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in several important ways.” Pogue’s conclusion?
“The Z5, then, will not cause any discernible dip in
iPod’s market share.”
While Pogue says the Z5 “deserves to be a hit for
Samsung,” he also notes that he was unable to connect with the Rhapsody store and Windows Media
Player. In short, the service failed—that is, the
pieces did not work as an integrated system. That
may be because they were conceived and developed individually, not together. The Z5’s service
design was poorly coordinated, especially when
compared with iPod’s service design.
Service design is the next important field of
competition. Apple already has considerable experience, having built the i Tunes Store and tightly
integrated it with i Tunes and iPod. Amazon’s new
Kindle electronic book comes with Internet access
built-in, thanks to a relationship with Sprint, so
users can access Amazon from pretty much anywhere and buy a new book whenever they want—
another example of well-thought-through service
design.
Increasingly, organizations will compete on the
quality of service design, with customers assuming (and demanding) high levels of manufacturing
quality, product-design quality, and interaction-design quality.
Each of these learning curves represents a wave
of knowledge and skills to be traversed by both
individuals and the organizations that employ
them. Each represents a new field of competition, a
new strategy for differentiation. A new wave does
not replace the one that came before; each new
wave adds to those already here. Each wave sets
a new standard for performance, “raising the bar”
or “upping the ante,” in the metaphors of business.
While professional focus changes, earlier skills are
still necessary; they become “table stakes” as the
game shifts and competition moves to a new field.
For many consumer-electronics makers, the
changes represented by the learning curves for
design can be difficult to negotiate. Successful
firms typically have hardware engineering cultures. The quantitative basis of Six Sigma methods
is relatively comfortable for engineers. Product
design is less comfortable, but good exemplars
have been around long enough for the discipline to
get real traction. Also, the models that result from
product-design exercises are tangible, easy to see,
and can be evaluated quickly. Interaction design,
however, is less tangible, and interfaces require
considerable time to evaluate. Also, software engineers often take a back seat to hardware engineers
within hardware companies. Thus, interaction-design quality has only recently emerged as a
goal for many firms, and proficiency remains low
for most. Now a new field of competition, service
design, is emerging. To suddenly find a need to
think in terms of systems of products and networks of services, as well as interaction design, is
doubly daunting to hardware companies. They may
recognize the need on a rational level—and may
even fund development efforts—but the move to
service design represents a large cultural shift, one
that may ultimately require a new generation of
managers.
Difficult as it is, some hardware companies have
begun the transition to services. IBM has spun off
its PC division and is concentrating on services.
Last year Dutch consumer-electronics giant Philips
spun off its chip division and purchased two
health-care-services businesses. And just recently,
HP announced plans to acquire EDS in order to
bolster its services offering to more effectively
compete with IBM. It’s also interesting to see software companies—Internet companies, really—like
Google (fourth-largest maker of servers in the U.S.
and Android mobile-platform author) and Amazon
(maker of the Kindle electronic book reader) beginning to develop hardware platforms for delivering
their services.
These changes suggest a need for both individual designers and the organizations that employ
them to reassess what design skills are important
in order to remain competitive. Organizations (and
individuals too) must judge where to “play,” where
to focus their energy. And they must gauge where
they are on the learning curves of established
design disciplines, while keeping watch for the
emergence of new disciplines.
ABOUT ThE AUThOr Hugh Dubberly manages a consultancy focused on making services
and software easier to use through interaction
design and information design. As vice president
he was responsible for design and production of
Netscape’s Web services. He was at Apple for 10
years, where he managed graphic design and corporate identity
and co-created the Knowledge Navigator series of videos.
Dubberly also founded an interactive media department at Art
Center and has taught at San Jose State, IIT/ID, and Stanford.