




Subject to Change


Book Description

"To achieve success in today's ever-changing and unpredictable markets, competitive businesses need to rethink and reframe their strategies across the board. In Subject to Change: Creating Great Products and Services for an Uncertain World, Adaptive Path, a leading experience strategy and design company, demonstrates how successful businesses can--and should--use customer experiences to inform and shape the product development process, from start to finish."--Publisher's website.







Service Innovation in Design Studies and Practices


Book Description

This book is a guide for designers in industrial design, as well as in other areas such as architecture, interior design and visual communication in the area of digital media. It is also suitable for service bidders, as they also need to understand how to get the quality of care required, with the aid of a designer who will be mindful on the intangible aspects of service. As with other design areas, service design often gives priority to studying prior to the application of the concept of innovation or service enhancement. This is especially important since knowing the needs of the customers is the cornerstone of every discipline of design. It is desirable for a designer to review the needs of customers and service markets before considering the planning process. Service design is an element that has been implemented ever since a long time ago, but it is unlikely that its application can be done quickly, as there are combinations of different fields that need to contribute ideas and skills to service delivery. Service design used to be a term that does not exist, as service providers only discussed the concepts of 'to be built', 'to be created', 'to be launched' and so on when service was to be introduced. Thus, this book aims to bring back service design to the limelight, so as to not only educate designers, but also to remind service providers that it is also, and always will be, an important part of service




An Introduction to Industrial Service Design


Book Description

Service design has established itself as a practice that enables industries to design and deliver their services with a human-centred approach. It creates a contextual and cultural understanding that offers opportunities for new service solutions, improving the user experience and customer satisfaction. With contributions from leading names in the field of service design from both academia and international, professional practice, An Introduction to Industrial Service Design is engaging yet practical and accessible. Case studies from leading companies such as ABB, Autodesk, Kone and Volkswagen enable readers to connect academic research with practical company applications, helping them to understand the basic processes and essential concepts. This book illustrates the role of the service designer in an industrial company, and highlights not only the value of customer experience, but also the value of employee experience in creating competitive services and value propositions. This human-centred approach brings about new innovations. This book will be of benefit to engineers, designers, businesses and communication experts working in industry, as well as to students who are interested in service development.




Designing for Longevity


Book Description

Product longevity is one of the cornerstones in the transition towards a more sustainable society and a key driver for the circular economy model. This book provides designers, developers, and creators with five distinctive expert strategies, detailed case studies, action guides and worksheets that support both beginning and advanced design practitioners in creating new product concepts with long-lasting strategic fits. Designing for Longevity shows how expert design teams create original and long-lasting product concepts from the early development phase. It focuses on integrating business knowledge, market conditions, company capabilities, technical possibilities and user needs into product concepts to make better strategic decisions. It demonstrates how, for products to be durable, designers must create a long-lasting strategic fit for the customer, company, and market. Key case studies of products such as Bang & Olufsen’s A9, LEGO Ninjago and Friends and Coloplasts’ Sensura Mio, among others, offer readers inspiration, guidance and real-world insights from design teams showing how the strategies can be applied in practice. Action guidelines and worksheets encourage broad, analytical problem-solving to identify and think through challenges at the early concept stage. Beautifully designed and illustrated in full colour throughout, this book combines original research and the hands-on tools and strategies that design practitioners need to create useful, sustainable products.




The Gameful World


Book Description

What if every part of our everyday life was turned into a game? The implications of “gamification.” What if our whole life were turned into a game? What sounds like the premise of a science fiction novel is today becoming reality as “gamification.” As more and more organizations, practices, products, and services are infused with elements from games and play to make them more engaging, we are witnessing a veritable ludification of culture. Yet while some celebrate gamification as a possible answer to mankind's toughest challenges and others condemn it as a marketing ruse, the question remains: what are the ramifications of this “gameful world”? Can game design energize society and individuals, or will algorithmic incentive systems become our new robot overlords? In this book, more than fifty luminaries from academia and industry examine the key challenges of gamification and the ludification of culture—including Ian Bogost, John M. Carroll, Bernie DeKoven, Bill Gaver, Jane McGonigal, Frank Lantz, Jesse Schell, Kevin Slavin, McKenzie Wark, and Eric Zimmerman. They outline major disciplinary approaches, including rhetorics, economics, psychology, and aesthetics; tackle issues like exploitation or privacy; and survey main application domains such as health, education, design, sustainability, or social media.




Design, User Experience, and Usability: Design Philosophy, Methods, and Tools


Book Description

The four-volume set LNCS 8012, 8013, 8014 and 8015 constitutes the proceedings of the Second International Conference on Design, User Experience, and Usability, DUXU 2013, held as part of the 15th International Conference on Human-Computer Interaction, HCII 2013, held in Las Vegas, USA in July 2013, jointly with 12 other thematically similar conferences. The total of 1666 papers and 303 posters presented at the HCII 2013 conferences was carefully reviewed and selected from 5210 submissions. These papers address the latest research and development efforts and highlight the human aspects of design and use of computing systems. The papers accepted for presentation thoroughly cover the entire field of Human-Computer Interaction, addressing major advances in knowledge and effective use of computers in a variety of application areas. The total of 282 contributions included in the DUXU proceedings were carefully reviewed and selected for inclusion in this four-volume set. The 67 papers included in this volume are organized in topical sections on design philosophy, usability methods and tools, and design processes, methods and tools.




Designing for Interaction


Book Description

With emphasis on the designer's role in strategy, research, brainstorming, prototyping and development, this book is devoted to teaching interaction design to those new to the field.




Glimmer


Book Description

The first mainstream book to explore how the problem-solving, creative and insightful powers of Bruce Mau and the world’s other great designers can be applied to our everyday lives and businesses — and spawn creative epiphanies around the world. What can be learned from great designers? How can design improve our lives? Answers abound in Glimmer. In the cutting-edge studios of Canadian design phenomenon Bruce Mau and other visionary designers, everything is ripe for reinvention — including how businesses function, children learn and communities thrive. Warren Berger, with the full cooperation of Mau, tallies and explores the deceptively simple principles that steer design’s vanguard — “ask stupid questions,” “begin anywhere” and “make hope visible” — and illustrates how these and other such principles can provide the means for finding hope in these anxious times.