Co-Creation in Service Design
Ben Fullerton
IDEO | bfullerton@ideo.com
[ 1] I use “static” here
with advisement—the
inference being that the
user experience remains
largely unchanged from
one interaction to the
next (I’d hope that my
chair behaved the same
way each time I sat in it.)
[ 2] Hollins, G. and B.
Hollins. Total Design—
Managing the Design
Process in The Service
Sector. London: Pitman,
1991.
March + April 2009
[ 3] Hollins, B. “What
is Service Design?”
Design Council, 24
November 2006.
When we look at design in all of
its many forms, we find numerous examples of manifested,
perceivable objects that demonstrate the vision of the designer.
Sitting in an Arne Jacobsen chair,
holding a William Morris fabric, or using the latest piece of
technology from Tokyo, Seoul, or
Cupertino, we are acutely aware
of the sensibilities of the designer
(or design team) that informed
the form and the function of the
thing with which we are interacting. Interactions like these lead
to the notion of “genius design,”
where the designer plays the role
of an absolute authority whose
natural instincts produce a considered, desirable experience.
Genius design may well work
for something that will be built—
whether software, hardware,
furniture, an environment, or
any other tangible form our
design might take. But how well
does it work when we design
for less tangible experiences?
If there is nothing that can be
seen, touched, or used that
clearly embodies the whim of the
designer, how does the role of the
designer change?
The (relatively) recently developed practice of service design
seeks to address exactly these
types of problems, concerning
itself with applying the thinking
learned from crafting well-considered, tangible experiences to
those that do not terminate in a
single product at a single moment
in time, such as our experience
of interacting with our cell phone
provider, using our bank account,
or when we visit a hospital.
At first glance, the process
involved with a typical service-design project doesn’t look too
different from that of any other
design project. Broadly, there are
phases of discovery (learning
about the context in which the
service will be delivered), design
(ideation and design of the service itself), and delivery (
delivering the new service concept
to the client, and working with
the client to implement it). In a
project where the end result is
a somewhat “static” experience,
this usually results in a fairly
clear set of end deliverables [ 1].
Services present a different
challenge, however. They are
produced and consumed in the
same moment—an interaction
with a service does not exist
until a customer initiates it by
phoning a call center or sitting
down in a restaurant. In their
book Total Design: Managing the
Design Process in the Service Sector,
Gillian and Bill Hollins outline
exactly what differentiates a
service from a product. A key
distinction is that “the ‘people
side’ of design is more important
in a service product and must be
considered right at the start of
the process in the specification
[ 2].” The point here is that the
quality of a service experience
relies, to a huge extent, on the
people who will be involved in its
delivery. Since very few—if any—
services exist that don’t involve
a person-to-person interaction at
some point during the customer’s journey through it, it is vital
to ensure that those interactions are as carefully considered
as any other digital or physical
touch point.
So what implications does
this have for how a design team
works within the context of a
service-design project? Because
of the nature of the work itself—
applying techniques and thinking learned from interaction
design to business processes in
order to deliver a customer-cen-tric experience—the deliverables
are often quite strategic and high
level in nature. (Bill Hollins also
points out that “whichever form
it takes, it must be consistent,
easy to use, and be strategically
applied [ 3],” “it” in this context
meaning the service-design
engagement itself). Typical
deliverables of a service-design
engagement include service
blueprints (a document that
“describes a service in enough
detail to implement and maintain it carefully”), customer journey frameworks (that describe
key stages in the customer’s
journey through a service and
the most important touch points
at each of those stages), and
a service ecology map (that
describes the “system of actors
and the relationships between
them that form a service”). All
of these deliverables could fall
under the umbrella of “strategic,”
intended for senior stakeholders
within an organization. There
may be communication vehicles