Metaphor and Design

“Metaphor is for most people device of the poetic imagination and the rhetorical flourish–a matter of extraordinary rather than ordinary language. Moreover, metaphor is typically viewed as characteristic of language alone, a matter of words rather than thought or action. For this reason, most people think they can get along perfectly well without metaphor. We have found, on the contrary, that metaphor is pervasive in everyday life, not just in language but in thought and action. Our ordinary conceptual system, in terms of which we both think and act, is fundamentally metaphorical in nature.” George Lakoff

As rational people who like to rationally talk about doing rational things, we like to think we choose products based on what we can see, hear, feel, taste and touch. Is this a good beer? We taste it. Is this a good car? We drive it. We like to believe that we make our judgments by distinguishing tangible distinctions. But is there’s a lot more to the equation than just our five senses. There is more to it than cataloging functional benefits. There are the subconscious elements, the deeper meanings, the other intangible benefits that products offer, which factor into the formula and influence our decisions.

The concepts that govern our thought are not just matters of the intellect. They have deeper meanings that intertwine the supposed rational with the symbolic. They govern our everyday functioning, from the expression of complex beliefs and concepts down to the most mundane details. These systems of meaning structure what we perceive, how we perceive it and how we act upon those perceptions.  They inform us how to get around in the world, how we relate to other people and even how to select objects of consumption. Our conceptual system thus plays the central role in defining our everyday realities. And we structure concepts in relation to each other.  Take the concept of argument as war: 

  • Your claims are indefensible.
  • He attacked every weak point in my argument.
  • I demolished his argument.
  • I’ve never won an argument with him.
  • You disagree? Okay, shoot!
  • If you use that strategy, he’ll wipe you out.
  • He shot down all of my arguments. 

We do this all the time – time is money, data is geology, clothing is theater.  Consequently, understanding associations between concepts is pivotal to turning insights into action, whether you are designing an object or a strategy.

Pure metaphor.

Sometimes, when luck is with you, you can just show us something that isn’t your product at all and tell us it is. This is the use of  pure metaphor: something that stands in for your product that helps clarify and convince. This is obviously a good idea when your product is intangible, but also when the product is, frankly, dull, complicated or has no contextual frame of reference.

I once saw a poster in a library. In it, a hiker was pausing on a beautiful vista overlooking the Grand Canyon, the awesome spectacle looming before him. The poster could have been advertising Timberland or Arizona tourism or even cigarettes, but headline instead read, “Knowledge is free. Visit your library.” Visually, the message was the perfect use of metaphor. A library visit is like an odyssey through immense, spectacular country; it goes beyond the things housed there speaks to the underlying sense of discovery, exploration and surprise.

Fused metaphor.

Unfortunately, pure metaphors are rare, the reason being that it’s simply easier to create a fused metaphor. With a fused metaphor, you take the product (or something associated with it, the way a toothbrush is associated with toothpaste) and attach, or fuse it, with something else.

Objects, at least from a design or advertising perspective, that are modified in some way are often more engaging to us. We are, after all, naturally curious creatures. Unmodified images are often just clichés or stale representations. Disrupting the symbolic structure and associated metaphor primes the viewer’s psyche, drawing them into product or message to make sense of what’s going on. For example, one of advertiser David Ogilvy’s famous ideas was “The Man in the Hathaway Shirt,” who wore an eye patch and was thereby more interesting than a man who didn’t. He wasn’t just the your typical handsome man, he was a wounded, brave, paragon of masculinity with a story to tell.

Unlike pure metaphor, fused images help contextualize the selling argument for us. we don’t have to leap quite as far when part of what we’re looking at is what’s for sale.

So what? At its most basic level, design is about people rather than the objects and spaces we construct.  Design facilitates interaction between people and brands, mediated by the products and spaces those brands construct. We think in terms of solving problems (addressing functional needs, increasing efficiencies, etc.), but problems aren’t unchanging.  They are fluid and influenced by a host of factors, from basic function to notions of status to whether or not they make sense in relation to our worldview.  Because genuinely innovative, new ideas are almost always the product of juxtaposition, they can be nearly impossible to quantify in terms of risk or acceptance. But that doesn’t mean there aren’t ways to reduce risks.  

Why? Because metaphors endow products and spaces with human-like characteristics, making them more approachable and usable. They couch them in concepts with which we are already familiar and make the process of acceptance easier. They also make conversion from insight to object, space or message easier in the same way, by grounding them in concepts people understand, they can more readily see differences and similarities.  They can more easily envision what materials, words, colors, etc. will resonate and can start to readily think in new directions.

Doing so simply requires using a different set of tools than those typically used to test peoples’ reactions.  This is when the use of metaphor in the design process becomes most important. Metaphor provides us with the means to understand complex spaces, things and relationships. Like the example of “argument is war,” imagine applying the same model to designing a product.  Food as spirituality, for example: 

  • This dish is heavenly.
  • This ice cream is divine.
  • Bacon is good for the soul

Ask yourself these questions:


1. What is this product? What does it do? The logotype for Exhale, a pulmonary disease therapy company, demonstrates visually what they do best: they help us breathe better. Each subsequent letter in the logo is less heavy and lighter in color than the previous. As we read the name, we realize and understand its meaning through this visual metaphor.

2. How does it differ from the competition? One of Herman Miller’s annual reports used transparent paper stock to suggest the serendipity of innovation: You look at one problem and sometimes see through it, the answer to another.

3. What’s the largest claim you can make for the product? That it’s a dog shampoo that dogs actually love? Then put the shampoo in packaging designed like something else they love: a fire hydrant.

4. What is this product’s central purpose? One annual report for the Calgary YWCA emphasized the organization’s work with battered women, so the report itself was torn and distressed. The headline on the beat-up cover: “Last year over 11,000 Calgary women were treated worse than this book.” This metaphor may even be stronger than if they had used actual photographs of battered women, since this approach is less expected. 

Once the metaphor is defined (and there will no doubt be more than one metaphor in the mix in many cases), other associations will start to emerge.  If associations are made between food and spirituality, for example, what does that mean for color palette choices, brand elements, package design, etc.?  That leads to defining not only the functional aspects of the design, but the story behind it.

And design, particularly when thinking about design of something that is new or takes an existing brand in a totally new direction, is akin to creating a story.  There are tensions, themes, characters, frames, etc.  Conflicts, tensions and interactions become connectors between ideas and actions. And like the elements or any story (or the type of story), metaphor allows you to categorize, structure and create boundaries with the information you work with.  The final result is a strategy for design that makes sense to the consumer.

Anthropology and Usability: Getting Dirty

There are significant methodological and philosophical differences between ethnographic processes and laboratory-based processes in the product development cycle.  All too frequently, proponents of these data collection methods are set at odds, with members on both sides pointing fingers and declaring the shortcomings of  the methods in question.  Methodological purity, ownership and expertise are debated, with both ends of the spectrum becoming so engrossed in justifying themselves that the fundamental issues of product development are compromised.  Namely, will the product work in the broadest sense of term. One side throws out accusations of a lack of measures and scientific rigor.  The other side levels accusations about the irrelevance of a sterile, contextually detached laboratory environment.  At the end of the day, the both sides make valid points and the truth, such as it is, lies somewhere between the two extremes in the debate.  As such, we suggest that rather than treating usability and exploratory work as separate projects, that a mixed approach be used.

So why bridge methodological boundaries? Too frequently final interface design and product planning begin after testing in a laboratory setting has yielded reliable, measurable data.  The results often prove or disprove the functionality of a product and any errors that may take place during task execution.  Error and success rates are tabulated and tweaks are made to the system in the hopes of increasing performance and/or rooting out major problems that may delay product or site release and user satisfaction.  The problem is that while copious amounts of data are produced and legitimate design changes ensue, they do not necessarily yield data that are valid in a real-life context.  The data are reliable in a controlled situation, but may not necessarily be valid when seen in context. It is perfectly possible to obtain perfect reliability with no validity when testing. But perfect validity would assure perfect reliability because every test observation would yield the complete and exact truth.  Unfortunately, neither perfection nor quantifiable truth does exist in the real world, at least as it relates to human performance.  Reliable data must be supported with valid data which can best be found through field research.

Increasingly, people have turned to field observations as an effective way of checking validity.  Often, an anthropologist or someone using the moniker of “ethnographer” enters the field and spends enough time with potential users to understand how environment and culture shape what they do.  Ideally, these observations lead to product innovation and improved design.  At this point, unfortunately, the field expert is dropped from the equation and the product or website moves forward with little cross-functional interaction. The experts in UI take over and the “scientists” take charge of ensuring the product meets measures that are, often, somewhat arbitrary.  The “scientists” and the “humanists” do not work hand in hand to ensure the product works as it should in the hands of users going about their daily lives.

Often the divide stems from the argument that the lack of a controlled environment destroys the “scientific value” of research (a similar argument is made over the often small sample size), but by its very nature qualitative research always has a degree of subjectivity.  But to be fair, small performance changes are given statistical relevance when they should not.  In fact, any and all research, involves degrees of subjectivity and personal bias.  We’re not usually taught this epistemological reality by our professors when we learn our respective trades, but it is true nonetheless.  Indeed, if examining the history of science, there countless examples of hypothesis testing and discovery that would, if we apply the rules of scientific method used by most people, be considered less than scientifically ideal James Lind’s discovery of the cure for scurvy or Henri Becquerel discovery the existence of radioactivity serve as two such examples.  Bad science from the standpoint of sample size and environmental control, brilliant science if you’re one of  the millions of to people to have benefited from these discoveries.  The underlying problem is that testing can exist in a pure state and that testing should be pristine.  Unfortunately, if we miss the context we usually overlook the real problem. A product may conform to every aspect of anthropometrics, ergonomics, and established principles of interface design.  It may meet every requirement and have every feature potential consumers asked for or commented on during the various testing phases. You may get an improvement of a second in reaction time in a lab, but what if someone using an interface is chest deep in mud while bullets fly overhead.  Suddenly something that was well designed in a lab becomes useless because no one accounted for shaking hands, decrease in computational skills under physical and psychological stress, or the fact that someone is laying on their belly as they work with the interface.  Context, and how it impacts performance with a web application, software application, or any kind of UI now becomes of supreme importance, and knowing the right question to ask and the right action to measure become central to usability.

So what do we do?  We combine elements of ethnography and means-based testing, of course, documenting performance and the independent variables as part of the evaluation process.  This means detaching ourselves from a fixation with controlled environments and the subconscious (sometimes conscious) belief that our job is to yield the same sorts of material that would be used in designing, say, the structural integrity of the Space Shuttle.  The reality is that most of what we design is more dependent on context and environment than it is on being able to increase performance speed by 1%.  Consequently, for field usability to work, the first step is being honest with what we can do. A willingness to adapt to new or unfamiliar methodologies is one of the principal requirements for testing in the field, and is one of the primary considerations that should be taken into account when determining whether a team member should be directly involved.

The process begins with identifying the various contexts in which a product or UI will be put to use.  This may involve taking the product into their home and having them use it with all the external stresses going on around them.  It may mean performing tasks as bullets fly overhead and sleep deprivation sets in.  The point is to define the settings where use will take place, catalog stresses and distractions, then learn how these stresses impact performance, cognition, memory, etc.  For example, if you’re testing an electronic reading device, such as the Kindle, it would make sense to test it on the subway or when people are laying in bed (and thus at an odd angle), because those are the situations in which most people read — external variables are included in the final analysis and recommendations.  Does the position in bed influence necessary lumens or button size? Do people physically shrink in on themselves when using public transportation and how does this impact use?  The idea is simply to test the product under the lived conditions in which it will find use.  Years ago I did testing on an interface to be used in combat.  It worked well in the lab, but under combat conditions the interface was essentially useless.  What are seemingly minor issues dramatically changed the look, feel, and logic of the site. Is it possible to document every variable and context in which a product or application will see use?  No. However, the bulk of these situations will be uncovered.  And those which remain unaddressed frequently produce the same physiological and cognitive responses as the ones that were uncovered.  Of course, we do not suggest foregoing measurement of success and failure, time of task, click path or anything else.  These are still fundamental to usability.  We are simply advocating understanding how the situation shapes usability and designing with those variables in mind.

Once the initial test is done, we usually leave the product with the participant for about two weeks, then come back and run a different series of tests.  This allows the testing team to measure learnability as well as providing test participants time to catalog their experience with the product or application.  During this time, participants are asked to document everything they can about not only their interaction with the product, but also what is going on in the environment.  Once the research team returns, participants walk us through behavioral changes that have been the result of the product or interface.  There are times when a client gets everything right in terms of usability, but the user still rejects the product because it is too disruptive to their normal activities (or simply isn’t relevant to their condition).  In that case, you have to rethink what the product does and why.

Finally, there is the issue of delivery of the data.  Nine times out of ten the reader is looking for information that is quite literal and instructional.  Ambiguity and/or involved anecdotal descriptions are usually rejected in favor of what is more concrete. The struggle is how to provide this experience-near information.  It means doing more than providing numbers.  Information should be broken down into a structure such that each “theme” is easily identifiable within the first sentence.  More often than not, specific recommendations are preferred to implications and must be presented to the audience in concrete, usable ways.  Contextual data and its impact on use need the same approach.

A product or UI design’s usability is only relevant when taken outside the lab.  Rather than separating exploratory and testing processes into two activities that have minimal influence on each other, a mixed field method should be used in most testing.  In the final analysis, innovation and great design do not stem from one methodological process, but a combination of the two.

Semiotics and Brand Development

A brand is more than one iconic symbol, it’s a system of interconnected images, actions and signs that create a response in your consumers. While it is often put down to something as simple as logo design (which is anything but simple, in fact), identity and branding work extends beyond the creation of a company logo or trademark. The identity of any particular corporation, product or service encompasses a variety of materials including business cards, marketing materials, staff uniforms, advertisements, commercials, web presence, etc. All of this is created to establish an identity that the consumer comes to value beyond the direct benefits of the company.

A part of establishing the company brand, the identity work is important in conveying the principles, ideas and standards of the organization for which it is developed. Designers work together with strategists, copywriters, marketing directors and a host of other professionals to ensure that a brand identity is communicated effectively and efficiently from the client to the consumer. And in an age of social media and assumed shared interests, the communication is increasingly a multi-faceted conversation.

Most design firms and agencies create branding and identity work for their clients on some level, others specialize in identity and branding only. In any case, brand development involves deep thinking and a commitment to understanding the symbolic interconnectedness of the parties engaged with the brand. This is the art and science of semiotics. But why bother?  There are a number of simple reasons.

Understanding

Semiotics can help you dig into the underlying meanings in communication and establish a richer connection with consumers. On a practical level, a semiotic approach allows you to determine why an ad, a web page or a new product’s design is or isn’t working. It allows you to isolate components, but it also allows you to determine how they work or don’t work in relation to other elements.

Renovation

Over time symbols change and without constant care brands fall apart. A brand can keep making small changes, but ultimately, this process doesn’t work. Eventually you have to strip right back to bare bones and rebuild the brand completely. Semiotics can be used to deconstruct brands and categories, exposing truths that can be used to reconstruct them, and make them stronger.

Articulation

Semiotics can help articulate the problem you actually have, as opposed to the symptom you are trying to address. The approach allows you to move beyond intuition and get to the deeper issues behind what is happening with your brand.

Research

A semiotic approach can help you improve your qualitative work, by helping you redevelop your line of questioning, or listening for different things. Rather than focusing on traditional needs-based questioning and observation, a semiotics approach uncovers deeper issues and subconscious triggers that strengthen the meaning behind the brand.  There is a strong tradition in ethnographic research specifically of employing a semiotic approach.  Both methods are observational and interpretive. Ethnographic research aims to understand what consumers do and why they do it, rather than what they say. In other words, it assumes that human behavior is more complex than what people tell you. Similarly, semiotics assumes that how human beings interact with and understand the world is more than what they tell you.

Briefs

Ultimately, semiotics creates richer, deeper briefs and platforms that creative teams can actually work from. Rather than simply providing data, it provides avenues of expression that the creative team can build upon and use to explore a range of opportunities for communication. It can provide platforms from which to strengthen your communication, be that advertising or design.

Snack Time

In it’s simplest definition, a snack is a small portion of food meant to hold one over between meals. In contrast, a meal is typically comprised of multiple items, has higher caloric content and is usually tied to rituals of time and location.

 Historically, snacks were prepared from ingredients commonly available in the home. This has changed considerably over time with the new norm existing today as pre-made foods that are conveniently packaged and last seemingly forever.

But snack foods are not just treats anymore. They have to become part of the larger ingredient mix along with potatoes, carrots or butter. Frito Pie is on the menu alongside the $25 dish of shrimp etouffee. This may not seem important to the producer as long as products are selling at the store. But it validates a fundamental element of consumer behavior – the end user decides how to use any product he or she purchases. The challenge for the producer is to recognize the innovative ways consumers use their products and facilitate strategies that will help keep the trend going.  This means understanding the underlying cultural processes that have allowed this transformation to take place and how to capitalize on it in order to grow sales.

Some credit to the changing role of snack foods must of course be attributed to the inventiveness of snack producers. Restaurateurs and chefs have also been and will continue to be tremendous influencers.  Consumers, rather than turning to manufacturer websites and cook books are looking to the Food Network and local chefs not just for ideas, but also for validation of their culinary choices. Even subculture icons like Lux Interior of The Cramps (a rockabilly/punk fusion band founded in the 1970s) have helped shape the use of snacks in cooking – Mr. Interior had a deep penchant for Doritos Quiche.

To be sure, the snack is the inspiration. We see evidence to support this notion starting back in the 50′s with the introduction of recipe ideas for everything from corn flakes to Cheetos. But what accounts for the resurgence of using snacks in cooking in an age dominated by “healthy” foods, “quality” ingredients and of haute cuisine in the home? And what does this mean for a marketer or product development team? The simple is answer is that by understanding the deeper issues driving the transformation of how snack foods are used, it is possible to better innovate and drive sales over time. We have identified several areas that deserve special attention.

Snacks as Symbols

Meaning is produced and reproduced within a culture through various practices, phenomena and activities that serve as systems. Rituals associated with food represent a deeply ingrained structure by which meaning is propagated within a culture. In other words, a potato chip is more than food; it is representative of childhood memories, concepts of being a good or bad parent, regional affiliation and other symbolically charged concepts.

The brand itself is equally symbolically charged. This explains why a generic brand of corn flakes to top your tuna casserole may not be “good enough.” Only Kellogg’s communicates that the cook cares enough about the people eating. This also explains, in part, the reluctance of many to buy store-branded products (although other factors come into play as we see, for example, in times of economic crisis).

Flavor is less the issue than the need to create a dish that fits within the symbolic framework in which it is constructed and consumed. The implication is that it recipe ideas aren’t enough. These ideas must be tied to richer symbols. Package design, shelf positioning, etc. must all reflect greater symbolic structures and lead to the construction of new and unique traditions that work within the existing framework.

The Invention of Tradition

Traditions exist to preserve a wide range of commonly held ideas, practices and methods used by distinct populations. Food joins other elements like music, folklore and clothing to create culture. Beliefs or customs are taught by one generation to the next and actions are reinforced over time. The preservation of culture, however, becomes much more difficult in a postmodern world.

Through the emergence of tribal subcultures along with the ease and means to communicate and cross-pollinate we see many using brands as badges of affiliation. In practice, people are “inventing” tradition by endowing products with rich symbolic meaning. Product, therefore, becomes a means by which people artificially establish a past and validate identity in the present. Mom may have never actually made Frito Pie, but it helps the consumer maintain a sense of identity to believe that she could have.

Food as Novelty and Play

Finally, using snack foods as ingredients speaks to the very basic need to invent and play. Snack foods used in a way different from their “intended purpose” is novel. At a psychological level, novelty speaks to four basic principle elements:

  1. Thrill Seeking: the pursuit of activities and objects that are exciting, unusual and potentially dangerous.
  2. Experience Seeking: the pursuit of unfamiliar and complex environmental stimuli, as through cooking.
  3. Disinhibition: Sensation-seeking through engagement with other people; searching for opportunities to lose inhibitions by engaging in variety in food, sex, alcohol, etc.
  4. Boredom Susceptibility: the tendency to be easily bored by familiar or repetitive situations or people, or by routine work.

Beyond the sensory benefits of novelty, there is the need to use experimentation as a means of establishing cultural capital. Snack foods have become a means by which people not only attain psychological stimulation but also display to friends and loved ones that they are inventive and interesting.

Implications

It may be interesting, but what does it all mean? Simply put, it means that whoever can tap into these unconscious motivations, symbols, and practices can increase sales, grow customer loyalty and develop brands that are synonymous with enjoyment. We often interpret our products through a self-limiting, narrow focus. Understanding snack foods from the vantage point of “ingredient” opens a new series of delivery systems, product possibilities and messaging strategies.

After all, the customer will always decide how to use your product.

 

 

 

 

 

The Business of Language and the Language of Business

Entering the world of business is a significant challenge for an anthropologist.  There are questions about the moral ambiguity and exploitative nature of the capitalist system.  There are concerns about the relationship between industrialized nations and the indigenous populations that invariably produce the goods that are sold.  There is the internal debate over globalization and the development of new forms of colonialism.  And finally, how do we speak to our employers in such a way as to effectively communicate our findings?  The first issues are exceedingly difficult to resolve, requiring individuals to look within and determine what is and is not acceptable from his or her philosophical and theoretical understanding of the world.  The last is perhaps less difficult intellectually, but at times just as painful.  Learning a new language is never easy.

Today, my anthropological training is applied to attempting to understand the ways in which culture influences and reflects how people interact with, use, and conceptualize the brands, objects, and products.  The nature of the work is such that research time is often dreadfully limited and the results of fieldwork are frequently ambiguous.  Communicating this to groups that expect simple, concrete answers and recommendations is at times a seemingly insurmountable task.

My first presentation (part of the far distant past) to a combined group of business executives, industrial designers, and marketing experts did not go well.  I was branded as being too academic when I did the unthinkable and used polysyllabic words such as “epistemology” and “neocolonialism” (never mind that I had failed to reduce the finding to a series of bulletpoints on a PowerPoint deck).  To make matters worse, I made the mistake of talking about “building” the business as opposed to “growing the business organically,” an act of sociolinguistic impropriety so great as to draw angry glares and barely concealed threats of banishment.  While my initial reaction was to dismiss their reactions, further reflection brought the realization that I had failed to live up to what I had learned as a student – in essence my reaction was ethnocentric and perhaps arrogant, if we view the business environment as a culture in its own right with rules of behavior and communication – all of which I had largely overlooked or dismissed. 

For an anthropologist interested in practicing in the business world, it is as important that he or she learn the language, so to speak, of that culture as it is for an anthropologist entering the a small, tribal society.  It would be tempting to initially argue that the university settings in which we first learn the basics of our discipline are remiss in preparing students for the corporate life, but this would be shortsighted, inaccurate, and unfair.  Preparation ultimately rests on the practitioner’s shoulders – we receive the fruits of experience of our teachers, but ultimately we must learn the basics of the languages and customs of the people with whom we will live and work on our own.  Unfortunately, learning the communication styles and language of the business world must be done rapidly – the “natives” are largely unforgiving and impatient, casting the “academic” anthropologist out on the street if they do not perform within the approved social and linguistic norms quickly.  And so I have learned, or so I like to believe.

To my mind, the most significant change comes in the way we present our findings.  Increasingly, the preferred mode of communication in the business world is the bullet point.  Findings typically must be distilled to their most basic principles and recommendations asserted with the voice of command.  While painfully frustrating, it often serves to engage the audience enough to get them to begin asking more detailed questions.  This does not mean the abandonment of detailed reports.  Rather, the report serves to defend or expand recommendations.  No matter how dependent they may be on the bullet point, the in-depth report is still an expectation of the employer.  With time it becomes a respected element of the work.  My limited experience has indicted that we are a new voice to business and though respected, we are expected to adapt to the social and linguistic rules of this unforgiving lot.

So, as we talk to the issues that will develop into holistic synergies, we continue to harvest constructive relationships and build a new paradigm – or something along those lines.  

 

      

 

Innovation Is Creative Thinking With Purpose

Innovation is creativity with a purpose. It is the creation and use of knowledge with intent. It is not only creating new ideas but creating with a specific intention and with plans to take those ideas and make something that will find purpose the world. Innovation is ideas in action, not the ideas themselves. Innovation is also a word that gets thrown about, often without really considering the reality that it is, in fact, damn hard work. What makes it hard work isn’t the generation of new ideas, but the fact that turning complexities into simple, clear realities can be excruciatingly difficult, but that is precisely what needs to be done to make innovation useful. Simplicity and clarity are tough to do.

Innovation, whether we’re talking about product design or a marketing plan, should be simple, understandable, and open for a wide range of people. Innovation is becoming more of an open process, or it should be. The days of the closed-door R&D session is gone as we incorporate more engagement of users, customers, stakeholders, subject matter experts, and employees in the process. Most companies are very good at launching, promoting and selling their products and services, but they often struggle with the front end of the innovation process, those stages dealing with turning research and brainstorming insights into new ideas.  The creating, analyzing, and developing side of things is often murky or done in a haphazard way. Articulating a simple system with clearly defined activities is central to bringing innovation to life and involving a wide variety of stakeholders and collaborators who can understand and engage in making the beginning stage of the innovation process less confused. It is as much art as it is science.

Easier said than done – you need a starting point. The simplest and most obvious element in this is to begin with a system of innovation best practices. You would typically generate multiple ideas and then synthesize relevant multiple ideas logically together in the form of a well-developed concept. This is the no-holds-barred side of the idea generation process and allows for people to begin exploring multiple trajectories. The key is to make sure the ideas don’t remain in a vacuum, but are open to everyone. With that in mind, it is extremely important to ensure that ideas are captured and stored in one place, whether electronically or on a wall (literally) dedicated to the task. Truly breakthrough innovations are not solitary work, they are part of a shared experience where ideas build on each other. They are the result of collaboration. This means that the work involves others to help you generate ideas, develop concepts, and communicate the concepts in meaningful and memorable ways. The more open the process, the more likely it is to get buy-in as people engage directly in the innovation process.

Next, make sure people have access to all the information available to them. Research around a problem or a people is often lost once the report is handed over and the presentation of findings complete. Central to the success of an innovation project is to make sure themes and experiences are captured and easily available to the people tasked with generating ideas. So make it visible, make it simple and make sure people are returning to the research (and researchers) again and again. This is about more than posting personas on boards around a room. It involves thinking about and articulating cultural practices in such a way that they are visible, clear and upfront. As people think and create they should constantly be reminded of the people and contexts for which they are creating.

Once the stage is set, the problem and hopeful outcomes need to be made clear. This is fairly obvious, but it’s easy to drift away from the goals as ideas emerge and people have time to simply forget why we’re innovating (or attempting to innovate ate any rate). So make them real, crystallize the problems and challenges. Make them visible at every step of the process.  In addition to posting the goals, be sure to have space to pose questions that are grounded in the problems or opportunities for innovation. Categorize the types of questions and ask that people visit them every step of the way to ensure the process stays on track and is grounded in the goals of the project. Categories of question types to consider might include:

  • How Will This Impact the Community: How can we help people, build communities and reflect the cultures and practices for which we are designing?
  • What is the Opportunity: How can we create something that provides a better life for the intended users?
  • Is It New or are We Simply Tweaking Something: How can the thing we’re creating change the current situation or are we simply creating a variation on an established theme?
  • How Will It Be Interpreted: What challenges do we face in getting people to accept the concepts and what cultural or psychological barriers do we need to overcome?

These are just a few examples, but they represent some of the ideas that might emerge when thinking of new designs, models and messaging strategies. They will, of course, vary depending on the goals of the organization. If your goal is to build a new delivery system for medications or if it is to do something as broad as change the way people eat, then the questions will change. The point is to have a space that opens up the dialog, not just a space to throw out ideas.

The point to all this is that in order to innovate, you need to clarify a simple system that all the various contributors can use. Establish a system and stick to it. Identify and write down the areas you would like to innovate in, get all the parties who will contribute involved and make sure they engage in an open environment. Create questions to ask and areas of exploration. Do that and you will move from a complex mess to something that can be acted upon.

Experimenting With Ethnography

Ethnography means many things to many people these days and heaven knows I’ve spouted off about that topic on more than one occasion, so I won’t go down that path again (at least not for today). But there are underlying currents in how people define ethnography that seem to be representative of a larger degree of consensus. One of the central themes that emerges again and again is that notion of ethnographer as simple observer.  We document, we learn and we report but rarely do we experiment. And that is something I think we need to see change.

“Experimental ethnography” emerged as a general movement in anthropology that focused on issues of representation in ethnographic writing in the aftermath of the “writing culture” critique of the 1980s. Those critiques were largely informed by the poststructuralist, feminist and Marxist assessments of the historical relativism and construction of Western sciences. Long story short, the nature of how we construct, conduct and think about ethnographic research and representation was challenged. The primary meaning of experimental ethnography was the experimentation of writing ethnographies and the representation of cultural worlds, traditions, and things. Interestingly enough, this is also the period when ethnographers began leaving academia for the business and design worlds in noticeable numbers. However, the notion of experimental ethnography remained largely inside academic and/or public sector fields of study.

So, traditionally what are we talking about when we say “experimental ethnography”? Experimental ethnography is a mode of fieldwork in which given, prior and assumed areas of knowledge are used and recirculated in fieldwork activities, dynamics, and practices. The goal is to produce outcomes that hold direct relevance to and for the communities with which research is conducted. From its inception, experimental ethnography then had an affinity to applied anthropology with the goals of effecting a “social change” in a community, producing knowledge for use in policy generation or aiding communities to rediscover and revitalize aspects of their cultural traditions. Again, while these are all noble and worthy pursuits, this approach to how we gain and use knowledge remained in areas other than the private sector. And that needs to change.  Why?

Because it produces better results for our clients, plain and simple. We are here to help the people who hire us build better things. That can certainly spring from a purely observational model, indeed it frequently does, but it also limits our trajectory.  In this emergent paradigm of experimental ethnography, “knowledge” is not being “tested” for truth to produce facts by a determined structure of fieldwork procedures. Rather, fieldwork practices are recombined to explore their utility through the activity of the exploratory bricolage. In other words, the experimentation is not about testing but about fluid modes acquiring knowledge and considering methods of co-constructing outputs. This exploration for utility is where a different notion of experimentality enters into play. In thinking about ethnographic fieldwork in this way, it allows us to incorporate techniques from various fields when working with participants in a methodologically sound way, rather than simply pulling in a range of techniques with little or no clear system or rigor.

As this model of ethnography plays out, the idea is that by engaging the participants, the designers and the ethnographer in a dialog in the field, the participant gains both in terms of good product development and in terms of psychological investment. All parties have a direct connection to the process and therefore the end results. It also means that the parties engaged in the fieldwork and creation/translations of the insights that emerge are not tied to the underlying one-for-one trade of information. The roles are stripped bare and the researcher, designer and participant take on a shared understanding that the intent is to create rather engage in the transaction of knowledge.

Of course, this means that the researcher needs to be well versed in a range of methods and nimble enough to change direction quickly. It also means letting go of the notion, a myth in fact, that purely objective observation is possible. A terrifying notion to some, no doubt, but very real nonetheless. Power, politics, environment, etc. all factor into how fieldwork unfolds. Tricking ourselves into a belief that the more removed we are, the more valid the results, is perhaps the first thing that needs to be discarded. After all, the point of ethnography is exploration and learning, not recreating in a live setting what one gets from a survey. Open the possibilities of an experimental approach to ethnography means opening the door to a host of outcomes that may be overlooked.

Experimental designs offer greater internal validity for learning what the effects of a social program are, and ethnographic methods offer greater insight into why the effects were produced. The prospects for such integration depend on the capacity of parties within social science to work together for the common goal of discovering insights and how to implement them.

 

 

Bricks, Clicks and the “New” Retail Paradigm

Since the emergence of internet shopping, companies have tended to structure their way of thinking about shopping channels in silos that reflect their operations. Shopping behavior is segmented according to the channel and the shopper is relegated to a specific trajectory. Shopping is usually thought of in terms of work – procuring goods, meeting needs, etc.  Shopping is seen first as a function and secondarily as something that serves emotional and social needs. Even as we talk about retail therapy, we revert in marketing to discussions about seemingly rational behavior.  But it isn’t so simple anymore. Unfortunately, with the ubiquity of internet access, be it from a fixed location or via a mobile device, the truth is those lines between the off-line and online experience have become so blurred as to be meaningless.  Rather than individual silos, shopping processes function as part of a complex, adaptive system that is increasingly driven by social interaction and socio-cultural needs, not transactional needs.

If a company is to grow its brand (and thereby its bottom line), it is wise to think about how this system emerges and understand how the act of shopping has fundamentally changed at a deep cultural level. What this means for shopper marketing is that the best retail experiences, those with the highest degrees of loyalty and sales, are those that project a story and invite the shopper into the narrative.

Bricks

Fifty years ago, the retail space was the only real way to interact with customers.  Yes, there was the option of the catalog, but it was, and is, a one-way conversation.  The retail space was more of a transactional space and advertising was simply a list, though cleverly done, of the goods available.  As shopping has become more convenient and the transactional element has been driven into new realms, and the retail spaces and brands that everyone admires have begun to touch shoppers on a more visceral level.

Shopping is about more than getting more stuff.  Brick and mortar shopping as it is practiced today in particular jumps the line between a functional/transactional and social/symbolic experience. Shopping is as much about entertainment, establishing cultural roles and teaching cultural norms (or rebelling against them) as it is about anything else. Often, the decision to enter into one retail space over another is about experiential elements more than it is price or convenience. Because experience is rooted increasingly in dialog between members of social groups (e.g. moms, bicyclists, rockabilly fans, etc.), the retail experience actually begins well before we set foot in the store, in conversations where people congregate.

Clicks

Digital shopping (online or with a mobile device) is highly personal, portable and an increasingly participatory experience. When it first began, the online shopping experience was largely fixed in one location and the interactions, primarily transactional in nature, were almost exclusively between an individual and what a company chose to present to them.  But this process was quickly modified as people began posting product reviews, blogging about their experiences, etc. Even so, the process of investigating a company was largely between an individual and either an institution or an abstract person in an unknown location.  And then social media was born changing the nature of the web and the shopping landscape forever. The highly individual, highly transactional nature of the online shopping experience became subject to the same social and cultural drivers as the brick and mortar experience.

Shopping ahs become as much about structuring peer groups as the transaction. The shopping and the purchase itself represent the groups we interact with and our places/roles in them. Because social media tools help us craft public identity, so do our purchase choices. With the increased use of mobile devices online shopping, and hence social media interaction at the point of shopping, has moved from the individual sitting at his or her kitchen table to a very public dialog. Peer group members (no, Ginger, we didn’t say “demographic” or “segment”) interact with each other and the retail environment simultaneously, creating a shopping experience that can draw literally thousands of people into the conversation from the point of consideration to the point of purchase.

Blenders

Retailers can blend the physical and social experience of brick and mortar shopping with the participatory (read: social network) experience of digital shopping to achieve a greater percent of brand loyalists (which currently and historically sits at 5%) and higher multi-channel revenue streams.

The first step is to examine in a bit more detail why people participate in digital shopping and what it means for the retail experience in its totality.

  • Social network: When shopping is done with others, as a family or with a friend, it is as much about establishing social bonds and being an outing as it is about fulfilling specific needs. It doesn’t matter if the shopping is in a physical location, in virtual space or a blending of the two.  Shopping has replaced the park, the lake, etc. Retail spaces and social media spaces that encourage people to interact both with each other and the brand lead to a greater sense of belonging and reinforce the roles people have adopted for that shopping excursion. For example, placing small sweets throughout a lingerie store (returning to our bra example) increases the sense of romanticism and allows people to “play” to the underlying storyline the shopper and her counterpart are seeking. Add to this the ability to share that experience with others and it becomes more real, more meaningful.  That in turn builds both interest and loyalty amongst your shoppers.
  • Entertainment and gaming: The store is indicative of a stage, a field on which we play games.  The same is true in social media.  People assume roles which they use to create a game-like environment, one-upping others and competing for cultural, psychic and monetary capital. Even without the direct associations with a specific story line a retail space and the social media environment should still conform to some very basic principles.  Namely, escape, fantasy, and inclusion. The total experience speaks to cultural and psychological triggers of enjoyment and participation. People create memories within places if storylines develop and form personal connections. The stronger the connection, the more likely they are to frequent the space and to buy. A good brand needs to be create a shared identity, connecting the company and the shopper by developing clear imagery and displays that create the sense that there is a narrative behind the façade.
  • Rewards as social influence: Rewards and bonuses are about more than getting goods for cheap.  The underlying motivations are largely drawn from the need to attain a sense of mastery that isn’t too far removed from the pleasure our ancestors derived from the hunt.  Not only do you get the good deal, but your sense of self worth and accomplishment is inflated.  Going beyond the need for mastery is the pride derived from demonstrating to the world that you are skilled.  You gain influence and cultural capital.  Add to the mix the element of social media, mobile social media more precisely, and the validation you receive is immediate and more expansive. The entire world shares in your success and you gain a degree of prestige that is tied to the exact moment of shopping, not as an afterthought. The result is that the brand, the store and the online presence become an integrated experience that is far more powerful for the shopper.

The trick for retailers is determining the proper mix of each of these elements to create the ideal shopping experiences for their brand. In the end, retail shopping is becoming more complex. With the increased use of online shopping and the ease of access to a more and more locations, people are making choices based on underlying desires, not just functional needs. Anything a retailer can do to improve the experience is a key differentiator. Differentiate your store and you increase loyalty and sales.

From Personas to Stories: Creating Better Tools for Design and Marketing

Design ethnography takes the position than human behavior and the ways in which people construct meaning of their lives are contextually mitigated, highly variable and culturally specific. on the central premise of ethnography is that it assumes that we must first discover what people actually do and why they do it before we can assign to their actions and behaviors to design changes or innovation. The ultimate goal is to uncover pertinent insights about a population’s experience and translate their actions, goals, worldview and perspectives as they directly relate to a brand, object or activity, and the role that these pieces play with regards to interactions with their environment. Often, the information results in a large-scale, broad document, but it also often results in the development of personas.

The idea is that personas bring customer research to life and make it actionable, ensuring the right decisions are made by a design or marketing team based on the right information. The approach to persona development typically draws from both quantitative and qualitative tools and methodologies, but because of the very personal nature of ethnography, the methodology often leads the charge. The use of ethnographic research helps the creation of a number of archetype (fictions, in the most positive sense) that can be used to develop products that deliver positive user experiences. They personalize the information and allow designers and marketers to think about creating around specific individuals.

But there are problems with personas. Don’t get me wrong, I believe personas can be useful and help design teams. But I also believe they can reduce the human condition to a series of attributes and lose the spirit of what personas are designed to do. First, in terms of scientific logic, because personas are fictional, they have no clear relationship to real customers and therefore cannot be considered scientific. So much for the science.

For practical implementation, personas often distance a team from engagement with real users and their needs by reducing them to a series of parts. The personas, then, do the opposite of what they are intended to, forcing design teams down a path that gives the illusion of user-centricity while actually reflecting the interpretations or the individual designers. Creating hypothetical users with real names, stories and personalities may seem unserious and whimsical to some teams within an organization and be, consequently, dismissed as so much fluff. But by far, the biggest problem, at least to my way of seeing things, is that while we want to use personas to humanize potential customers and users, we in fact reduce them to objects and a laundry list of actions, personality quirks and minimalist descriptions.

I’m not advocating the dismissal of personas, but I am suggesting that perhaps there are alternatives. One place to start is to admit we are writing fiction when we construct these tools and expand upon that notion. We should be adding to the mix humanistic narratives. Customer novellas, so to speak. It requires more time and effort, both on the part of the person/people creating them as well as those using them, but it also gives greater depth and insight into the needs, beliefs and practices of the people for whom we design and to whom we market. Rather than relying exclusively on a dry report or a poster with a list of attributes.  In this model, the idea is to create a short story in which actors (the eventual personas) engage with each other, a wider range of people, and a range of contexts. Doing so allows us to see interactions and situations that lead to greater insights. It allows us to look at symbolic and functional relationships and tease out elements that get at the heart of the fictional characters we create.

Why is that important? Because it does precisely what personas are meant to do but typically fail at – provide depth and characterization, establish a sense of personal connection between designers and users and provide breakthrough insight and inspiration. Anyone who has read history vs. historical novels is familiar with the idea. It is easy to reduce Julius Caesar to a series of exploits and personality traits, but in doing so we lose the feel for who the man was. A historical novel, in contrast, adds flavor by injecting conversation, feelings, motivations and interactions. We walk away with a feeling for who he was and what affect he had on others, good and bad.

Imagine developing a persona for Frodo from The Lord of the Rings. We could say the following and attribute it to all Hobbits: Frodo is enamored by adventure but frightened by it. He loves mushrooms, has no wife, is extremely loyal to his friends and will work at any task he is given until it is done, regardless of the difficulty or potential for personal harm. He disdains shoes and has a love of waist coats.

There’s nothing wrong with this description, but for anyone who had read the trilogy or even seen the movies, the shortcomings are obvious. We miss the bulk of Frodo’s personality. In exploring the novel, we come to develop a rich understanding of Frodo, a deep understanding of his motivations and personality and his relationship with other members of the party, including the Ring.

For the literalists out there, I am not suggesting we create anything as vast as a novel, particularly one as expansive as The Lord of the Rings, but I am suggesting that we move beyond attributes and create stories that more fully develop the people behind the personas. Several pages of engaging writing is sufficient. Not only does it provide deeper insights, but it engages the reader more fully, inspiring them to go beyond the “data” and explore a wider array of design, brand and marketing options. Again, it isn’t meant to replace personas (or the research report), but to add to it. It requires more effort and time on the part of the person creating it as well as the person consuming it, something people are often disinclined to do, but the end result is better design, greater innovation and a more complete vision of what could be.

Poetry, Semiotics and Brand Building

Though the custom of memorizing poetry in public school is largely long gone, I was part of perhaps a last generation to have to go through the process.  And I will no doubt remember the following lines until my last breath:

‘TWAS a death-bed summons, and forth I went

By the way of the Western Wall, so drear

On that winter night, and sought a gate–

The home, by Fate,

Of one I had long held dear.

At the time, I failed to realize the significance of poetry, but with age comes some degree of wisdom and I have come to the conclusion that what we do today, be it as a researcher, a copy writer or a designer, can indeed learn a great deal from poetry. It is, sadly, a forgotten but powerful medium. A poem does not convey a message is the same way as prose, it does not signify in the same manner. When poetry is consumed, so to speak, words are judged in relation to things, and the text is judged in comparison to reality. A poem establishes a system of significance, generated by processes such as accumulation and the use of descriptive systems.

Prose is generally interpreted along a vertical axis, known as the paradigmatic axis or the axis of selection. On this axis, we look for the meaning of the text based on selected referents and terms, following the metaphors and metonymies, or by trying to attribute a coherent meaning to the passages. The message is typically fairly straight forward and the associations with other words clear. But unlike prose, in the semantics of the poem the axis of significations is horizontal. The poem doesn’t attempt to refer to reality, but to establish a coherent system of significance. As such, a poetic text must be interpreted and analyzed in terms of the relationships that develop amongst the words along the horizontal axis (the syntagmatic axis or the axis of combination).

There are four structures that make up the horizontal axis of significations:

  • Linguistic
  • Stylistic
  • Thematic
  • Lexical.

This structure  involves similarities in form and position among certain words in the text, similarities that are rationalized and interpreted in terms of meaning. Each word is made up of one or more semes (minimal units of meaning, or semantic features). For example, the word “monster” contains the semes: living being, big, ugly, frightening, inhuman, etc. These are the semes in the poem that are used in the process of accumulation.

This process occurs when the reader encounters a series of words that are related through an element of meaning that links them together, that is, a shared seme. As the reader progresses, accumulation filters through the semantic features of its words, thereby overdetermining the occurrence of the most widely represented seme and cancelling out the semes that appear less frequently.  For example, if we encounter the words “rose”, “tulip” and “sunflower”, then we might think that the shared seme is /flower/; if to this list we add the words “grandiose”, “woman” and “art”, then the overdetermined seme will be /beauty/. In this way, the semes take the place of the words, and by substituting in this manner, the reader will come within reach of the poem’s significance.

In other words, a descriptive system that emerges in poetry is a group of words, expressions and ideas that are used in the text to designate the parts of the whole that the author wants to represent.

The system is usually a set of stereotypes and conventional ideas about the word with which it is associated; this is how the reader realizes, when we make mention of nothing more than dancing, for example, that we are talking about an youth.

Why does any of this matter? It matters because at the heart of any brand or design lies the poetic expression of what we want the brand to mean. Whether we are crafting a series of words in an add campaign or developing a stylistic “language” for a group of objects to be associated with the brand, we are attempting to develop a system of meaning that overdetermines and allows the customer to interpret a range of finite meanings at a glance. The Nike swoosh, the phrase “Ram Tough”, the “story” conveyed in a billboard for Schlitz, they are all extensions of poetic discourse. And like the poem from Thomas Hardy that I learned so long ago, a poem lasts, tying meaning to the things the things we value in our lives, including brands.